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The Ghost of Jack Cade on London Bridge

Fantasy adventure, RPG scenario.

This adventure is set in the Dark Albion campaign Clink on any link below for quick access to the pages:
setting. It is OSR compatible, but primarily writ-
ten for Fantastic Heroes & Witchery by the same
author. Adventure scenario
• Synospis 03
• The Main Protagonists 03
• Jack Cade Makes Amends 04
Dark Albion: The Rose War is a 280 pages long
sourcebook available both as a PDF ebook as well as • The Ghost of Jack Cade 04
soft-cover printed book on RPGNow, and as a hard- • Reid Todd 04
back printed book on lulu.com. • The Story So Far 04
• Involving the Player-Characters 05
• Running the Adventure 06

London Bridge
• London Bridge’s Specific Locations 07
— Reid Todd’s Location 08
— London Bridge Chapel 09
— Central Gatehouse 10
— Southern Gatehouse 12
• London Bridge’s Houses 13
• London Bridge’s Special People/Buildings 14

Specific Situations
• Stealth & Perception on the Bridge 19
• Chases on London Bridge 19
• Falling into the Thames 20
Fantastic Heroes & Witchery, is an OSR role-play- • Chases on Rowed boats 20
ing game of 430 pages, available as a PDF ebook on
RPGNow, a hardback printed book on lulu.com, and
as a softcover printed book on amazon.com.
Arcane Objects
• The Spell-Book 21
• The Magical Crystal 21

NPC Stat-Blocks 22

Epilog & Next Adventure 23

OGL License and Credits 24


The Ghost of Jack Cade on London Bridge

Dark Albion: The Rose War is a campaign setting primarily designed for use with OSR
games, such as Fantastic Heroes & Witchery. This adventure is set in the Dark Albion
campaign setting and is OSR compatible (i.e.: it’s usable with most OSR games).

Author: Dominique Crouzet


Cover art: illustration © Look and Learn / Peter Jackson Collection, used with permission.
Cartography, border art, and layout: Dominique Crouzet.
Interior art: Dominique Crouzet, plus several illustrations from the public domain.

Download free supplements at DOM Publishing: http://www.dcrouzet.net/heroes-witchery/


Ask questions about Dark Albion to RPGPundit on his website: http://www.therpgsite.com/

Copyright 2015 © Dominique Crouzet. All rights reserved.


DOM Publishing — ISBN: 978-15151-8391-4

- 01 -
The Ghost of Jack Cade on London Bridge

Foreword
Table of Contents
T he Ghost of Jack Cade on London Bridge is a fantasy ad-
venture compatible with most OSR games such as Fantas-
Adventure scenario tic Heroes & Witchery (by the author of this adventure), Swords
• Synospis 03 & Wizardry, Osric, and others. This short scenario can be run in
a single gaming session, but the description of London Bridge
• The Main Protagonists 03
could then be used for more adventures of the GM’s design.
• Jack Cade Makes Amends 04


The Ghost of Jack Cade
Reid Todd
04
04
T his is a low level, introductory adventure for play in Dark
Albion: The Rose War. It is intended for 1st (or possibly
2nd) level characters, and occurs mostly on London Bridge. The
• The Story So Far 04 PCs are called upon to investigate a ghostly apparition that has
• Involving the Player-Characters 05 scared some of the bridge’s inhabitants. This adventure is not a
• Running the Adventure 06 dungeon crawl in which you explore mysterious corridors and
crypts, then fight unnatural monsters. In fact, 1st level cha-
racters would probably have a hard time surviving that sort of
London Bridge adventure. Instead, The Ghost of Jack Cade is more of an inves-
• London Bridge’s Specific Locations 07
tigation, involving mostly non-confrontational interactions with
— Reid Todd’s Location 08 various NPCs, until solving the mystery. Fights, if any, will be
— London Bridge Chapel 09 mostly with a few zero-level thugs, and could even be avoided
— Central Gatehouse 10 if the PCs are careful. Then, at the conclusion of the adventure,
— Southern Gatehouse 12 the PCs should be able to recover a stolen spell-book; this might
• London Bridge’s Houses 13 be a plot hook to later have them gain a useful ally and contact
among the magisters of Oxford.
• London Bridge’s Special People/Buildings 14

Specific Situations O ther than that, a few ideas are also proposed in the last
page to run a sequel to The Ghost of Jack Cade (but they
would require some GM work to flesh-out).
• Stealth & Perception on the Bridge 19
• Chases on London Bridge 19
• Falling into the Thames 20 Game Rules
• Chases on Rowed boats 20

Arcane Objects
T he Ghost of Jack Cade’s adventure is not designed for a
specific OSR rule-set, but contains indications that should
make it easily usable with most of them. This includes:
• The Spell-Book 21 • Character stat-blocks provide both an ascending BtH/BAB
• The Magical Crystal 21 (i.e., Bonus-to-hit / Base-attack-bonus) and a descending TaAC0
(i.e., To-attack-Armor-Class-zero) indicated in bracket. Similarly
NPC Stat-Blocks 22 the stat-blocks provide both ascending and descending armor-
class values (descending AC in brackets). On the other hand,
a single saving throw value is provided; those who use the five
Epilog & Next Adventure 23 types of saves (as in Osric/1e) will have to use the relevant rule-
set’s tables; and those who roll saves against a DC will apply a
OGL License and Credits 24 default DC 15 to all saves.
• When skill checks are considered, three methods are taken
into account: roll a d6; roll a % check; or roll a d20 vs. a DC. If
no value is indicated, use the rule-set’s default value, such as a
normal % skill check or a DC 15.
• When saving throws are considered, the scenario indicates
which one of the five categories (as in Osric/1e) is appropri-
ate, or what is the related ability score. For example: “make a
Dexterity saving throw [or vs. Breath Weapons].”

- 02 -
mage decided to recover it, hiring Reid Todd (one of his
contacts in London) to do it. Yet, unfortunately for the
dventure dishonest mage, Reid decided to keep the strange crystal

Scenario and spellbook for himself, as they seemed to be worth much


more than the miserable 1L that the Cambridge mage had
promised to pay for them. See p.21 for a description of the

T he Ghost of Jack Cade on London Bridge is not


a linear adventure with a clear beginning, and then
things to do in order thereafter. Although the PCs might
spell-book and the magical crystal.]
[**: See Dark Albion book p.17 and p.96 for more informa-
tion about Jack Cade “Makes Amends.”]
explore a few buildings, this adventure is not a dungeon
crawl where the GM just reads what is in a room and
then tells the players. Instead, the GM must carefully
read the scenario to get a clear idea of the story and
The Main Protagonists
situation. Then, the GM must be able to improvise as • Reid Todd, a 3rd level thief making himself pass for the ghost
the PCs go on and try to figure out what happens on the of Jack Cade at night, with a magical item; and making himself
bridge, giving them clues and appropriate encounters so pass for Oshone Fodelius the astrologer during the day, with
they progress toward the conclusion. some disguise and a rather pathetic impersonation.
• Walter Fogge, the Bridge Warden (a zero-level commoner)
who steals money in the bridge’s coffer and fears that the ghost
Synopsis of Jack Cade might denounce him, hence dissuading anyone
who would try to investigate about the so-called ghost (as he

A few weeks ago, Reid Todd, a charismatic, but not so bright


nor wise thief, ambushed a lone traveler on the road to
Oxford. The victim was a magister; he tried to use a spell of his
was ordered by it).
• Hugh and Bertolf, the two sergeants (1st level fighters) of the
bridge’s watch. They are the dirty hands of the fledgling ghost-
own creation (i.e., a badly researched Sleep spell) against the
of-Jack-Cade’s-cult, assassinating those who ask too many
thief but failed miserably, himself falling comatose to the ground
questions and may pose a threat to it. They of course don’t
instead. Reid believed that the magister had died, so just
know that the ghost is a deception.
quickly looted his body and fled. This is how he obtained the
magister’s spellbook, as well as a strange magical object that • Crane the Sleek, a 1st level thief. He serves as an intermedi-
the mage had acquired in London*. ary between Reid Todd (disguised as Oshone) and the other
followers of the fledgling ghost-of-Jack-Cade’s-cult. He believes

R eid (who is illiterate) had someone read the magister’s


notes for him, so he learned how to use the magical item.
This is in fact a sorcerous crystal of apparently very limited
that Oshone is a sorcerer who called the spirit of Jack Cade
from the dead, but doesn’t know that all of this is but a scam.
• Nicholaus Trevet, a 3rd level magister from Cambridge, who
usefulness, maybe resulting from a flawed creation process. It
is normally not encountered during this adventure, but who
only enables the wielder to project a ghostly and glowing image
initially hired Reid Todd, and is now searching after him. He
of himself at a distance. This image is barely visible in daylight,
should normally appear during the sequel to this adventure.
but can be clearly seen in darkness. Reid nonetheless figured
out a scam using the crystal. At first he scared the very few • Gregorius Rampestone, a 4th level magister from Oxford
people he could find wandering London’s streets at night, ranso- whose spellbook and recently acquired magical crystal were
ming them under threats of “dragging them into hell.” Then, he stolen by Reid Todd. He won’t be encountered unless the PCs
got the (better?) idea to make himself pass for the ghost of Jack decide to go visit him at the end of the adventure.
Cade**, in order to attract more attention. Reid hopes to rally
the scum of the city under his leadership, so as to raise his own
army or some kind of thieves’ guild, and thus acquire wealth
and power. This is but a vague plan however, and Reid will
improvise as needed. So far he has actively scared more people
at night, then spread the rumor during the day, of Jack Cade’s
return. This is when the PCs come to investigate…

T he PCs should be encouraged to investigate the rumors


about Jack Cade’s ghost. After asking questions (and
maybe asking them to the wrong persons, which may lead them
into being attacked later) the PCs should eventually see the
ghost at night. In following some members of its fledgling cult,
the PCs then should eventually come to find Reid Todd and put
an end to his scam and recover the magister’s spell-book and
magical item. The adventure will then be able to continue with
a sequel outlined at the end of this scenario.

