A "short" "adventure" "about" a printing press, a very loosely fulfilling one of Locheil's prompts for Glaugust 2026.
Acqua Dolce
The Situation
The map covers the approximate boundary of the Noble Republic of Acqua Dolce, a small state that fills the dry pass between mountains to the north and south, grown from a north connecting the western and eastern coasts of the peninsula. It has sometimes been the ally of the Archdruidal States and sometimes to the Kingdom of Vaniglia, dueling powers that seek total ascendancy.Now, with war broken out between the two powers, hired warlords lead their forces up and down Acqua Dolce, for neither can leave its routes unsecured against the other. Meanwhile, the introduction of the printing press from foreign lands has introduced its own chaos, as demons have co-opted the invention from the artisan Germanians who introduced it. The PCs might be soldiers of fortune, seeking opportunities as they wander the war-strewn world. Or perhaps they hope to gain entry into the upper echelons of Acqua Dolce's political families. Either way, they will find much to do and see in the noble republic of Acqua Dolce.
Use your standard procedures for hexcrawling. The scale is that of the six-mile hex. This is a well-peopled land, so if PCs try to seek out villages, mills, smithies, boats, and other things you'd expect in the Renaissance Italian hinterland, they're likely to find them.
Platoon Combat and Fortuna
Player characters are likely to encounter wandering armies over the course of their adventures in Acqua Dolce, and may even participate in battles. To simulate conflict between greedy and risk-averse warlords and their warbands, the game uses a simple Fortuna roll. Determine who the defender is (probably whoever's territory this is), then a d6 and consult the following table:2. Attackers run out of supplies and wander off.
3. Stalemate, neither side willing to risk too much.
4. Bloody stalemate
5. After short battle, defender bribes attackers to go away for a while.
6. Attacker wins thanks to treachery by someone on the defender’s side. They loot as the defenders retreat.
2. You must hold this choke point
3. You must take out this enemy commander or standard bearer
4. You must keep this ally from chickening out
5. You must storm this choke point
6. You must undertake a dangerous recon mission
The warfront of Acqua Dolce doesn't make a lot of sense. The DM doesn't need to track the progress of battles towards a potential victory. Instead, assume conflict here will be inconclusive and intractable until a truce is declared in a couple of years. In general, you can assume that polities and fortifications in the south and west are allied with the Archdruidal Sates and the ones in the north and east are allied with the Vanillas.
Encounter Table and Bestiary
When traveling, roll a d6 for an encounter every twelve hours, and on a 1 roll 2d6 to determine what is encountered.2d6 Random Encounters
3. Druidic Procession (one level 2d6 druid, as many 1 HD bodyguards, 1d10 HD of animals)
4. Commoners with rumors
5. 1d6! zombies (the unburied war dead :-( )
6. Salamander
7. Warband (if the first die is 1 or 2, Madaluca's Meduse. 3 or 4, the Scarlet Vultures. 5 or 6, Franco's Company)
8. 1d4 giant shrews
9. 3d6 Selvaggiatrices
10. 1d6 x 10 Witch-Hunters (as dervishes)
11. Vanilla Spy (mummy disguised as hooded monk, zany, or plague doctor)
12. Donna della Caverna, a magical old woman. (As bugbear, but can cast polymorph self at will)
Bestiary
Acedia
Demon of sloth, afflicted by and inflictor of laziness, anxiety, and depression. Her form is that of a mournful, black-eyed waif in a shabby grey cloak. She always has a good intuition for the words to say that will echo someone's insecurities.
AC: insubstantial (as chain). HD: 5. Attack +4 lash (1d6) or Paralysis Ray. Floats nimbly, but never quickly. Morale 4 (Infectious Fear, Slothful)
Infectious Fear: those who chase Acedia as she flees will inhale an aura of pure futility, and must save each round or suffer the effects of her Paralysis Ray.
Slothful: it's very easy to convince her not to bother with something and very hard to convince her to do something.
