Posted on July 22, 2019
Cults of Chaos
Both my Lamentations of the Flame Princess campaign and my games of Basic D&D feature Chaos cults as adversaries for the player characters. Sometimes hidden in the shadows of respectable societies, sometimes open power centres in cities of wicked people, Chaos cults come in a variety of shapes and sizes. They are great building blocks for world building. Although generally villains they can also be useful allies for more morally flexible parties.
Chaos Cults: Bubonica is the first of what I hope will be a series of zine-sized supplements for Basic D&D. The idea is that each booklet will feature a different Chaos god and different types of cults to that god which could be easily dropped into your game. Each booklet also incorporates some monsters, cleric spells, and an adventure locale.
You can buy Chaos Cults: Bubonica now on DriveThruRPG in print and PDF format!
I am working on two other Chaos Cults booklets which will hopefully be released in the next few months, and I hope more will follow.
Posted on June 10, 2019
Chivalry & Sorcery Essence
It has been my observation that most Chivalry & Sorcery fans relish in the perceived complexity of the game. I am not sure the game is actually very complex, at least in its actual mechanics, although there are certainly a lot of topics covered in the rules and the presentation of the rules themselves could be more accessible (something I hope the upcoming 5th edition rectifies where appropriate). I think the legendary tiny font size of the 1st edition of the game, necessary to fit in what by the standards of the time was a truly exhaustively complete set of rules, created a certain reputation for the game and C&S purists wear that reputation like a badge of pride.
And more power to them, I say. I have a lot of respect for people who play AD&D 1e “rules as written” too, because despite my enormous affection for Gygaxian prose, I am still not entirely sure I understand what the rules are for some systems (overbearing immediately comes to mind). Still, one of the reasons I am generally an OSR gamer and one especially drawn to Basic D&D and systems inspired by Basic D&D is that I quite like the simple, easy to play and easy to tinker with mechanics. I certainly like not being drowned in hundreds of pages of rules like I am when I try to play Pathfinder. Perhaps this is why Chivalry & Sorcery Essence appeals to me. Plus, at least until the 5th edition Kickstarter, Chivalry & Sorcery Essence is the only version of C&S you can currently buy in print (it is available as print-on-demand) unless you want to pay top dollar for a print copy of a previous edition of C&S proper.
Chivalry & Sorcery Essence shares the ability scores and the same basic concepts as Chivalry & Sorcery proper, but uses a different system, based around rolling under a success chance on a d20, rather than a d100. Of course the book does not have the exhaustive set of character options, equipment, or spells that Chivalry & Sorcery 4th Edition has, but it has a good selection and everything is simple enough that you can easily see how you could make or import your own. Simple enough that you can easily see how to tinker is a feature, not a limitation, to my taste.
The 44 page book includes all the rules you need to play, and an introductory scenario set in its own fantasy medieval campaign setting, Darken. Despite the rules being about the same size as the core of Basic D&D, there’s nevertheless a lot of options for character creation and advancement, a blow-based combat system which makes all your decisions count and is much more tactical and realistic-feeling than D&D, and even a mass combat system! There’s quite a lot to sink your teeth into even at the relatively small size.
There are a few “rough edges”. Some of the interior art is not high enough resolution for print – but most of it is very serviceable. The layout is also “serviceable”. This is a 2011 book, so it is unfair to judge it by the standards of some of the amazingly laid out OSR books of recent years. The game is designed to be played using a d20, but in some places a d10 is more appropriate (e.g. in character generation I’d rather roll a d10 than halving a d20 roll).
If you’re an OSR player who likes rules light systems but is intrigued by C&S I think you might enjoy Chivalry & Sorcery Essence. At the very least, it’s worth a look while you’re waiting to check out Chivalry & Sorcery 5th edition!
You can buy Chivalry & Sorcery Essence here via my affiliate link in PDF and print-on-demand format. Some of the artwork in the print-on-demand version is a little low-resolution but it is still nice to have in hard copy, I think.