[*: There is no magic shop in London. The victim had


formerly met with another mage from Cambridge, from
whom he bought the object. But afterward, the Cambridge

- 03 -
Jake Cade Makes Amends R eid Todd is a 28 year old native of London, normally
residing in a small alley adjacent to Tower Street, and

A man from Kent, he led a rebellion against the government


of England in 1450. The rebels eventually marched on Lon-
don, but once there found nothing better to do than looting the
frequently spending his time in the Rusty Clam tavern. Since
he began his scam of impersonating Jack Cade’s ghost though,
Reid Todd has rented an apartment on London Bridge, where
city. While the population of London had first been sympathe- he also impersonates an astrologer and seer during the day. He
tic to Jack Cade’s cause, they soon fought a bloody battle uses this phony identity to try convince the credulous of the
against him and his men, forcing the rioters out of the city. return of Jack Cade, and all the supposed benefits that will be-
This was the end of the rebellion. The king’s men caught fall those who will follow him… Needless to say that anyone
and killed Jack Cade a few days later, and his head ended possessing some esoteric knowledge won’t be fooled by Reid’s
up impaled on a spike over the central gatehouse pathetic lies. The book he stole from Gregorius, the Oxford
of London Bridge. It is still there for all to see, magister, is in this apartment, and he sometimes shows it to
rather well preserved by the alchemical those he tries to deceive, in order to appear more
treatment it has been given. credible.

The “Ghost” R eid Todd is an uncaring and


untrustworthy fellow. He thinks he
has brilliant ideas, but is not used to
of Jack Cade thinking about the long term conse-
quences of his actions. Added to the fact

T here is no undead lurking


on London Bridge at this
time. There is only a thief using a
he is illiterate, the PCs might not have a too
difficult job of duping him. For example, if the
PCs manage to speak to Jack Cade’s ghost
magical item projecting a ghostly (but this cannot be longer than 10 minutes
image of green color, of himself, at because of the magical crystal limitations),
night, and trying to have people believe they could manipulate Reid into telling
it is Jack Cade’s ghost. So far he has things that could reveal his real identity
succeeded. If the PCs investigate, here is and/or location. If captured and threa-
what may be uncovered: tened, Reid will betray anyone he could
• If the PCs carefully observe Jack Cade’s think of, if it could save his life.
head, and then manage to see Reid Todd’s
translucent face while he uses the crystal
to create the “ghost”, they will notice a
I f the PCs (or anyone else) hand Reid
to the authorities, the thief will be
executed 2d6 days later, his head ending up
difference only if they succeed a Detection
impaled beside that of Jack Cade. Then,
/Perception skill check. Both heads have a
again 2d6 days later, Nicholaus Trevet, the
beard, then the impaled head has been altered
3rd level Cambridge magister of low ethics,
by its condition, while the ghostly face is rather
will have learned of Reid’s execution and the
difficult to discern. As such, there will always be a
PCs’ implication, so will go after them, intent
doubt about any visual identification.
on recovering his magical crystal.
• On the other hand, if the PCs find someone who actu-
ally met Jack Cade and remembers him, they will learn
that he was taller and spoke in a different way (espe- N ote lastly that if the PCs don’t find and stop Reid Todd,
he will eventually scare all the bridge’s inhabitants
without succeeding in developing a devoted following as
cially with a different accent). But this would require
that person actually seeing the “ghost” of Jack Cade. he initially hoped. The Clerical Order will finally intervene,
resulting in Reid Todd fleeing before things get really tough
• Anyone with knowledge of spirits and undead,
for him...
would find the behavior of the so-called ghost not
consistent with that of a real ghost. If the PCs could
speak with the dead (using a spell for example) and
ask Jack Cade’s head, they would learn from it that it
The Story So Far
has not returned on Earth as a ghost or whatever. 1) Two months ago, Nicholaus Trevet (a 3rd level, evil magister
from Cambridge) met Gregorius Rampestone (a 4th level, neu-
• Divination spells (such as Detect Magic or Detect
tral magister from Oxford) in London, to gain help in identifying
Undead) would reveal that the ghost of Jack Cade is
a strange magical crystal (that he stole from his former master,
magical but not undead (and not evil in itself).
a demonologist). Disappointed that it seemed worthless, he sold
it for a few pounds to Gregorius, who then returned to Oxford.
Reid Todd However, Trevet later changed his mind and sent one of his
criminal contacts in London —Reid Todd— recover it. However,

T hief, 3rd level; Str11, Dex15, Con10, Int11, Wis9, Cha15;


AC 13 [AC 7] with leather armor; 12 hit-points; BtH +1
[TaAC0 19]; 1d4 pts of dmg with dagger; Base save = 14 with
once he had robbed Gregorius, the thief decided to keep the
loot for himself. With appropriate disguise and lies (appearing
wounded, on the verge of dying), he then told Nicholaus that
total of +5 bonus to Dex saves; Backstabb x2; Skills of a 3rd he failed and was nearly killed in the process. Hence, Nicholaus
level thief. decided to do the job himself, and departed for Oxford.

- 04 -
2) Reid Todd sought a scribe —Charles Gedding, see p.15— on two guards who have become members of the small
London Bridge, to know more about the book and crystal stolen Jack Cade’s following. But then, because she lives on
(as Reidd is illiterate). He eventually discovered that he could the southern part of the bridge, and she is too scared to
frighten some people in using the crystal at night, in making think clearly, a housewife who also witnessed the ghost
himself pass for a ghost. Later, he got what he believed to be an (after having heard about the rumors), goes to the
awesome idea: he would haunt London Bridge as the ghost of Tabard inn and asks Father Tobias for help. If he is left
Jack Cade. He thought that he would thus trick all manners of to his own device, the priest will ask the wrong people,
cutthroats to follow him, and then scare the local population, as and thus shortly thereafter “fall” into the Thames.
a scheme to get power and money. This plan is doomed to fail, Unless the PCs agree to investigate in his stead.
but the PCs will become involved before the brilliant idea turns
into a pathetic fiasco.
3) As part of his scam, Reid rented an apartment Involving the player
on the bridge, where he pretends to be Oshone
Fodelius, a seer and astrologer from Wales.
characters
(Reid Todd knows nothing about Wales, so a
native would quickly realize he is but an im-
postor.) He often uses Gregorius’ spellbook
T he PCs should become involved in the adventure as best fit
with their class and background. The most obvious would
be a cleric sent on investigation by a senior member of his order.
to make people believe he is a real magi- Since this ghost story still is a simple rumor, the Clerical Order
cian, though a real mage would quickly doesn’t feel the need to waste the time of an experienced cleric,
realize that “Oshone Fodelius” is a so will send a novice instead (i.e., the PC). Otherwise, the GM
petty charlatan (the spellbook will have to determine a reason for the PCs being there together,
would appear genuine only so they may witness events that (hopefully) will arouse their cu-
if read with Read Magic). In riosity and entice them to investigate. Here is an example using
any case, Reid/Oshone tries to a slight variant of the well known tavern cliché:
manipulate a chosen few, seemingly
evil and credulous targets, into making
them believe they have been chosen by
T he PCs don’t know each others yet, but have come from
various places to the Tabard Inn, intent on joining a group
of pilgrims toward Canterbury. (It might be fun that each player
a just and angry spirit (i.e., Jack Cade’s
determines the particular motive his/her character has for
ghost) to become one of his “paladins,”
doing this pilgrimage.) However, for some reason they arrived
to bring back justice to Albion, and thus
early, or the caravan’s departure has been delayed, so the PCs
be a savior who will later be rewarded
have a few more days to wait there. Hence, they are sitting in
with women and wealth, etc. So far
the inn’s main room, drinking or playing cards, when a visibly
he has gained 11 followers (mostly
scared housewife enters, searching for a priest. Apart from the
zero-level dregs, including a fisherman;
PCs there is only a barmaid and a NPC priest in the room; the
Hugh and Bertolf, two sergeants of the
housewife runs towards the latter.
bridge’s watch; and a thug by the name
of “Crane the Sleek”).
4) After learning a rumor about Walter Fogge, the Bridge War- F ather Tobias is a zero-level curate used
to the tranquillity of his
church on the other side of
den (a zero-level commoner), stealing from the bridge’s coffers
(i.e. toll money used to keep the bridge up), he visited the man London. He is overweight, and
at night, and appearing as “the ghost of Jack Cade,” threatened the prospect of a pilgrimage
of exposing Fogge’s felonies if he dared do anything against Jack frightens him, as he can-
Cade’s return. Scared (both by the supernatural apparition and not but think about the
the threat), the Bridge Warden then openly dismissed all these bandits and other dangers
rumors as foolish, pretending that no ghost can possibly exist he might encounter on
on the bridge. Reid Todd can thus carry on with his scheme their way to Canterbury.
unhindered. Worse, if the PCs come to be noticed by the Bridge (This, despite that the
Warden, the latter may very well try to stop them in some way pilgrims will be a group
(including a rather expedient one if at all possible). of two dozen people...) Hence, when
the housewife calls for his help against a ghost
5) Once per night, the ghost of Jack Cade appears somewhere she witnessed under her windows last night, Tobias is at loss.
near the bridge, to impress and manipulate his small following In fact, he first tells her to ask the Clerical Order. However, the
of 11 credulous idiots in spreading the rumor and searching for scared woman insists that Father Tobias helps her. Still bothered
new members. He also asks them to search for rich bourgeois by the demand, the priest eventually notices the PCs sitting in
who would appear as “obvious enemies of the population’s the inn, and asks them to accompany him. If the PCs refuse to
rightful rebellion,” and report them to the ghost. This, actually, join, the priest will reluctantly follow the housewife, and will
is for Reid to learn about rich people he could later rob. forever disappear next night (after having fallen in the Thames
6) Among the people who actually saw the ghost at night, two and drowned; although his corpse will later be found on the
of them wanted to alert the authorities, and shortly thereafter shore). If the PCs accompany the priest, he will quickly prove to
disappeared from the bridge. They made the mistake of alerting be a totally incompetent investigator overwhelmed by the mys-
the watch, and were thus taken care of by Hugh and Bertolf, the tery. If they propose him that he goes back to the inn, and they