Avaritia
Demon of greed, afflicted by and inflictor of goldlust, moneymadness, possessivenesses of all kinds. She is rail-thin and wears a miser's drab smock, with long fingers for pinching and poking and counting. Tucked away in an inner pocket, she carries 10,000 coins she is happy to bribe with.
AC: unarmored. HD: 4 (Gold Curse). Attacks +4, bear hug (1d6 and grappled) or 2x throwing cards (1d4). Moves with maniac speed. Morale 6 (Greedyguts.
Greedyguts: she is very easy to bribe and assumes everything is for sale.
D'Inchiostreous
An oily pale wurm, the size of two elephants end to end, capable of leaping like a wet grasshopper. Once on the dole of frequent payouts from the leading families of Acqua Dolce, but as payment has lapsed so has his patience. Keeps a nest in hex 75.
AC: flexing scales (as plate). HD: 6. Attacks +5, 2x thrash (1d4), bite (2d8) or Spit Venom. Sidewinds at jogging speed, leaps like a slingstone. Morale 6.
Pedant: D'Inchiostreous is proud of his knowledge of trivia and factoids, and can be easily led into correcting statements which he can interpret as wrong, a useful means of manipulating him.
Fornicatio
Demon of lust, afflicted by and inflictor of heedless attraction, hedonism, and moral inconstancy. He is beautiful, with his doublet barely containing his smooth and alluring features, his perfumed hair like a dark halo around a mocking face.
AC: innocence (as plate to those who haven't seen him do something horrible, unarmed to those who have or to witches). HD: 6. Attacks +2 slam (1d4) or Illusion or Charm. Moves with languid flounce. Morale 5 (Lustful).
Charm: a single target saves or falls heedlessly and violently in love with the demon, willing to do anything to protect him. Lasts until he's a mile away or they touch him, at which point they feel his true flesh, the writhing worms of Canna, and are disillusioned.
Lustful: easily seduced, and fond of opportunities to strut his stuff.
Franco's Company
Four hundred raiders, lightly equipped but hardy and greedy for gain. They are encouraged by Il Franco, a warlord who seems to switch sides in this war not out of convenience or inducement but purely to seize every chance to have battle. In fact, Franco is just the mortal disguise of Ira, a demon of hatred and violence. When Fortuna rolls are made for battles she takes part in, a 1 or a 2 is treated as a 1; a 3 or 4 is treated as a 4; a 5 or 6 is treated as a 6. Each raider wears scavenged and jury-rigged armor, as well as charming hats denoting their hometown in the custom of their people. The company maintains a small team to operate Franco's printing press, which puts out invective polemics and polemical invective against pretty much any given group.
Organization: distributed into over thirty friend groups of about a dozen raiders each, with loose hierarchy based on perceived killing power. The dad friend of each group is invited to party with Franco every few nights. Camp discipline is lax, even for a mercenary group. Packs of wild dogs follow the company, seeking scraps and carrion.
Methods: The company typically relies on surrounding a target with superior numbers and demanding their surrender without a fight. If a group encounters well-supplied travelers, they'll cheerfully shake them down as an impromptu "tax" to support the war effort.
Tricks: Making a big covered trench and then driving targets towards it. Launching flaming oil at any stationary target. Taking hostages.
Dealing with Il Franco: The warlord is in it for the love of the game, so while he's hard to dissuade, he is amenable to alternate proposals that lead to more or more interesting bloodshed later down the road. A total snake, he might forge an agreement only to change his mind the following night.
Il Franco - AC: as chain. HD: 2 (Hatching). Attacks +3 estoc (1d10, Puncture) or crossbow (1d8, takes a round to reload). Morale 8
Puncture: when Franco slays a foe or deals max damage with his estoc, he can make an attack roll against whoever's behind that foe, running them through to strike again.
Raider- AC: as leather. HD: 1/2. Attacks +1 shuriken (1d4, Silent Screech) or club (1d6). Stocky, a bit slower than most adventurers but tireless. Morale 6.
Demon of gluttony, afflicted by and inflictor of overconsumption, dissatisfaction, and hunger. Ravenous of eyes, with a grinding mouth and solid frame. Hairless, joyless, restless. Capable of conjuring food so sumptuous, it heals HP damage.