Posted on May 19, 2019
Character Class: Nymph
Nymph
Nymphs are semi-divine beings linked to natural places – forest glades, underwater grottos, lakes, mountain pastures, and so on. They are always female and take the form of beautiful human women. There are numerous types, or subraces, of nymph. Some are the dedicated handmaidens (and often lovers) of the gods, or their courtiers and attendants. Others are linked to the natural world and are the most likely types to be encountered by mortals. These nymphs are the ones who may become adventurers.
Adventuring nymphs are those who have not yet bound themselves to natural location. As such they can be called free nymphs. They are able to roam the world just like mortals, and they grow old and need to eat and drink just like mortals do. When they have satisfied their wanderlust, nymphs bind themselves to a particular natural feature – dryads to a tree or glade, naiads to a stream or lake, auloniads to a mountain pasture or vale, and oceanids to an ocean grotto or beach. Once they become bound nymphs, nymphs become ageless, and require no sustenance – they will endure so long as the natural feature to which they bound is preserved.
Nymphs are exclusively female, but can reproduce with males of any species, or even gods. Any sons they bear will be of the same species as their father, and any daughters they bear will be nymphs.
If a player wishes to play a nymph, they should also choose which subrace of nymph they wish to play – dryad, naiad, auloniad, or oceanid. Each has slightly different abilities as indicated below.
Prime Requisite
Wisdom and Charisma
Requirements
Wisdom 8 or higher, and Charisma 12 or higher.
Restrictions
Nymphs cannot wear armour nor bear shields. Nymphs can use daggers, spears, javelins, staffs, blowguns, nets, slings, and whips as weapons. Nymphs can use any magical items permitted to clerics (except weapons), and any magical weapon of a type they can use.
Advancement
Nymphs are powerful creatures and advance more slowly than other character classes.
Level | XP | Hit Dice | Level 1 Spells/day |
1 | 0 | 1d8 | 0 |
2 | 3000 | 2d8 | 0 |
3 | 6000 | No increase | 0 |
4 | 12000 | 3d8 | 1 |
5 | 24000 | No increase | 2 |
Note that a “typical nymph” encountered as a monster may not be the equivalent of a level 1 nymph character. For example, a typical dryad is equivalent to a level 3 nymph character (levels 1 and 2 representing younger dryads).
Saving Throws
Note your saving throws on your character sheet as per your character level:
Save | Level 1-4 | Level 5 |
Death | 11 | 9 |
Wands | 12 | 10 |
Paralysis | 14 | 12 |
Breath | 16 | 14 |
Spells | 15 | 13 |
Attack Table
Note what your character needs to roll on 1d20 to hit each Armour Class on your character sheet. This roll is modified by Strength for melee attacks and Dexterity for ranged attacks.
Lvl | 9 | 8 | 7 | 6 | 5 | 4 | 3 | 2 | 1 | 0 | -1 | -2 | -3 |
1 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 20 | 20 |
2 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 20 |
3 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 20 |
4 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
5 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
Special Abilities
Home Environment
In terrain similar to their home environment, nymphs never suffer ill-effects from bad weather or exposure. The terrain which is sufficiently similar to a nymph’s home environment for these purposes is determined by her subrace:
- Dryads: Woods, Jungle
- Auloniads: Grassland, Mountains, Hills
- Naiads: River, Swamp
- Oceanids: Ocean
Natural Armour
Dryads and auloniads have natural armour, their flesh as resistant to blows as the wood of the natural features they protect. They have an Armour Class of 7 prior to any Dexterity modifier.
Water Breathing
Naiads and oceanids can breathe underwater. Naiads can use this ability in fresh water, and oceanids can use this in saltwater.
Purify Water
Naiads can purify fresh water at will. This takes one turn for the equivalent of 6 water skins of water, thus it may take many turns for a naiad to purify a large body of water.
Discern Direction
When on land, Oceanids can always discern the direction of the shortest path to the ocean, and they also intrinsically know which sea or ocean is the nearest. When at sea, Oceanids can always discern true north, as well as the direction of the nearest landmass, and can thus be extremely helpful for navigators.