- 05 -
take care of the situation by themselves, Father Tobias will feel
relieved: the PCs just gained a contact and ally that could help
them in the future (well, assuming that he will indeed come
back alive from his Canterbury pilgrimage…).
ondon Bridge
Running the Adventure
I well remember the street on London Bridge, narrow

T he PCs will probably go to the bridge and try to get clues. darksome and dangerous to passengers from the
They might openly ask questions or discreetly watch what multitude of carriages; frequent arches of strong timber
happens until getting interesting information. In any case, it’s crossed the street, from the tops of the houses, to keep
suggested that the PCs may speak with some people on the them together, and from falling into the river. Nothing but
bridge and learn more about the ghost: it has been seen at use could preserve the rest of the inmates, who soon grew
night when the waters are calm, levitating somewhere near the deaf to the noise of falling waters, the clamors of the wa-
middle of the bridge, usually on the downstream side. Then, termen, or the frequent shrieks of the drowning wenches.
unless they are extremely cautious, have the PCs meet with — Thomas Pennet
some killers (probably Hugh, Bertolf, and Crane the Sleek).
It would also be an important point in the adventure, if the
PCs could see the ghost at close range, and mingle among its
T he bridge was built by the end of the 12th century,
taking 33 years to complete. It is approximately 900
feet (270 m) long, 25 feet (8 m) wide, and 45 feet (15 m)
cutthroats followers. Lastly, give the PCs enough clues so they
high (above the water), made of stone. The bridge is sup-
eventually learn
ported by 20 arches of unequal spacing, their large piles being
about Oshone Fo-
set on even larger cutwaters (called starlings). All of this redu-
ces the Thames’ width by more than half, and thus hinders its
tidal ebb and flow. As such, depending on the season and hour
of the day, there could be a difference of up to 6 feet (2 m) in
water level on the two sides of the bridge, resulting in very dan-
gerous rapids between the piers. (Trying to pass with a small
boat requires a relevant skill check at DC 20, or with a
–20% or –4 penalty; if failed the boat capsizes
and the passengers will probably
drown.)

delius the du-


bious “astrologer”
who seems to know a
big deal about the ghost. Make the adventure fun
in portraying Oshone as an obvious liar and manipu-
lator. Note that the adventure will appear more interesting
if the PCs eventually learn all that happened: that Reid Todd
stole the book and crystal from an Oxford magister, on orders
from Nicholaus Trevet. Hence, if Reid Todd is captured and
interrogated, he should probably tell the whole story (in the
hope the PCs will spare his life).

- 06 -
T here is a gatehouse and drawbridge for the passage of tall
ships in the middle of London Bridge, and another defen-
sive gatehouse on each end. Note that the severed heads of
A

various felons (including that of Jack Cade) are impaled on spi-


kes displayed above the central gatehouse’s passage. They have
been treated by alchemists so they won’t decay for months.
Then, a huge pile near the center of the bridge supports a cha-
pel. It is dedicated to Thomas Becket, Archbishop of Canterbury
in the 12th century. Pilgrims who travel to Canterbury begin
their pilgrimage in this chapel, after making a few prayers and
giving some money. Yet, the most striking feature of London
Bridge are the numerous buildings that have been erected upon B
it (more than 100), some of which are up to five stories high,
some others overhanging by up to 6 feet over the river, or even
over the walkway, thus forming a sort of dark tunnel on some
parts of the bridge. On the street level there are shops, then
homes above. Note lastly that there are some latrines at various
places on the bridge that overhang above the Thames.

T he bridge’s central roadway is narrow and most of the time


overcrowded and noisy. It is 12 feet (4 m) wide, divided
into two lanes for the passage of people, their mounts and their
carriages. At worst it is so full of people and stuff, that it can
take a full hour to go from one end to the other.

O nly the bridge itself, plus the chapel and the three gate-
houses are built of stone. All other buildings that have
been erected on the bridge are made of wood. The bridge would
not be sturdy enough to support the weight of stone buildings. C
Then, these wood buildings are regularly replaced by new ones.
For example, when Jack Cade’s rebels fought the mob on Lon-
don Bridge in 1450, several of its houses were burnt, which will
thus have to be rebuild (or already have been).

London Bridge’s specific


locations
B esides the hundred of houses that are not detailed (though
some tables p.13 will help the GM create them on the spot
if necessary), there is five areas that may be of interest to the D
players, and that their characters could find useful to search
during the course of their investigation:
A. Northern Gatehouse (London Side). This defensive build-
ing has not been detailed, but is identical to the southern one.
B. Reid Todd’s Location. This is the building where Reid
Todd rents an apartment under the identity of Oshone Fodelius
the astrologer. His neighbors don’t know nor suspect that Os-
hone is a thief at the origin of the so-called Jack Cade’s ghost,
but nonetheless sense that he is a charlatan and dislike him.
C. Bridge’s Chapel. The chapel is open day and night, and
lately a higher number of boatmen and fishermen have come
to make prayers, asking the protection of the saints against the
ghost that several of them witnessed.
D. Central Gatehouse. Three of the main protagonists live
E
here: Hugh and Bertolf, the watch’s sergeants who have be-
come members of Jack Cade’s fledgling cult; and Walter Fogge,
the venal Bridge Warden who will try to prevent any inquiry
about the ghost, for fear of his embezzlements being revealed.
E. Southern Gatehouse (Southwark Side). This building is
the first line of defense between London and Southwark.

- 07 -
B: REID TODD’S LOCATION

T he building (located between the 4th and 5th starling, when counting
from the north) belongs to a wealthy jeweler, Bernard Lloyde (a zero-
level commoner), who uses a part of it for his shop and living quarters, and
rents the remaining rooms.

1) Reid Todd’s/ Oshone Fodelius’s apartment


Reid Todd began to rent this apartment approximately four weeks ago,
when he was confident on his scam idea. There he pretends to be Oshone
Fodelius the mage-astrologer, and operates as a fortune-teller. He also uses
this fake identity to try convince a select few (based on their credulity and
lack of scruples) that they have been chosen by the ghost of Jack Cade to
fulfill a great destiny.
The apartment’s door has a lock, and also a bar that Reid adds to the closed
lock when he sleeps. If all of this wasn’t enough, he also sets improvised
devices (to this door and the windows) that will make noise if people enter
(thus awakening him).
In the main room are some basic furniture (including a desk), and a lot
of objects and drawings on the wall, that suggest of esoteric and magical
things. However, any true magister will quickly realize that all of it is but
useless junk without any practical arcane purpose.
There is also a second, small room (its door has no lock) that contains a bed
and a locked chest (hidden under some clothing) where Reid hides his valu-
ables: the spell-book, some money (3L, 27sh, and 35p), a necklace (worth
4L) that he stole from the jeweler (see #2), and his disguise material. The
room’s window is right above the Thames; on the outside Reid has put up a
coiled rope firmly attached to the wall. He would need but one round to go
through the window down below on the starling, where is a small boat.
Reid Todd is normally out for a couple of hours every night, to perform his
impersonation of Jack Cade’s ghost, then mingle among his followers under
the identity of Oshone, as if he were but another of Jack Cade’s followers, in
order to know what the followers think, and further manipulate them. Then,
during the day he is but Oshone, performing his petty scam of fortune-tell-
ing and spreading rumors about Jack Cade’s return.

2a) Jeweler’s Shop.