AC: as chain. HD: 5. Attacks +5 bite (1d6, Swallow Whole). Ambling gait, with frightful leaps. Morale 8.
Invidia
Demon of envy, afflicted by and inflictor of jealousy, resentment, and false intelligence. Fair of face, sneering and short. She offers tasks done easy, “wishes granted”, though her spells always turn back in monkeypawed fashion. Hates the other demons of Acqua Dolce.
AC: as leather. HD: 8. Attacks Surpassing. Steps precisely, slower than a fit runner. Morale 6.
Madaluca's Meduse
Three hundred slovenly footmen, sworn to the Archdruid with the brash understanding that as long as they serve him, they’re in the clear for any and all sins. Led by the talented and unscrupulous warlord “Mad” Madaluca. The average footman is bedecked in a rainbow of quartered cloth, with a doofy brimmed helm.
Organization: arranged in ten platoons of thirty soldiers, each platoon answering to a sergeant. Most platoons are primarily pikers or archers, but always with a couple switch-hitters of the other type. The patronage of the Archdruid has secured two treant auxiliaries, though they have no interest in most of the self-serving operations Madaluca commands.
Tricks: False retreats. Calling a holy truce, then breaking it. Sending the treants by night to spy on a rival force.
Dealing with Madaluca: governed by opportunistic greed more than anything, she is always thinking about the "game theory" of her negotiations, and so will abide by deals in which she is bribed, go far to punish those who go back on her, and seem honest enough to play the hostage-taking game. Has no personal disdain for anyone in Acqua Dolce, just here to get rich.
Madaluca - AC: as plate. HD: 3. Attacks +3, 2x bullwhips (1d6, grapple). Capable of constant sprinting. Morale 7
Footman - AC: as leather. HD: 1/2. Attacks +0 (Massed Tactics), pike (1d6) or longbow (1d6). Leg it at running speed, move in formation almost as fast. Morale 5.
Scarlet Vultures
A hundred knights of dubious character, scrounged up from the second and third sons of the Vanilla border. They fight on behalf of Vaniglia, but mostly as an excuse for some sport. Their captain is the werewolf warlord Sir Antonio Priuli. In imitation of his rosa-on-gules arms, many of the knights sport blood-red tabards.
Organization: arranged by county, and so there are ten squads of irregular number, each led by the foremost knight of that area.
Methods: frontal charge! Pincer maneuver! Challenge to joust!
Tricks: burn a field, see if that helps. Take hostages. Throw nets on foes.
Dealing with Priuli: he is a true patriot for the Vanilla Way— subterfuge, nobility, and secular power. Willing to be disadvantaged for high-minded principles, unless it impedes a payday.
Priuli - AC: as chain. HD: 5 (Divine Favor, Cursèd). Attacks +4, lance charge (2d6!) or claw (1d6) or bite (1d6, save vs death or contract lycanthropy). Moves staidly afoot, or with ferocious speed ahorse (Carousel). Morale 8
Cursèd: takes double damage from silver, enticed by the smell of raw meat, deals double damage to vampires
Carousel: Priuli has two chargers, a destrier, and three palfreys, and can mount from one to the other without stepping a foot on the ground.
Robber-Knight - AC: as chain. HD: 1/2. Attacks +2 lance charge (1d6!) or dirk (1d6). Moves clumsily afoot or with good speed ahorse. Morale 7.
Selvaggiatrices
Nomads who plot careful and irregular courses around the inner peninsula, considered a mountain people made distinct by their lightweight tents, goat husbandry, and bushy hair. Encounters have a 2-in-6 chance of being with a party of 3d6 warriors, suspicious and solemn. Otherwise, the encounter is with a band of 2d6 warriors, three times as many noncombatants, and 1d4 elders (cleric 3). In addition to the normal risk and benefits of interacting with the people of Acqua Dolce, Selvaggiatrices are more likely to be familiar with shortcuts, old ruins, and hunting grounds.