Charm
At level 2, a nymph gains the ability to charm. Treat this ability as the magic-user spell charm person. A free nymph can use this ability 3 times per day. A bound nymph can use this power once per round, and victims make their saving throw vs spells at -2.
Spell Casting
At level 4, nymphs gain the ability to cast cleric and druid spells, except those which affect good or evil. The level 1 spells a nymph gains the ability to cast are as follows (* indicates a reversible spell): cure light wounds*, detect magic, light*, purify food and water, remove fear*, resist cold, animal messenger, detect animals and plants, divine weather, find dangers, and faerie fire.
Shape Change
At level 5, nymphs nominate a natural form appropriate to their subrace: a dryad or auloniad would pick a plant which might be found in a forest or vale respectively, a naiad would pick a pond, spring, or similar, and an oceanid would pick a rock pool or coral. The player should nominate a specific natural form along these lines – no animal form is permitted. The natural form should be vaguely the same size as the nymph (although there are no restrictions on shape).
The nymph can change into her nominated natural form (and back again) once per day – the transformation takes one round in each direction. When she transforms, the nymph regains 1d4 hit points/level, up to a maximum of half the damage she has sustained (thus, she cannot fully heal herself by shape changing). The nymph cannot cast spells, attack, or take any other action in this natural form, except change back to her humanoid form. The nymph can still be attacked in this natural form, and can be hurt as usual. can hold this natural form for 1 turn/level.
Bind Soul
A nymph may choose to bind her soul to a natural feature of an appropriate type for her subrace. Once her soul is bound, the nymph becomes almost immortal, in that she ceases to age and requires no food or drink to survive so long as the natural feature to which she has bound her soul endures. She cannot move more than 240 feet away from the feature to which she has bound her soul for more than one turn, or she will die. If the natural feature to which she has bound her soul is destroyed or dies, the nymph will also die.
Languages
Nymphs can speak their alignment language, Common, the local human dialect, and Nymph.
Movement, Size, and Encumbrance
A nymph is the same size as a human woman, and can move as far and carry as much as normal human characters.
New Spells
First Level Druid Spells
Animal Messenger
Range: 10’
Duration: 1 day per caster level
Reversible: False
This spell summons a tiny animal (bird, mouse, or insect) to the caster and compels it to act as a messenger for the caster. Once the summoned animal appears, the caster tells the animal the message. The caster then tells the animal who the recipient is, describes them in terms sufficient for the animal to identify them, and describes their general location accurate to one square mile. The animal must then travel to the recipient and deliver the message within the duration of the spell, or it will forget the caster’s instructions. If, after delivering the message, the animal still has sufficient time remaining within the spell’s duration, it can take a response to the caster. Note that while affected by this spell, the animal will be able to speak to the recipient of its message, but only for the purposes of reciting the message.
Detect Animals and Plants
Range: Caster
Duration: 6 turns
Reversible: False
This spells allows the caster to know the direction of an animal or plant of a type named by the caster so long as that animal or plant is within 120’ of the caster. The caster does not need to know the specific name of the actual animal or plant being identified, just the type of animal/plant. If there are no examples of the type named within 120’ then the caster discovers as much through the spell. This spell cannot be used to detect the location of intelligent creatures.
Divine Weather
Range: Caster
Duration: 12 hours
Reversible: False
This spell allows the caster to know the accurate weather of the area around them (to a radius of 1 mile per caster level) for the next 12 hours.
Faerie Fire
Range: 60’
Duration: 1 round/level
Reversible: False
A pale glow surrounds and outlines the subjects, making them hypervisible. Outlined subjects shed light that makes them visible in darkness. The spell may outline up to one human-sized creature per every 5 caster levels. The Faerie Fire does not cause any harm to the objects or creatures thus outlined. However, their greater visibility grants attackers a +2 bonus to hit them while the spell is in effect.
Find Dangers
Range: 5’ per caster level
Duration: One hour
Reversible: False
This spell reveals hazards to the caster. Once casting the spell, the caster concentrates on a single item or area (1 foot by 1 foot) for one round and immediately knows whether the item or anything (including creatures) in the area is dangerous. The caster will also know the degree of danger (e.g. immediately or potentially dangerous). Large items/areas can take multiple rounds to search for dangers using this spell.