The jeweler only keeps money and jewelry in his shop during the day,
bringing it with him upstairs for the night. At all times he is accompanied
by a large dog that alerts and protects him against thieves. Yet, this didn’t
prevent Reid from stealing a necklace from him, two weeks ago. The
jeweler asked Oshone if he could use some divination to locate the thief and
necklace. Oshone answered that the thief had later met with Jack Cade’s
ghost and subsequently fallen in the Thames, on the bottom of which the
necklace could still be found. The jeweler doesn’t really believe it; he now
suspects Oshone of being a charlatan, but he doesn’t suspect him of actually
being the thief.

2b/c) Jeweler’s Apartments.


They are rather luxurious, with tapestries, carpets, sculpted furniture, etc.
#2c is the sleeping room, with a safe under the proprietor’s bed in which
every night he puts his jewelry and money. The jeweler sleeps with his dog
and a short sword at his side (plus his wife of course). All doors and window
shutters are reinforced, locked, and barred from inside.

2d) Hat Maker’s Shop.


This shop is rented by Henry Wolton the hat-maker (a zero-level com-
moner). The man has in fact a strong dislike of Oshone, though it’s mostly
due to instinctively not standing him rather than knowing anything about
the thief/charlatan.

- 08 -
2e) Hat Maker’s Apartment.
Henry Wolton lives with his family on the same floor as Reid/
Oshone. However, he doesn’t know nor suspect anything about
him, beyond thinking that Oshone “reeks of deception.”

2f/g) Rented Apartments.


Two other families live on this level. After having exchanged a
few words with Oshone, and having heard about the rumor of
Jack Cade’s ghost, they have become somewhat worried, but
don’t know anything.

3) The building facing Reid Todd’s apartment


This small three-storey building belongs to Edmund Culpepper,
a modest spice merchant. His shop is on the street’s level, his
apartment where he lives with his family on the floor above,
and then an attic on the third level. Edmund is insomniac, often
watching the Thames at night (through his window) when he
cannot sleep. As such, he did notice several times lately, when
the waters are calm, a small roving boat passing under the
bridge below. Of course, it was impossible to see who roved it,
or even if there was more than one person in the boat. On the
other hand, Edmund never saw any ghost, as Oshone is careful
to not make it appear close to his apartment.

C: LONDON BRIDGE CHAPEL

A chapel is built on the ninth starling (when counting from


the north), that is dedicated to St. Thomas Becket, Ar-
chbishop of Canterbury during the 12th century. Pilgrims who
travel to Canterbury begin their pilgrimage in this chapel, after
making a few prayers and giving some alms. The chapel is run
by two priests (both zero-level commoners) who reside in a
small house facing the chapel on the bridge.

1) Lower Crypt.
The crypt is lit and open not only during the day, but also all
night long. This is so, in order to let fishermen and boatmen
who work at night or early in the morning, to come and make
prayers (usually imploring the protection of St. Thomas against
the Thames’ treacherous waters) whenever they need it. There empty. Since then the fishermen and boatmen are scared, fear-
has been an increase of their prayers lately, as several of them ing the ghost’s wrath, and asking for the spiritual protection of
have witnessed the green ghost floating in the air not far from St. Thomas.
the bridge. It always occurs when the Thames’ waters are at
their calmest, and only once per night, for a rather short mo- 2) Main Chapel.
ment (i.e. 10 minutes). They also have witnessed some people
The chapel operates as any other church; it is open to all during
(less than a dozen) who come close to the ghost (sometimes by
the day. Its two priests know about the rumors concerning the
boat, at other times silently on the bridge), listen to it, and then
ghost, but cannot do anything themselves except praying in
discreetly depart thereafter. One of the fishermen decided to
hope that a divine intervention takes care of it. They already
loudly voice his concerns to the Bridge Warden. However, the
have alerted the Clerical Order; if one of the PCs is a cleric,
latter didn’t believe him. Then, a few days later, the fisherman
he/she was sent by the order to investigate; if there is no cleric
disappeared, and his wrecked boat was found on the shore,
among the PCs, clerics will arrive later, after the PCs did their
own investigation (whether successfully or not).

3) Chapel’s Roof.
There is a walkway around the roof. If the PCs spend the night
there observing the Thames below, near the bridge, they could
at some point notice the green ghost floating in the air. The
ghost almost always appears close to the central part of the
bridge, as Reid thinks more reasonable to not do this too close
to where he lives as Oshone.

- 09 -
will be detained
until handed down to
the authorities. There is a 20%
chance of the jail being currently occu-
pied (usually by a single zero-level commoner
caught stealing on the bridge).

D: CENTRAL GATEHOUSE 4) Guardroom

T he central gatehouse appears like a small castle built


on the 13th pier (counting from the north). It is where
the Bridge Warden resides, and where the bridge’s watch is
This is the bridge’s watch guardroom. There is always 1d4
men-at-arms (zero level soldiers) present here. The room
contains basic furniture plus armors and weapons: 6 chain-
stationed (12 men-at-arms, all zero-level soldiers except for the mail armors and shields, one plate-mail, 8 halberds, 4
2 sergeants, Hugh and Bertolf, who are 1st level fighters.) The morning-stars, 4 long swords, and 8 crossbows plus ample
Bridge Warden is in charge of the bridge’s security and mainte- ammunition.
nance, collecting the toll money as well as inhabitants special
taxes, and spending it as necessary so the bridge remains safe. 5-6) Guards’ Dormitory
Each of these rooms is a sleeping quarter for two of the
1) Drawbridge gatehouse’s guards. They are most likely empty during the
The drawbridge is usually raised once or twice per day, to let day, and contain very little of value and interest. In addition,
pass sailing ships. It is done only when the waters are calm, in room #5 is the machinery to raise and lower the port-
not when the water level upstream, is much higher than cullis, while the one for the drawbridge is in room #6. A
downstream, thus resulting in dangerous rapids. There is a toll total strength of 22 (usually two men) and 1d4+2 rounds is
dependant on the boat’s size and its cargo, normally ranging necessary to raise them; lowering is easier and takes but 1d3
from 4p to 16p. rounds to get down.

2) Gate 7) Bridge Warden’s Office


There is a heavy portcullis that in fact remains open most of Walter Fogge, the Bridge Warden (a zero-level commoner), is
the time. It is sometimes lowered, at night, mostly to see if it normally found here during the day. This aging man has oc-
functions correctly, but has not since last month (as Hugh and cupied the position of Bridge Warden for the last 7 years, dis-
Bertolf must let Reid and some of the followers move freely on creetly using the money he is in charge of, to fill his pockets
the bridge). There is two reinforced doors on each side of the along using it for the bridge’s maintenance. There is some
passage, usually kept closed. At any time during the day, there furniture (including a desk with ledgers, etc.), and a sturdy
is 1d4 –2 guards in the passage, none at night. locked chest firmly attached to the floor. At any time 1d10L,
3d10sh, and 1d100p
3) Prison can be found in it.
There is two jails in Carefully compa-
this room, where an ring all the ledgers
occasional cutthroat (including those

- 10 -
from the gatehouses) may finally reveal (with a successful, ap-
propriate skill check; default DC15) that some of the toll money
regularly disappears, probably totaling 20-30L per year. The
Bridge Warden thus illegally doubles his revenue of 20L /year.

8) Bridge Warden’s Apartment


Walter Fogge lives alone in this rather luxurious room (with 35L
hidden inside the bed). He is a widower since his wife died of
illness a few years ago. His three children are adults who live el-
sewhere. If investigated, his room will reveal that some kind of
amulets (engraved with mystical symbols) have been set on the
door and all windows; they are bogus items supposed to protect
him against evil spirits. Then, there is a book about ghosts and
evil spirits on a shelf. Walter is in fact afraid to get one more
visitation of Jack Cade’s ghost.

9) Hugh’s and Bertolf’s Quarter


Hugh and Bertolf are the two sergeants (1st level fighters) of
the bridge’s watch. They have become prominent members
of the eleven followers of Jack Cade’s so-called ghost, and use
their position in the watch, to spy on the population and get rid
of people who would come in the way of Jack Cade’s return.
They never personally met with Reid Todd though, instead
reporting to, and taking orders from Crane the Sleek, who most
of the time keeps his visage hidden under a hood. In Hugh’s
possessions may be found an object that could be identified as
normally belonging to someone who disappeared lately (i.e.: ty-
pically a luck charm that belonged to a fisherman who recently
disappeared; or to any other missing person that the GM would
have mentioned to the PCs when they investigated).

10) Balcony
The balcony oversees the bridge’s entrance. It would be easy
to see the ghost from there at night (provided the PCs carefully
wait for it), and 1d6 turns after its disappearance they would
then see 1d4+1 persons (including Hugh and Bertolf) discreetly
moving through the gate, and later, always alone, Oshone Fode-
lius returning to his apartment.

11) Terrace
There is two ballistas that can be used to shoot targets down
on the bridge, plus between them, the renown spikes on which
are impaled the severed heads of various traitors and felons, in-
cluding Jack Cade’s. Investigating the head of Jack Cade would
reveal nothing supernatural, except for a small piece of scroll
with a short text, inside his mouth. This is a sort of plea-prayer

written by Bertolf to the ghost, asking it to grant him the “love


of Alice”. If Alice could be found somewhere on the bridge (she
is a young and rather cute housewife), she would tell that Ber-
tolf has been harassing her lately (but she is not interested).