Warrior - AC: wooden armor (as chain). HD 1+1. Attacks +1 javelin (1d6) or war-axe (1d8). Moves quickly and silently. Morale 7 (Hit and Run).
AC: as plate. HD 7. Attack +4 2x nunchuku (1d6) and Hellfire. Moves at human speed. Morale 8.
Proud: easily flattered. Hates love.
Hexcrawling
Red lines are roads, blue lines are rivers. Green is forested, brown steep hills. Purple discs are cities and major towns. White discs are castles, white rings are castles under construction, white triangles are ruins and abandoned castles, white squares are major castles.
Key
1. Castillo de Nord, Via TostareCastillo de Confine: the famous B2: Keep on the borderlands
West: the Caves of Chaos
Castillo de Ponte: Bridge crossing. Holds refugees from the town, more or less at peace. Volunteers shore up the embankments and forage. Anyone outside of the castle at night is set upon by il Bandito del Latte, a supermuscular villain with a big club and a wet sponge for a head. (As fighter 10, but if you squeeze his head milk comes out and he gets confused). He lairs in a fallen tree, where he stores a crystal ball, potion of growth, and 1,242 gold coins.
Ruina: collapsed remains of the Castello de San Briano. Normally empty but for a stone coffin which recently held some remains, but currently the camp of Hermano and Giarmano, press “beaters” formally employed in teaching the workings of printing presses down in Tripoli, but sacked when no longer useful. Always looking for work as hirelings, yet hoping one day to return to their trade.
Via da Amico: trade road west out of Acqua Dolce, eventually leading to the violent trade city of Italino, currently in turmoil after a conclave of mercenaries uniting to go on crusade were forced to wait too long and tried to seize control of the city.
Castello Orlandese: architecture has storybook flourishes. Lord Giovanni is an amateur anatomist and will pay for bodies (20 gp per HD/special ability). He is secretly a yecha, an ogre demon, and if his wooden shoes are taken off he will shortly deform and die. A famous robber in the Spruzzato area (11), Leviera da Corsa, owes him a favor, but he doesn’t know how to find her, so may steer PCs towards locating her.
Via Vittoria: leads south out of the hexcrawl, up switchbacking mountains full of zombie bandits and sinister hermits before passing into the remote lands of Vittoria, a reluctant ally of the Archdruidal States.
Basso Spruzzato: town with a chip on its shoulder. Up-and-comers jealous of Alto Spruzzato, susceptible to foreign influence. A local merchant of renown, Novella da Molin, has been possessed by the demon Invidia. He operates a printing press putting out histories gilding the town's reputation and turning locals against other cities and towns.
Trovare: city renowned for its thinkers and writers. So far has resisted printing. A prominent lady, Agnola, seeks to reverse the exile of the polymath Bartola (1). She will pay anyone who can bring some mechanism or prototype with a military application, which she can use to persuade the ruling assembly that the engineer’s knowledge is vital in this time of war. The shop of Adrianna, who produces deluxe editions of manuscripts, serves as the meeting place of all the town’s political figures and is a great place to hear rumors and find work. She was commissioned to copy out an immaculate spellbook but the payment never came in, so she’s selling it to anyone who can offer 3,000 gold coins. (Contains erase, feather fall, message, rope trick, magic mouth, and explosive runes.)
Castello de Alto: home of the gregarious Lady Zaneta, known for hosting interesting travelers. After guests depart, she dons her guise as the masked footpad Levriera da Corsa to track them down and steal their valuables. After a failed attempt to rob the lord of Castello Orlandese (7), she learned that he was some kind of demon who now claimed she owed him a debt. She may therefore steer PCs towards assassinating him. She fears he knows her identity.
Castello de Basso: belongs to the druid-duke, His Tenacity Andrea Sporco. The site of the legendary Fountain of Santa Piba, a soda spring with rejuvenating properties— blessing those who soak and healing 1d6 hp once per day. For repeat uses, Andrea requires either a donation or a promise of a penance, like putting the ghosts of Castello de Insepolto (8) to rest, or burying the exposed dead of Il Tavolo (32).