Posted on May 11, 2019
Character Class: Faun
Fauns
Fauns generally have the upper-body of a human, and the lower-body of a goat (although some, generally called satyrs, may be more human-like, exhibiting only minimal goat-like characteristics). They inhabit wild places, and are fickle, chaotic creatures. Fauns are exclusively male, although they can breed with nymphs and humans. Human women who fall pregnant to fauns give birth to fauns. Nymphs who fall pregnant to fauns have an even chance to give birth to a faun or a nymph.
Prime Requisite
Dexterity
Requirements
Dexterity 8 or higher. A faun cannot have an Intelligence greater than 15, nor a Strength greater than 16. If the player rolls an Intelligence or Strength higher than these maximums, then they may trade them for points in other attributes as usual. A faun must be male, and cannot be of Lawful alignment.
Restrictions
A faun can use any weapon or armour made for their body type (remember that some fauns are more human-like than others). They can use any magic item not restricted to magic-users, and they can use any musical instrument (including magical ones restricted to other classes). Likewise, fauns can consume any magical food or drink and benefit from it, even if it is normally restricted only to other classes.
Advancement
Fauns advance quickly compared to other races.
Level | XP | Hit Dice |
1 | 0 | 1d4 |
2 | 1000 | 2d4 |
3 | 2000 | 3d4 |
4 | 4000 | 4d4 |
5 | 8000 | 5d4 |
Note that a “typical faun” encountered as a monster is the equivalent of a level 1 faun character.
Saving Throws
Note your saving throws on your character sheet as per your character level:
Save | Level 1-4 | Level 5 |
Death | 13 | 11 |
Wands | 14 | 12 |
Paralysis | 13 | 11 |
Breath | 16 | 14 |
Spells | 15 | 13 |
Attack Table
Note what your character needs to roll on 1d20 to hit each Armour Class on your character sheet. This roll is modified by Strength for melee attacks and Dexterity for ranged attacks.
Lvl | 9 | 8 | 7 | 6 | 5 | 4 | 3 | 2 | 1 | 0 | -1 | -2 | -3 |
1 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 20 | 20 |
2 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 20 | 20 |
3 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 20 |
4 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 20 |
5 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
Special Abilities
Natural Armour
Fauns have natural armour, giving them a natural Armour Class of 8 when unarmoured. They can wear armour made of their body type, but only benefit from the armour if its Armour Class exceeds the faun’s natural Armour Class.
Amplify Emotions
At level 5, a faun gains the ability to amplify the emotions of another character using a musical instrument. This takes a full round, during which time the faun can do nothing else but play his instrument. The target must be able to hear the faun play in order to be affected, and is permitted a saving throw versus spells to resist the effect. The faun must declare which emotion/impulse/primal urge he is trying to amplify in the target (e.g. anger, love, hunger, fear, lust, etc). The target’s saving throw is modified by the faun’s level, with a cumulative -1 for each round the faun has been playing his instrument (including the first). For example, against a level 5 faun, the target gets a +4 to their saving throw on the first round, +3 on the second round, +2 on the third round, +1 on the fourth round, no modifier on the fifth round, -1 on the sixth round, and so on. If the faun is attacked, his playing is interrupted and he must start again from the first round. If the faun plays long enough (6 rounds or more), his music may even backfire and affect him! The faun himself must make the same saving throws as the target or be affected by his own music.
If the target (or the faun) fails their saving throw, then they become completely dominated by the emotion in question. The exact effects of this must be adjudicated by the referee depending on the target’s emotional state and the emotion/urge the faun was trying to trigger. If the target is a little angry with one of their allies, for example, then the faun’s music may make them so angry that they actually attack their ally. If the target harbours romantic feelings for another character, then the faun’s music may cause the target to forget all other tasks but the pursuit of their beloved, whom the target will indeed love with an all-consuming intensity even if the prior romantic feelings were mild. Once affected, the target remains consumed by the triggered impulse until they have acted upon it. Once again, the referee’s careful judgement will be required.