12-13) Unused Room


These rooms serve as a sort of attic, and do not contain any-
thing of interest to the PCs.

- 11 -
2) Office
There is a desk, a few stools and shelves, plus a sturdy safe un-
der the stairs. The Bridge Keeper writes down in a ledger how
much money is collected everyday day. An investigation about
it would reveal nothing of a suspicious nature (it’s possible
that the Bridge Keeper and the assistant discreetly keep a few
coins in their pockets, but this would be relatively insignificant).
The money collected during the day (as well as the ledger) is
brought to the Bridge Warden in the evening after the gate has
been closed.

3) Kitchen
This room is used as a kitchen. The Bridge Keeper’s wife and
her daughters cook food for the gatehouse residents, but also in
excess to be sold to people who pass through the gate.

4) Guard Room
There are armors and weapons stored in this room: 5 chain-
mail armors and shields, 7 halberds, 3 morning-stars, and 6
crossbows plus ample ammunition. These weapons see little
use, as the Bridge Keeper and his assistants only wear a dagger
on a daily basis.

5-6) Guards’ Dormitory


Each of these rooms is a sleeping quarter for two of the
gatehouse’s guards. They are most likely empty during the day,
and contain very little of value and interest.

7-9) Bridge Keeper’s Apartment


Although the Bridge Keeper, his wife and three daughters have
E: SOUTHERN GATEHOUSE plenty of space in these three rooms, this is nonetheless the
attic (dark; of low ceiling and large beams in the way; and un-

T he current building is recent, as the precedent one (and


the two arches on its sides) suddenly collapsed in 1437.
Since the masonry remained in the water below, passing
pleasantly cold in winter and hot in summer). It contains little
of value and interest.

between these piers has become dangerous for the larger boats.
[A: NORTHERN GATEHOUSE]
P eople who enter the bridge from Southwark must pay a
toll to the Bridge Keeper (those who come from London
must pay their toll at the northern gatehouse). Price is: ½p per T he northern gatehouse has not been detailed, but holds the
same function on the other end of the bridge. Despite the
person, except on Sunday when it is 1p; 2p per mount (horse, building is much older and its interior is smaller, it is operated
mule, etc.); and 1p to 4p per carriage depending on its size in a much similar way (i.e., with
and contents. The money collected is used to pay the bridge’s a Bridge Keeper and his assis-
maintenance and repairs. This is a continuous process and the tants who collect toll money for
laborers get a daily wage, so the money is spent as it is gained. the Bridge Warden.)
Hence, at any given time there is only 2d100p in the Bridge
Keeper’s coffer.

T he Bridge Keeper and his assistants have heard about the


ghost rumors of course, but have been firmly told by the
Bridge Warden that they are idiotic superstitions and should be
discouraged. In fact, the Bridge Warden even threatened to fire
one of the Keeper’s assistants who still wanted to know more
about the rumors.

1) Gate
The doors are in thick sturdy wood reinforced with iron. Bat-
tering down these doors would require a ram, or mace, etc.,
and would be DC25 (or at a –3 penalty if using a d6), taking
3d6 rounds, which would be more than enough to awaken the
guards. The doors are opened during the day, with two or three
men collecting the toll and regularly bringing it in room #2.

- 12 -
London Bridge’s houses
E xcept for their chimneys that obviously must be made of
stone or bricks, the buildings are made of wood, their walls
being timber-framed with wattle walls. On average a building
on the bridge is three-storey high, though the highest has five
storeys. Due to an obvious lack of space, the bridge’s buildings
are uniformly cramped, with rooms that rarely exceed a surface
of 10x10 feet. Inside, the stairways are steep and narrow, and in
the smaller buildings resemble much more a ladder than a flight
of stairs. The apartments are generally overcrowded, allowing
for very little privacy. Likewise, furniture tend to be scarce, limi-
ted to a few stools, a bench, a chest or two, that sort of things.
Even if the bridge’s inhabitants must be relatively wealthy (as Room Contents (but not the attic)
they must pay specific yearly taxes to live there), they are far
01–10 Empty
from being nobles living in large stone mansions. In fact, what
makes London Bridge attractive to build a house despite the 11–30 Basic furniture of low value
lack of space, is the running water below. 31–60 Furniture of good value
61–75 Luxury furniture, carpets, art objects, etc.
AVERAGE NON-DESCRIPT BUILDINGS 76–00 Storehouse or workshop for shop on ground floor

T he tables below will help a GM create on the spot any of


the bridge’s houses that player characters might be temp-
ted to visit. They will generally have very little that could be of
Room’s Current Occupants
interest to an adventurer, but players will often be tempted to 01–30 Nobody
visit at least one of them, just to know. 31–60 A woman with 1d4 young children
61–70 An elderly couple
Building’s number of levels (includes ground floor) 71–80 A man or woman resting (maybe ill; 40% chances)
01–30 Two levels + attic 81–00 1d4+1 persons discussing or working
31–75 Three levels + attic
76–95 Four levels + attic Attic’s Content
96–00 Five levels + attic 01–20 Empty
21–60 Various worn objects of little value
Shops on ground floor 61–90 Stored food in sealed pots and barrels
01–40 One large shop 91–95 Rusted weapons and armors of older eras
41–70 Two medium shops Dust covered, forgotten chests and stuff (exact con-
96–00
71–00 Three small shops tent left at GM discretion; but no magic!)
Note that fighting inside an attic is impracticable (due to the
Shops: Type of goods sold cramped space, beams and low ceiling): imposes a –1 penalty
to small weapons (daggers), –2 to medium weapons (sword),
01–10 Apothecary
impossible with large weapons (halberd). Double the penalties
11–20 Books if there is a lot of stuff stored in the attic.
21–30 Fine cloth (silk, etc.)
31–40 Fine foods (sugar, etc.)
Attic’s Current Occupants
41–50 Hats
01–60 None
51–60 Jewelry
61–80 1d3 servants resting
61–70 Lamps
81–90 An elderly person incapable of movement
71–80 Perfumes
91–98 A nest of rats
81–90 Spices (exotic)
99–00 A human skeleton (33% chance it is an undead)
91–00 Other (that the GM can think of)

Number of rooms on a level (stairway in addition)


01–50 One room
51–90 Two rooms
91–00 Three rooms (often very cramped)

- 13 -
11-15: AUNT BEATRICE’S DELICACIES
London Bridge’s Special
people and buildings T his shop is first noticed by the wonderful smells drifting
out in the street. During the day a large table just inside
the window displays honey donuts, flaky pastries and cinnamon
W hen the GM needs something more colorful or specific
than nondescript shopkeepers in typical bridge houses,
any of the 20 following entries could be used (either choose or
swirls. A small metal fence in the window blocks potential
thieves, and children entering the shop are watched closely. Yet,
Aunt Beatrice, the owner, is kind hearted, and day old pastries
roll 1d100):
are sold for half price, and at two days they are handed out
at the back door after closing. All the neighborhood loves her
01-05: ALCHEMIST
and she knows many of the kids by name, and since she has

A bright yellow sign hangs in front of this small store. From


the sign hangs a glass beaker filled with a blue liquid. The
store is run by Rachel Holsey, a handsome middle-aged woman,
been around a while, also a lot of the low level thieves. She is
always willing to trade gossip with customers, and has a ready,
if distracted smile.
wife of the alchemist. She runs the store while her husband,
William, is out in his workshop in a Southwark back alley, ma-
nufacturing various elixirs (see Dark Albion campaign setting:
A unt Beatrice, is an old and retired, 3rd level magic-user
(though not an university magister; if using FH&W, she
is a wise-woman) who saw too much abominations born out
Alchemical Concoctions chapter, p.207) with his two apprenti-
of Chaos, and wanted to forget about them. She is Lawful and
ces. William Hosley is the alchemist who treats the heads that
has fought against many evil during her life, but now keeps her
are impaled on spikes on London Bridge, so they do not decay.
spellcraft secret. Yet, if someone were to find out they might
Hence he is the one who treated Jack Cade’s head (though he
(falsely) accuse her of being involved with the ghost.
doesn’t know what was done to the rebel’s body, and doesn’t
know who did put a piece of scroll in his mouth, see p.11).
H er building is only three storey high. She lives above with
two cats, and an older woman who was the sole survivor
T he alchemist owns a flask of holy water. It was honestly
acquired (given to him by a cleric a couple of years ago),
and bears a wax seal suggesting it is a genuine item. However,
of an horrendous drama many years ago. This woman was
saved by Beatrice, but had no family nor resources, so Beatrice
decided to take care of her.
holiness is not compatible with business, and thus if the alche-
mist sells the flask, it has a 75% chance of losing its “holy” effect
(e.g. affecting undead and such); same if stolen. If it is given 16-20: BLABBERMOUTH BARBER
however, it will operate normally. In fact, it will be the PC’s
interaction (i.e., the player’s role-playing) with the alchemist
that will determine if the latter would sell or graciously give the
T his three storey building houses a barber shop run by
Christopher Nutkin, a rather talkative, middle-aged man
(zero-level commoner), who is a source of much information
holy-water. Note otherwise that William Hosley could become a
among the bridge’s inhabitants. Not only can you get a hair-cut,
future customer of various strange material gathered by the PCs
shaving, bath, and even some minor healing (such as getting
during their adventures (such as troll blood); and could even
teeth-pulled, cauterizing infections, etc.), but you can learn
create stuff for them.
all the latest gossip and rumors from Christopher. However,
Christopher has such a way of bringing other people into
06-10: APOTHECARY endless discussions, that those people will eventually tell things
they should probably keep for themselves, if they fail a Wisdom