Castello de Trovare: blessed by druidic magics, the walls are formed by living trees which can slap intruders or bend to make portals for the castello’s lady, Joanna, or any druid. Joanna has a clipping from the trees which is finally ready to be translated to the cathedral outside San Rolando (52), though she fears to send her own people on such a mission when the roads are so dangerous.
Castello de Gnomone: taken by Vanilla forces early in the conflict, but currently surrounded by Archdruidal forces. The captain of the garrison, Tommasa, has resigned herself to restlessly waiting for a change of fortune. (+1 to Fortuna rolls)
Promonitorio: city built on an overlook where the road passes by. Their council colludes with the bandits in hex 33, sending word of good marks to rob.
Castello de Superbia: overbuilt monstrosity of a fortification, a turducken of castles. While impressive to see, it’s nearly impossible to defend against even a small army. (+1 to Fortuna rolls)
Castello de Alto: under construction, more a sorted pile of materials than a castle. Overseen by the monks of San Matteo, experts in fortification. They will claim sanctuary and immunity to any who bother them. The abbot of the work team, Father Domenico, would pay for architectural diagrams of the ruins to the east (31) to inform his own designs
Castello de Popolo: Rustic yet sturdy, with a statue atop the highest tower giving s thumbs-down to imagined invaders from the north. The Vanilla garrison is urging the local lady, Lisa Abicio, to take over the republic on the basis of a mythic descent from one of its ancient kings and the Oubzi river.
Via Scimmiottore: road leading north and east out of the hexcrawl towards distant and besieged Scimmia, but an eruption and landslide has cut off an essential pass, leaving refugees clearing the way for weeks as bog mummies raid them by night.
Castello de Tavolo: Guarded by the famous Lion-Rider Cavalry, which true to their name raises domesticated riding lions. (-1 Fortuna.)
Ruina: a fallen tower, the former Torre de Salienza. Built on a slight incline, an earthquake a century ago sent it tumbling, pointing due south. Within there's decades of graffiti, including the phrase "Zustignan was here". Home to a territorial elk with whips for antlers (stats as wolf, but with with six 1d4 attacks)
Torre de Riva: fortified tower, seemingly constructed on an island facing La Entrata but actually floating on a sort of artificial island-boat. An ancient anchor keeps it moored in the city's defense, but it can be unmoored, causing it to shoot west and launch an assault against forces downriver. Because it can only be towed upriver at great expense, the forces of La Entrata are usually hesitant to do so.
Castello de Restaurio: Garrison led by Capitana Grana la Lupa, who seeks accurate drawings of incomplete castles, any sites recent enough to show the state of the art but not yet known. She will pay between 500 and 1000 gold coins per site diagrammed, based on how extensive the information is. Encouraged in this by Antonia Gemma, a printer of great renown whose manuals for quick enrichment are already best-sellers. Unsurprisingly, she is of course a disguise for the demon Avaritia.
Ruina: Formerly the Castello de Goffredo. Half-mined for worked stone, as well as to deprive bandits of a useful fortified campsite. Still recognizable as a castle, but providing little protection from army or weather. There has been talk of supplementing it with barricades during the chaos of the current war. Forms the entrance to the Halls of the Curséd Queens.
Castello de Paratoia: an impressive castle built into the mountainside, with a moat of rapids and waterfalls (-1 to Fortuna rolls). A moderate garrison defends an ancient floodgate, a mystical mechanism from before the times of saints. If its great wheel is turned, the mountain springs which feed the river are enhanced and the path of the river is magically redirected. See Appendix A at the bottom of this post.
Castello de Crescione: Lady Orsa Spaccona is paranoid and will only briefly entertain visitors. Much of her time is spent with her prisoner, an angel in whose presence she exults, despite their suffering under confinement. Wants word of her cousin (10) and keeping an eye out for a bribable priest to marry her to the angel. The angel’s name is named Solaciomunde, and they have an indistinct form that glows like a candle. They know the shape of heaven, the way the world will end, and rumors of demonic plans overheard in the upper air.