Languages
Fauns can speak their alignment language, the local human dialect, and Nymph.
Movement, Size, and Encumbrance
A faun is about the same size as a man, perhaps a little shorter due to his goat legs. A faun can move faster than a human but can carry less.
Weight Carried (coins) | Speed (feet/turn) |
Up to 300 | 150 |
301-600 | 120 |
601-900 | 90 |
901-1200 | 60 |
1201-1500 | 30 |
1501-1800 | 15 |
1801+ | 0 |
Posted on May 11, 2019
Character Class: Centaur
I want to add some creatures from Greek mythology to my Basic D&D game as playable classes to replace the Northern European mythology-based demihuman races of dwarf, elf, and halfling. There is a great BECMI supplement, PC1 Tall Tales of the Wee Folk, which is useful for this purpose, but I always found the system for “monsters as PCs” from this era to be a bit confusing. Effectively, I think there was a decision made that the monsters which appeared in the monster listings in the rulebooks were supposed to be the “Normal Man” equivalent for their monstrous races. Character levels would therefore follow the “Normal Man” level. To balance powerful monsters (e.g. a centaur) with other low level PCs, this system also added a “pre-Normal Man equivalent” level. This makes sense from a design consistency perspective, but I’m not sure it does much but add complexity in play – you start with negative experience points, have to get to 0 to become a “Normal Monster”, then you have to earn thousands more to get to level 1. It just seemed inelegant to me, so I redesigned some of these monsters as conventional character classes. Here is the first one of these: the Centaur.
Centaur
Centaurs have the upper body of a human and the lower body of a horse. They resemble a horse up to where the horse’s neck should be, at which point their human torso begins. They are formidable and wild warriors, found on the fringes of civilisation.
Prime Requisite
Strength
Requirements
Strength 9 or higher.
Restrictions
There are no restrictions on the weapons a centaur can use. A centaur can wear barding, and armour made for a creature of their size. A centaur does not gain any benefit from armour whose Armour Class is not better than their natural Armour Class of 7. A centaur can use any magic item which can be used by a fighter.
Advancement
Centaurs are powerful creatures and advance more slowly than other character classes.
Level | XP | Hit Dice | Hoof Damage | Natural AC |
1 | 0 | 2d8 | 1d2 | 8 |
2 | 4000 | 3d8 | 1d4 | 8 |
3 | 8000 | 4d8 | 1d6 | 7 |
4 | 16000 | 5d8 | 1d6 | 7 |
5 | 32000 | 6d8 | 1d6 | 7 |
Note that a “typical centaur” encountered as a monster is the equivalent of a level 3 centaur character – levels 1 and 2 represent young centaurs.
Saving Throws
Note your saving throws on your character sheet as per your character level:
Save | Level 1-2 | Level 3-5 |
Death | 12 | 10 |
Wands | 13 | 11 |
Paralysis | 14 | 12 |
Breath | 15 | 13 |
Spells | 16 | 14 |
Attack Table
Note what your character needs to roll on 1d20 to hit each Armour Class on your character sheet. This roll is modified by Strength for melee attacks and Dexterity for ranged attacks.
Lvl | 9 | 8 | 7 | 6 | 5 | 4 | 3 | 2 | 1 | 0 | -1 | -2 | -3 |
1 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 20 |
2 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
3 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 |
4 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |
5 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 |
Special Abilities
Attacks
Each round, a centaur can make 2 hoof attacks and 1 attack with their weapon. They can make hoof attacks with their rear hooves against an enemy behind them, or with their front hooves against an enemy in front. If equipped with a lance, they can make a lance charge (as per the usual rules) which does double damage, but they cannot attack with their hooves on the same round as they make a lance charge.
Natural Armour
Centaurs have natural armour, which is reflected by the natural Armour Class shown in the advancement table. They can wear human armour made for the upper body and horse barding (or a special suit of armour combining both), but only benefit from the armour if its Armour Class exceeds the centaur’s natural Armour Class.