T his rather run-down building houses an apothecary


filled with strange herbs and substances coming
from the nearby countryside, as much as from more
saving throw [or vs. Spells] (though made with a +4 bonus; this
is not a magical ability after all). Of course, if this happens to a
PC, he won’t realize that he tells things about his adventures,
distant and dangerous places of Albion (such as mandrake treasures found, people killed and such; and later all of this
found in the New Forest), and even from the continent eventually makes its way into ears that will put this information
(such as black flowers growing in Frogland’s swamps). to use. So the PCs are due to later come into contact with peo-
Most remedies are cheap and absolutely mundane, some ple they would have preferred to avoid (such as a crowner).
blatantly cross the border to swindling. Yet others (i.e.,
the more expensive) are efficacious medicines (see Dark
Albion: Medicinal Herbs chapter, p.205). Gwillin ap Rees,
the Cymri owner, tends to look dingy and disreputable,
and his apparently strange methods cause people to be
somewhat wary of him (which doesn’t help him get an
important clientele). The apothecary is also quite grumpy
and ill-tempered, but if presented with an interesting
problem and more importantly some trust in his abilities,
he might be just the one to know an antidote to that mys-
terious poison (in which case the consumer
can roll another Constitution save [or vs.
Poison] with a +4 bonus). Lastly, with
enough money and much discretion,
Gwillin could brew such poisons...

- 14 -
21-25: BOOKKEEPER / SCRIBE The butcher’s abattoir is in a small house close to the bridge in
Southwark, and he does his best to keep it as clean as possible.
A new and pretty building with a door painted in bright
green and red colors, and a sign depicting a book. It was
built recently, to replace a small tavern that burned then fell
The basement however is off limits to everyone except Harold
himself. And it is here that he will bring any animals he can
get down the stairs. The construction has left the place almost
into the river. Often, drunk people try to enter the house, still
sound-proof, and here Harold revels in the slaughter of his ani-
believing it to be the tavern, which upsets the proprietor. The
latter is a scribe and bookseller, Charles Gedding, who delights mals, cutting the joints of meat from them while trying to keep
in intellectual pursuits and hates vulgar people. He has a base them alive. He actively traps cats and stray dogs to bring down
50% chance (or +5 on d20 skill checks) of having clues about here, and torture before turning them into food. Then, the more
books and where to find them. (The more obscure the book, the the animals suffer and the more he enjoys it, the better are his
more vague the clue.) He otherwise operates as a reader and sausages. In fact, unknown to Harold, his private worship of
writer for illiterate people; it is Charles who did read Gregorius’ cruelty has attracted the attention of some major demon, who
notes and book for Reid Todd a couple of weeks ago. However, is discreetly granting him a supernatural ability to thus make his
he doesn’t know what happened to the thief. delicious sausages. Hence, anyone of the Law alignment who
eat Harold’s sausages will feel bad thereafter (make a Cons-
titution save [or vs. Poison], or suffers from nausea until next
26-30: BUTCHER’S SHOP day). Likewise, those of Chaos alignment will have to succeed a

T his is a rather plain three storey building, owned by Harold Wisdom save [or vs. Spells] or commit some heinous act shortly
Fennigan, a butcher renown for his delicious sausages. The after eating the sausages.

N
ground floor is taken up completely by his shop, and he lives in ote that as a future plot device, it’s not long before Harold
the levels above with his young (and rather timid) wife, Amy. turns into an insane psychopath (and gains his first level
They have no children and the local women are beginning to
of Cultist), killing his wife and using her body to make his best
gossip that she is barren.
sausages ever (with much enhanced secondary effects thereaf-

H arold only sells standard fare: pork, lamb, beef, chicken


etc., but his sausages are known to be some of the best
in the city. He guards the secret of their ingredients carefully.
ter). The PCs might be drawn toward investigating the cause of
several violent acts, shortly after the butcher’s wife disappea-
red… (he will pretend she fell in the Thames).

- 15 -
31-35: CARTOGRAPHER’S SHOP solid, and probably support it. Inside, everything is squeaky, and
in some places one must be careful or risk falling right through
T his is a rickety looking four-storey building that
leans slightly into the street; its owner is Allan
Eastbury, an elderly man with startlingly bushy eye-
the bad wooden stairs and floor. Hence, entering the building
wields important risks: 2d6 rounds after entering it, there is a
10% risk* per character present in it, that the building collapses;
brows that are literally long enough that he brushes
roll a d6 to see the extent of the collapsing:
them to the sides such that their tips blend into the
hair at his temples. Allan is a sage and noteworthy • 1-3: It begins to collapse, but fortunately stops there after
collector of maps. In fact, map-collecting is his passion a few beams fell.
in life, with the three floors of his home having the • 4-5: It only half collapses; some parts fall below, but other
walls of every room lined with scroll shelves filled with parts remain in place. With a successful Dexterity save,
parchment maps and geographical treatises. People characters remain in the part that doesn’t fall, but still suf-
often come to Allan in order to peruse his impressive fer 1d6 pts of damage; on a failed save they fall amidst the
collection. For a modest fee he will copy any of his beams, etc., suffering 8d6 points of damage (Dex save for
maps and he is always interested in acquiring a new or half).
interesting one. • 6: The building entirely topples down with a terrible

T here is one further quirk to his map collecting noise, dealing 10d6 points of damage to those inside (Dex-
habits though: Allan finds an equal joy in owning terity save [or vs. Breath Weapons] for half).
a map, regardless of its accuracy or even if it depicts (*:Cautious movement inside the building halves the risk;
anything of any relation to the real world. In fact, fight doubles it. Then, if someone survives the collapse’s
many of his maps are of fictional or legendary lands or falling and crushing damage, he will find himself in the river
structures. This proves especially challenging for the below, with all that entails.)
would-be visitor to his library as Allan neither distin-
guishes nor remembers which maps are real and which
are imaginary. To make matters even more convoluted, 46-50: DEN OF FANATICS

T
one of Allan’s acquaintances is an adventurer and traveler who his four storey building has several
brought him a map that he supposedly drew of his travels into religious symbols of the Uncon-
the realms of demons. quered Sun obviously displayed

F or those PCs knowledgeable or lucky enough though, Allan on its front wall and above the
can be an amazing resource of both rare knowledge and entrance. Yet, the building
rare maps. Allan can also be an excuse to give the PCs some of is clearly not an abbey or
the “parchment maps” found in the Dark Albion: The Rose War temple. It is in fact the
PDF file (available on RPGnow). He could also have treasure home of a small commu-
maps leading to one of the adventures detailed in the Dark nity of zealots. Often, a
Albion: The Rose War campaign setting. few of them will come
to make some penitence
of their own, right in the
36-40: CLOSED BUILDING middle of the street in
front of the house, hinde-
T his shabby-looking building is shunned by the neighbors,
its shop on the street floor is always closed. There are often
screams at night, and a nearby shopkeeper claims to have seen
ring circulation. At other
times, a preacher will try
to lecture people, and
scary men (in black leather and antipathetic) enter it at one
predict some impending
time or another. However, people won’t do anything about it,
disaster on the “community of sinners”. Then, every day early
as they well know this building belongs to a powerful noble,
in the morning, they sing religious songs aloud, windows fully
they don’t want to anger. The building is in fact inhabited by
open. As a result, most of the neighborhood strongly dislikes
two mercenaries (2nd and 3rd lvl. fighting-men) who execute
these zealots, and would be glad to see them leave. However,
base missions for their master, and are currently waiting for his
so far nobody has dared to speak openly against them, for fear
orders. In the building’s attic they keep prisoner an unfortu-
of angering the Church (though this is only a guess...). The
nate young woman they kidnapped some days ago, and badly
Chapel’s clergy, on the other hand, has no great love of these
mistreated. She will soon die (and be thrown into the Thames)
fanatics, whom they see too radical and narrow-minded, and
if not rescued. She doesn’t know anything apart of having been
maybe wanting to step on their toes. Yet, none of these fanatics
kidnapped by the two evil men. The mercenaries themselves
is a true priest, and they behave themselves, just indulging in
know nothing about the “ghost.” In fact Reid Todd has been
angering the population. In fact, a clever person could probably
careful to avoid them.
convince them to create their own sect, and thus seed religious
problems as well as a future schism.
41-45: COLLAPSING BUILDING

T his unstable building has recently been closed, and will


be dismantled soon, as it is showing signs it is ready to
A ll of these zealots are zero-level commoners, except for
their leader, Brother Adrian, who is a former scoundrel
(i.e., a 1st level thief) who renounced his older ways to become
collapse. Nothing stands upright clean, and the whole edifice is a rigid zealot, but who might as well become the cult leader of a
rickety. Thankfully, the buildings on each side look much more heretical sect in the future.