Castello de Quarantena: hosts a colony of lepers, which also makes up its enthusiastic yet unsalted garrison. Several lepers would happily go out and join in adventuring, if they found someone willing to travel with them. In this land, the custom is for the leprous to wear fumigated silks, owl masks, and belles bracelets.
Castello de Brezza: construction started only last year, with work crews abandoning the site due to the conflict. Mostly just a couple of towers and a guardhouse. The hiding place for a team of five Breaker Guardos, spying on Vanilla polities. They assume anyone who sees them is an informant for the Vanillas and will attack on sight. Their hideout is in the guardhouse, its ajar door trapped with a big bell such that opening the door heedlessly makes a racket and smacks you in the head with a foot-long bell (1d6 nonlethal damage). They have shepherd costumes, a potion of invisibility, and 2,000 local coins.
Castello de Intasarsi: fancy keep. What seems like a disorganized and shifty garrison is actually the result of a gradual infiltration of doppelgängers into the castle, seeking to cut off all trade and take local leaders hostage.
Roccaforte de San Matteo: Monastic stronghold, the center of the prolific builder-monks of the Order of San Matteo. The most impressive and cunningly built fortress in Acqua Dolce (-2 to Fortuna rolls). Overseen by the venerable Father Hipposanto, a gentle and meticulous centaur.
Castello de San Rolando: municipal fortress, with museum full of the city’s mummified enemies, including two warlords and a druid-duke.
Castello di Ognissanti: under construction, but over halfway complete. Secretive project, as the architect oversees the creation of secret tunnels under the foundation.
Castello de Salata: has a goofy dragon-face-shaped gate. In its dungeon is a noble prisoner who always wears an identity concealing dragon-face mask. It is none other than Vicontessa Alessandra de Accora, the severe and practical leasing lady of Le Borse (48), held by the Table as a favor to the Sacco family.
Ruina: the former Torre de Diga, now in disrepair and totally overgrown. Home to a family of four harpies who have amassed specie and objects worth 2,000 gold coins.
Castello de Spudarato: Home to local leader, lord Niccolino. A former warlord, he has tried to use his ill-gotten gains to build up Spudarato, but he doesn't understand this new direction it has taken.
Castello de Correto: peopled by a very casual local garrison, not expecting to really need to fight and annoyed by the pushback they receive from the people of the city for even carrying weapons of war.
Castello de Leonina: home to the local lord, Bladassarr il Gatto. Broad-chested and jovial, he is a self-taught architect and seeks accurate diagrams of other castles. He will pay 100 gold coins for a diagram of an intact castle and 250 for one of a major castle.
Castello di Altezze: thick-walled and venerable stronghold (-1 to Fortuna rolls). Contains a treasury, talents worth 20,000 gold coins ready for transport to a mint, but held up due to the chaos. Citizens of Pedimura openly daydream about the perfect theft to steal the wealth and live like kings, though few would risk anything like that.
Castello de Campo: tall-towered, well-situated (-1 to Fortuna rolls) and with a lovely garden. Guests heal at double the natural rate.
Castello de Sanareto: home to Lord Guidonaldo, who maintains a gate at the road and extracts a toll for those passing to or from the Via Ostia. Rumored to be a greedy half-troll, he is actually a prudent leader who invests in his people. His seneschal, the Doctore Mero, is however the son of a gorgon and hates joy and goodly things.
Via Ostia: road going east out of the hexcrawl. Goes through lion-stalked wastelands, abandoned and war-poisoned country, the City of the Bats, and the Serpentarchy of Santo Stefani before reaching their coastal satrapy, the city of Bianca.
Via Tormenti: runs southeast out of the hexcrawl, passing by the famous Baths of Paceto and the Lake of the Lesbians before joining the Via Ostia just outside of Bianca.
Via Incanto: runs southeast out of the hexcrawl. Passes through the ruined Republic of Slime before reaching Affidamento, a coastal dependency of Vaniglia.
Appendix A: Mystical Wheel of hex 45
Where the new rivers come to roads, town, or castle, they bowl right through it.
Appendix B: Landmarks
A version of the map including cities, towns, major castles, rivers, roads, and their names.