Horse Whispering
Centaurs can speak to horses, donkeys, and similar equine animals.
Languages
Centaurs can speak their alignment language, Centaur, the local human dialect, and Nymph.
Movement, Size, and Encumbrance
A centaur is a large creature, only slightly smaller than a horse and rider together. A centaur can move considerably faster than a human (assuming they have the space to move around, as they do above ground or in dungeons with high ceilings), and can carry more too.
Weight Carried (coins) | Speed (feet/turn) |
Up to 1000 | 180 |
1001-2000 | 150 |
2001-3000 | 120 |
3001-4000 | 90 |
4001-6000 | 60 |
6001-7500 | 30 |
7501-8000 | 15 |
8001+ | 0 |
Posted on March 18, 2019
Games I want to play: Chivalry & Sorcery – A Song of Ice and Fire
One of the games I own but haven’t played is Chivalry & Sorcery. I have three versions of it:
- Chivalry & Sorcery: The Rebirth (this is the 4th edition of the “main” line of the game – available for free on DriveThruRPG)
- Chivalry & Sorcery Light
- Chivalry & Sorcery Essence (available on DriveThruRPG via my affiliate link here)
The games are sorted above from most rules heavy to least. In truth, even Chivalry & Sorcery proper is not so much “rules heavy” as it is “complete”. There’s a lot of detail, but the rules themselves are not terribly complicated to use. Although the game has a distinct 90s feeling to the layout, all the tables and options and details make me enjoy thumbing through the books and think wistfully about playing. Almost all “serious” gamers I know have several games they have never played in their collection, in addition to several they will never play again. I’d really like to play C&S. While these books are currently in that “games I have never played” section of my collection, I’d really like to change that.
One of the regular players in my King Arthur Pendragon campaign made the observation not long after we started to play that the game system could be adapted to be a pretty fun A Song of Ice and Fire roleplaying game. While I am inclined to agree, and spent a few weekends working on a conversion, I eventually stopped working on it for a few reasons:
- It was hard coming up with regional traits and passions for most regions of the world, frankly.
- Pendragon’s “killer mechanic” is the personality trait system. In principle this should be great for A Song of Ice and Fire, however, I feel that most players would emphasize the “negative” traits (perhaps because of how salacious the Game of Thrones TV show is), and there would really be minimal social penalty and next to no “literary penalty” to doing so. The world of ASoIaF is more cynical than Arthur’s Britain. In play I suspect there would be less conflict between “positive” and “negative” traits and more simple indulgence of the negative traits.
- Pendragon also has a defined “downtime” in the Winter Phase. Each session should be 1 year of the campaign, speaking generally. This would mean the whole of the events from King Robert visiting Winterfell to now, for example, would take only a few sessions depending on whether you preferred the book’s pacing or the TV show’s pacing.
- Pendragon is about playing knights. You can also play ladies. There are more characters from more backgrounds than just those two in ASoIaF.
The more I think about it, the more I think a Pendragon version of ASoIaF would be fun, but not particularly faithful to the source material, which would be one thing if it was D&D, but almost sacrilegious to do to a game so perfect for its source material as Pendragon.
However, C&S seems to address these issues for me rather nicely! I can neatly side-step my difficulty in selecting regional traits etc by leaving those personality details up to the players, the personality trait system would not be present to be abused (replaced with some useful mechanics instead for influence), downtime is more flexible, and you can play any character from any social background. C&S also has a suitably low-key magic system (which would lend itself to tweaking to match the spell casting seen in ASoIaF), so I wouldn’t necessarily need to rule-out player character magicians as Pendragon 5th edition encourages.
So maybe A Song of Ice and Fire is my best shot to find players to play Chivalry & Sorcery with me… we will see!
Posted on March 13, 2019
The Horror of Hull
This is an adventure location from my English Civil War Lamentations of the Flame Princess campaign. It is intended to take place in 1642, and uses the alignment system from England Upturn’d (which you can find on the blog of the module’s author, Barry Blatt, here: http://expanduniver.blogspot.com/2014/04/cavaliers-and-roundheads.html). Some spells from Vaginas Are Magic! are also included.