- 16 -
The merchants otherwise know quite a few things about distant
lands and cultures.

T he PCs have a base 20% chance of getting something


rare and obscure they would be searching for, though not
necessarily immediately (the merchants may know where to
find it, but not have it already). There is nothing magical to be
51-55: DISCREET MONEY-LENDER found in this shop however. In fact, if the merchant were to get

T he window shutters of this four storey house are always their hands on a magical object, they would have no way of
shut, yet the building is inhabited. Men are seen entering becoming aware of its magical nature, so it would be sold like
or leaving the house day and night, and they generally try to any other mundane (but exotic) object.
remain extremely discreet about it. People in the vicinity tell of
prostitution (probably because of the two young women living
on the street floor), while others prefer to conjecture about
some conspiracy or evil cultists.

I n fact the building belongs to a money-lender: Joseph


Richman, a middle-aged retired mercenary (3rd level
fighter), who lives in this house with his two servants (who are
also his nieces) on the ground floor, and a bodyguard (1st level
fighter) who generally remains with him in his office on the first
floor. Joseph almost never leaves the building for fear of being
robbed, reason for which the shutters are always closed, all
doors are locked and reinforced, etc. The people who come to
his office try to also remain discreet to not attract the attention
of local thieves. Lastly, Joseph constantly keeps some weapons
(including a charged crossbow under his desk), a couple of
magical potions, and his two big dogs with him. He wears at all
times a chain shirt under his clothing, while the bodyguard ap-
pears ostensibly armed and armored when customers visit him.

J oseph’s office is modest, consisting of a high desk, a few


chairs, and a back room thought to contain a safe. He often
has relatively little money in the safe (i.e., 2d6 x5 L), taking
care that money circulates, not amass in his house. Most of his
business is conducted with letters of credit, and Joseph only
let in people he already knows, or have been recommended by
persons he trusts. Joseph Richman is not only a money-lender,
but also a financier who can place money, using it to underwrite
expeditions both sea faring and into the wild. Deals are usually
for a flat rate plus a percentage of the gain achieved. 61-65: FOREIGN FOP’S HOUSE

56-60: EXOTIC PARAPHERNALIA T his four storey house is home to an arrogant and incom-
petent fop (zero-level commoner). He is the son of a rich
merchant from Bruges (on the continent), who wanted to get
T his tall (five storey high) but narrow building, is a shop
owned by three brothers: Peter, Robert and Samuel Raw-
lins. The shop is on ground and first floor, while they inhabit the
rid of him. As such, the son was sent there to take care of the
goods his father would export, and make “an easy fortune”. But
then, fewer and fewer ships came, and eventually the young
storeys above, with their respective families. They buy and sell
fop remained alone and without money. Being incompetent he
all manners of exotic equipment. If you need a Crescent Moon’s
was unable to perform any job, and had to rent two floors of
religious garb or a frogman’s armor (good for disguises but im-
the house in order to survive. Now he would like to get back
posing a penalty on movements), either you find it here or you
home, but is terrified of travelling alone and has no money to
don’t find it at all. Note these merchants are hard bargainers,
hire guards to protect him. Nevertheless, he may try to fast-talk
typically buying at 50% then selling at 200% of what
some adventurers, promising them his father would pay hand-
could be considered a normal price. However, since
somely for his return. However, the rich merchant remarried
they only deal in items hardly found anywhere else
and has a new heir to whom he intends to give his wealth. He
in Albion, they have no concurrence. Only ordinary
certainly does not want to see his idiotic son back, and will in
equipment can be found here though, as they never
fact pay the adventurers to actually return him to the city.
keep extremely valuable items that could attract
thieves. Nonetheless, the brothers always know to
whom buy or sell rare things (such as object of fae
origin), for a consequent commission (10% to 20%).
T ravelling to Bruges with the fop would be easy and direct
by ship; but then the PCs might be forced to, or enticed in,
going back to Albion by land, traveling to Calais across Frogland
They could seem to be rich, but as they actually territories (with all that may entail). For this, the map p.117 of
have few customers they just make a decent living. the Dark Albion campaign setting would be much useful.

- 17 -
66-70: IMMIGRANTS’ HOUSE 81-85: MYSTERIOUS WOMAN

T his four storey high house is filled with re-


cent immigrants from Edinburg, three or four
generations of related families living in this crowded
T his nice four storey house has two guards perpe-
tually guarding its doorway. The proprietor is an
elusive and mysterious woman. She sometimes goes
building. Most of the able bodied will be out working out, but always with her bodyguard, a man dressed
during the day. The house can be clean or dirty, but in black leather, while herself is always totally
filled with people either way. They will be happy clothed and veiled (or under a hood). Nobody
to find someone who speaks Scottish, or who is ever saw her face and she usually avoids visits
actually from Scots’ Land. One of the teenagers, and encounters, so the wildest rumors about her
Duncan, lives a life of crime, being already a 1st level have been heard. Yet, apart that she is obviously rich,
thief. Some of his loot is stored in the attic and there nothing special ever transpired about this woman.
may be some jewelry elsewhere, which was given as One of her guards, who has been fired since, pretends
gifts to aunts and mother, but is far too expensive for that she is a rich but terribly ugly woman; she simply
them to sell easily. He has already seen the ghost of doesn’t want that anybody may see her. One young
Jack Cade once, a few days ago, but has been afraid noble, probably not very bright, wants to believe she is
of it, so doesn’t think to join any group following it. on the contrary extremely beautiful, hiding herself to
not break hearts around. He fancies himself being
in love with the woman, and often comes around,
71-75: IRONMONGER SHOP has some serenade given in front of her house,

T his is a small three storey building in good flowers sent, etc., to the woman who seems to not
condition, used by locals for household items, be aware of him.

O
tools and cheap leather goods. The owners (both zero-level f course, who hides under the disguise is ultimately left
commoners) are Henry Holcotte, a stick-thin older man with at GM’s discretion. Some of the more widespread rumors
a large mustache, and Humphrey, his brother afflicted with a include (roll a d6):
large scar over his face. They are friendly to locals and regulars,
• 1: It is a frogman (or frogwoman) in disguise, who needs
but business-like with strangers. They live above the cramped
to live near water.
shop, using a set of outside stairs. At dusk the two men push
all the goods up against the walls, and set up tables and tap a • 2: It is a fae with great magical powers who should better
keg. The small bar can hold only about 10-15 people, and has be left alone.
no advertising but word of mouth. The two men serve and talk, • 3: It is a spy and assassin in service to the Queen,
and the bar closes early. They have great local gossip and are who should better be left alone.
generally friendly, and the bar will typically empty out and close • 4: It is a noble in disgrace hiding from her en-
rather than fight. emies, or maybe from the King himself.
• 5: It is a woman who hides her face from the sun
(hence from the Unconquered Sun) because of a
long penitence to redeem grave sins.
• 6: It is a leper.

86-90: QUARRELING COUPLE

W hen the PCs pass in front of this small two storey


building, there is a 50% chance they hear a man and a
woman screaming insults at each other through their respective
windows. This is a married couple who seem to have nothing
better to do than spend their time arguing and screaming, most
of the time while still continuing to pursue their respective
trades. Husband, Martin Duncomb, is a potter and works in his
shop on ground floor; while his wife, Margaret, is a seamstress
and works on the floor above. All day long they find new excu-
76-80: MANDOLINS SHOP
ses to walk to the other (or just scream from their workplace),

T his pretty three storey house has a (fake) mandolin hanging


above the entrance, and is home and shop to a stringed-
instruments-maker. The proprietor is a renown expert in his
and argue about some inane subject which always degenerate
in screaming and broken pottery. It has been like that for years,
and those two don’t want to divorce (even if they pretend living
field, with a great passion for music. His charming son gives in hell because of their spouse). Anytime they are suggested to
music lessons, mainly to young women of his age. In fact they do so, they have a new reason to explain they would really like
all seem to be fond of him, and lately two of them have told to to, but cannot. The couple has a single son (their continuous
be bearing his child. There are thus problems to come very soon disputes prevent them to engender more children) who is left
for this otherwise much-respected family. In fact, the charming to his own, and will eventually become a thief. When their son’s
son is now trying to figure out a way to escape from London, head ends up on a spike over the central gatehouse, they will
but haven’t found yet the guts to take on an adventuring life. have an excellent motive of dispute until the end of their lives.