Background
Kingston-upon-Hull, or Hull, is a town build where the river Hull joins the Humber, in the East Riding of Yorkshire. Its population in 1642 was about 6000 people. On 23 April 1642, the Governor of Hull, Sir John Hotham, refused the King entry to the town, acting on the orders of Parliament to prevent the King from obtaining access to Hull’s arsenal. After fruitless negotiations, King Charles was forced to withdraw without entering the city. In July 1642, the King will lay siege to the town.

Sympathies
Sir John Hotham, himself a Parliamentarian, estimates that Hull is 5/7 in favour of the King in the present dispute. The wealthy elite, however, embodied by the corporation, is Parliamentarian in its sympathies. The town is mostly moderate (non-separating) Puritan in its religious allegiance, although the previous vicar did succeed in a few “Laudian” projects, including beautifying the churches of St Mary and Holy Trinity.
Key Figures
Historical
Sir John Hotham, 1st Baronet of Scorborough
Level 3 Anglican Fighter, Cavalier Republican, 52 years old
Sir John Hotham has been Governor of Hull once before, that time at the direction of the King. Parliament re-appointed him, and sent him with his son, Captain John Hotham, at the head of a troop of horse, to take control of the city and its defenses, to prevent the arsenal there from falling into the hands of the King. An old politician-soldier, he is regarded as untrustworthy and duplicitous in the finest tradition of politicians, and hard and heavy-handed in the finest tradition of soldiers. King Charles has pronounced him a traitor.
Captain John Hotham, the Younger
Level 5 Anglican Fighter, Cavalier Republican, 31 years old
John Hotham is an energetic cavalry commander, who fancies himself one of the more capable military officers in England, and believes that the coming war will give him a chance to prove it. He is held in higher esteem by Parliament than is his father, and keeps a close eye on his father’s activities in Hull. Their relationship has become strained by jealousy and distrust.
Reverend William Styles, Vicar of Holy Trinity Church
Level 1 Puritan Cleric, Roundhead Republican, About 40
Reverend Styles has recently been appointed as Vicar of Holy Trinity, having replaced the “Laudian” Reverend Richard Perrott, who died last year. He also holds the office of Lecturer, which comes with a generous wage. His appointment blocked the Archbishop of York from appointing another Laudian cleric. He has not yet removed the “popish idolatry” which Reverend Perrott had re-installed in Hull’s churches as part of the Laudian beautification project, but can nevertheless be relied upon for a zealous sermon in the finest Puritan tradition.
Peregrine Pelham MP
Level 0 Puritan, Roundhead Republican, 40 years old
The second Member of Parliament for Hull (the other member, Sir Henry Vane, is at this time in London serving as Treasurer of the Navy), Pelham is a former merchant and sheriff.
Alderman Henry Barnard
Level 0 Puritan, Roundhead Neutral, About 40
Not a Royalist as such, but as mayor opposed Hotham refusing entry to the King. He was replaced as mayor, but is still part of the core group of aldermen who govern Hull. He resents Sir John Hotham.
Alderman James Watkinson
Level 0 Anglican, Neutral Royalist, 61 years old
A former MP and Hull’s only Royalist Alderman, he was “invited to leave” the town shortly after Hotham refused entry to the King.
Lord George Digby, aka Jacques Berruyer
Level 1 Anglican Fighter, Cavalier Royalist, 39 years old
Intelligence +1, Wisdom -2, Charisma +2
Languages: English, French, Spanish
Lord Digby is a hot-tempered English politician. He is well-educated and accomplished, and very good looking. These should be considerable advantages to a politician, and Lord Digby might make a very good politician if not for his emotional instability. A restless, dashing romantic, Lord Digby has been described by a former friend, the Earl of Clarendon, as “the only man I ever knew of such incomparable parts that was none the wiser for any experience or misfortune that befell him.” Perhaps for this reason, he fled the House of Lords in February just ahead of being arrested for treason by order of Parliament. After sailing to and from the Netherlands, he was captured on his return trip from York to the Queen (presently residing in the Dutch Republic). At this moment, Lord Digby is disguised as a humble French sailor, and is held prisoner at Castle Hull.
At some point (ideally involving the PCs as intermediaries or witnesses), “Jacques” will tell his gaolers, in broken English, that he has some important information to tell the Governor, which will help Parliament. Not long after, he will be interrogated by the Governor, and will secretly reveal his true identity to Sir John Hotham, trusting Hotham not to reveal him further and hand him over to face Parliament’s charge of treason. A few days later, in a further interrogation, Lord Digby will negotiate the surrender of Hull with Hotham, securing Sir John’s agreement that if the King comes again before the town’s gates with a single regiment and fires a single shot against the walls, the Governor will consider his duty towards Parliament discharged and admit the King. Like so many of Lord Digby’s negotiated agreements, this won’t actually pan out, of course, but Sir John Hotham will subsequently allow him to escape and flee to the King at Beverly.
Colonel William Ashburnham
Level 1 Anglican Fighter, Cavalier Royalist, 38 years old
Currently held prisoner in a comfortable castle cell, as befits a gentleman. He was taken prisoner on the same ship as Lord Digby aka Jacques Berruyer, but did not disguise himself. He will happily pay a reward (200sp) to any PC who facilitates his escape, and will add another 50sp if the PCs also affect the escape of his “loyal Frenchman”. If the PCs find out the Frenchman is really Lord Digby, who is wanted by Parliament, Colonel Ashburnham will increase the offered reward for helping both men to escape to a total of 500sp. Naturally, this payment cannot be made until both men are freed and able to escape to the King’s camp.
Mayor Thomas Raikes
Level 0 Puritan, Roundhead Republican, About 40
Newly elected mayor for the second time (last having held the post in 1633), Thomas Raikes is an able administrator and well-respected member of the community.
Alderman John Ramsden
Level 0 Puritan, Roundhead Neutral, 30 years old
A relatively junior alderman from a wealthy merchant family, who lives near St Mary’s Church. He imports exotic goods from the continent (Amsterdam mostly) and sold Richard Fox the Malleus Deus, Tales of the Scarecrow, and the Sword which is Uncertain.
Fictional
Elizabeth Mawson
Level 5 Anglican Magic-User, Roundhead Neutral, 32 years old
Armour 12, 12 hp, Morale 9, Strength -1, Intelligence +2, Wisdom +1, Charisma +2
Spell book
Level 1: Goat Perversion, Charm Person, Summon, Hold Portal, Sleep, Shield, Spider Climb
Level 2: Change Self, Magic Mouth, Levitate, Speak with Animals, Phantasmal Force, Force of Forbidment, Knock, Stinking Cloud
Level 3: Howl of the Moon, Speak with Dead
Spells typically Memorized
Charm Person, Shield, Spider Climb, Change Self, Speak with Animals, Howl of the Moon
Elizabeth Mawson is the last survivor of a coven of witches which operated in the East Riding of Yorkshire. When Yorkshire was beset by plague in the late 1630s, many blamed the onset of the dreadful disease on witches. Hull was devastated by the plague in 1637, during the previous term as governor of Sir John Hotham. Most of Elizabeth’s coven was caught up in the subsequent persecutions, and after being interrogated under torture, were tried and hanged to the jeers of townsfolk eager to be avenged for the loss of their loved ones to the plague. More information can be found in this hand-out. Elizabeth fled the town and has spent the last five years seeking the proper spells to help affect her revenge. Now that Sir John Hotham is back, so is she.
Already in turmoil, having found itself the playing board for the opening moves of the English Civil War, wrought by political disunity, Hull has another enemy within its walls – a werewolf, or so assume the townsfolk. Almost every night, Elizabeth casts Howl of the Moon upon an unsuspecting man, who spends much of the rest of the evening running through the streets of Hull, howling at the moon and attacking people like a wild animal. When morning breaks, Elizabeth’s unwitting instrument has no knowledge of what he has done (although the blood on his hands and teeth should really be a strong indicator that they did something terrible), and the people of Hull find new victims lying dead in their streets.