- 18 -
91-95: SAILOR’S HOUSE

T his three-storey house without shop, belongs to a ship


captain, Francis White, who is almost always absent. It
contains numerous trophies, including stuffed animals and odd
weapons and armors, from distant lands. Two domestics take
Pecific Situations
care of the mansion in the owner’s absence: an old man with
a missing arm, Herbert, who had been saved from a horrible
death by Francis (and thus is extremely loyal to him), and a
mute strong woman (called Gertrude by the old man, though
her real name is probably different) of dark skin, visibly native
T he following are typical situations in which game
rules and dice rolls can be required. This section
doesn’t so much creates new rules, than expand on those
from a distant country (maybe the Turks’ Land). Both of them common to most OSR rule-sets, or simply details how to
are more than simple commoners and know how to defend apply them in specific contexts.
themselves if need be: the woman is a 1st level fighter; the man
is a 2nd level fighter, though due to his old age and missing arm,
he has low Str, Dex and Con. In any case, if there is a treasure Stealth and Perception
chest hidden in this mansion, they don’t know about it.
on the Bridge
D uring the day the bridge is so overcrowded, dark,
and noisy, that perception checks (typically noti-
cing someone or hearing conversations) become nearly
impossible; and trying to hide or be silent (unheard would
be a better term) is an almost automatic success. As such, if a
character manages to get 20 feet ahead of a pursuer amidst the
bridge’s crowd (that will require making use of strength and
dexterity though, and provoke some troubles), he has eluded his
pursuers.
96-00: SERGEANT’S WIDOW
I n the middle of the night there is very few people on the
bridge, so chases are resolved normally (except for the
T his is an old, two storey building, with a strong
wooden door. The current proprietor is a
widow, Mildred Shaw, with three young children.
gatehouses being closed). However, there is still a lot of noise
coming from the water rushing between the piers, so making
Listen skill checks remains nearly useless.
Since her husband Michael died, she has been
on hard times and is very poor despite running a
small shop. Her husband was a sergeant of the
bridge’s watch, and she still owns his equip-
Chases on London
ment (sword, halberd, and chain-mail armor). Bridge
This woman would be glad to answer a couple
of questions, if any, about the bridge’s watch,
in exchange for a couple of shillings. Due to
T he passage on the bridge is so narrow (12 feet
/ 4 m wide), and during the day it is so over-
crowded, that it can take up to one full hour to cross
what her husband gossiped when he was
its 800 feet long. As such, it is totally impossible to
alive, she knows the names and habits of
have any chase on it. Yet, fantasy being what it is,
most of the watch’s soldiers, even if she
there could be PCs and NPCs alike, who would try to
rarely frequents them, and knows about
run on the buildings’ rooftops. This is going to be imprac-
many rumors. However the rumor about
ticable (though this might make for some fun moments),
the ghost of Jack Cade is very recent,
as the buildings are of unequal heights, the roofs are
and she knows little about it. She
generally steep, and of course, passing over the central
only knows that no undead was ever
drawbridge would require being able to fly. Treat this with
witnessed on the bridge, even though
Climb checks if necessary: a normal check both for walls
some decapitated heads are displayed
and roofs (i.e.: regular Climb percentage, or DC 20). Un-
on the central gatehouse. On the other
fortunately, roofs may be fragile, so make also a Dexterity
hand, she knows that the Bridge War-
save when treading a roof, or its tiles break resulting in a
den is corrupt and stole a part of the
fall. Roll 1d6 to determine where you land:
toll’s money; maybe her husband died
because he knew about it. Note that • 1: On another roof (1d6 pts of damage, and re-roll a
if the PCs say to other people around Dex save at a –4 penalty to not fall again)
what the widow told them about this, • 2: On the central street below (3d6 pts of damage,
she will be soon disappear, thrown and with a Dexterity save for half as you fall on something or
drown into the Thames. (If the PC anti- someone, killing him/her in the process)
cipate this, they could intercept Hugh
and Bertolf coming to kill the widow • 3-4: On a cutwater (6d6 pts of damage)
at night.) • 5-6: In the Thames (hence see below).

- 19 -
Falling into the Thames F irst of all, a boat is AC10 (it cannot dodge blows, but may
resist weapon strokes entirely) and has 3d6 hit-points.

A t any time a character may fall in the Thames. If it occurs, When it reaches zero hit-points, it cannot float anymore and
use the following guidelines: sinks. Each two points of damage reduce its “racing rating” (see
below) by 1 point.
• If the character is unarmored, make a Dexterity save
[or vs. Petrification]. If the save is failed, the character
falls flat on the water, thus suffering 1d6 points of dam- T o resolve a chase between rowed boats on the Thames, roll
1d8 for each boat (so long as there is someone rowing it),
then add all the relevant modifiers detailed on the table below.
age if falling from the bridge, or 2d6 if falling from the
roof of one of the bridge’s buildings. The base number to take into account is the boat’s “racing
rating” of 2d4 points; the higher the better, reflecting better ma-
• If the character is wearing armor, subtract the AC neuverability, lighter weight, etc. So a boat with a racing rating
bonus from the damage dealt, if any (e.g., chainmail of 7 is potentially faster than one with a racing rating of 4. (Note
armor is AC 15 [or AC5], which means a +5 bonus that only a mariner, fisherman or sailor will discern at a glance
added to the base AC 10; hence chainmail reduce this which boat is better than another.)
falling damage by 5 points). Note by the way that this
damage reduction should only apply to falls in water,
Base racing rating 2d4
not on hard ground.
Rower is a mariner + level
• Unarmored and unencumbered characters proficient Rower is not a mariner –2
in swimming don’t need to make any die roll. They just
Rower has great strength + Str bonus
swim. Others must make a skill check (or at least a
Dexterity save [or vs. Paralysis]) to not drown. Wearing Per additional rower (if it is a mariner) +1
the lighter armors imposes a penalty to the roll (see Per additional (non-rowing) passenger –3
FH&W p.64); but with a plate-mail (or heavier) armor, Has a sail + wind in the appropriate direction* +3d4
its an immediate sinking. Passenger brutally moving (e.g., during a fight) –2
• Characters dragged to the Thames’ bottom by the Creative use of magic to move faster (GM +1d4 per
weight of their armor or equipment, may have a few decides if allowing it or not) spell level
rounds to try to do something (most likely getting rid (*: Requires being a trained sailor/mariner, or it’s useless.)
of this armor and equipment). However, it requires
to succeed two saving throws: A Constitution save
[or vs. Petrification] to not immediately drown and
suffocate; and then a Wisdom save [or vs. Wands] to
I f a boat is already farther away when another decides to
pursue it, the GM must give it a number of points to reflect
its advance. For example, if the pursuer starts rowing two
not panic and thus be able to act in a meaningful way. rounds later, the first boat has already rolled and added 1d8 +
If both saves are successful characters underwater modifiers twice. So on the third round when the pursuer starts
have a number of rounds equal to 1 + Con bonus to going after it, both roll 1d8 + modifier, but the pursued boat
do something (or see FH&W rules p.119). Note that adds the points gained during the two prior rounds. Then, each
removing armor in a hurry takes 1d4 rounds, +1 round round of chase the points rolled accrue. When the pursuer has
if medium armor, +2 rounds if heavy armor. the same or a higher number of points than the boat ahead, it
catches that boat.
• During the day there is a 20% chance that a boat is
nearby, and that its crew will come to the character’s
help. (What these people could do to help, however, is
at GM’s discretion, but generally they won’t be of any
I f the GM is in need of determining some distances, lets
assume (for ease of play) that 1 point = 10 feet traveled in
one round.
help to a full plate armored character directly sinking
• Finding a boat: If the PCs want to pursue a boat,
to the Thames’ bottom.)
they obviously need to get one for themselves. Deter-
• When an item falls in the Thames, it’s generally but mine their immediate availability as follows:
lost. There is no way it could be recovered in these on each starling (or attached to it in the
troubled waters, since no diving equipment has been water), there is a 65% chance of finding
invented as of yet. This is especially true of small items. Hence, a boat at night, 15% during
if the magic crystal falls into the Thame, it will be lost. It would the day. Then, reaching
certainly require hours of searching with the help of potent
sorcery (e.g., Detect Magic, Locate Object, and Water Breath-
ing spells) to get a slight chance of recovering it. This is clearly
unavailable to 1st level characters.

Chases on Rowed Boats


I n cases this might happen, here is an abstract system to run
boat chases. Each round roll 1d8 + relevant modifier for
each boat, the pursuer catching the other boat when totaling a
higher number of points.

- 20 -
a boat may take 1d3 rounds; getting into the boat and starting • Flawed spells. 1st
the chase takes one full round. level: Gregorius’ Charm
Otherwise, during the day there could be passing boats nearby: Person, Gregorius’ Sleep;
10% chance of immediately finding one (comes in 1d6 rounds 2nd level: Gregorius’ Mind
once called), willing to transport the characters for a few pen- Reading. [Note: a low level
nies; otherwise there is a 5% cumulative chance per turn of spellcaster has no chance
getting one if waiting for a boat. of discerning the flawed
nature of these spells until
• Swimming after a boat: This is most probably hopeless, actually casting them. In
but if in need of numbers, assume that a character proficient in fact, they are per-
Swimming gets a base: (1d3 + Str modifier)/2, rounded down. fectly working
Someone not proficient normally drowns. Then, if the charac- spells, ex-
ter is upstream near the bridge, roll a Swim check at DC 15-20 cept their
[or skill check with a –5 or –10% penalty] to not be drawn into effects
the rapid, and there do another check at DC 15 or drown. may not
be what a PC would
otherwise want from
them...]
—Gregorius’ Charm Person (1st lvl.): This works very similar
to a regular Charm Person spell, except the victim becomes
incredibly jealous toward the character. Imagine those
people who make life impossible and unbearable for their
rcane Objects spouse; then do the same thing with the person charmed by
this spell, except no romance needs to be involved. Hence,
the jealousy will be triggered anytime the caster takes an
interest in some item, wants to speak (or simply watch)

T he two following items of an arcane nature will be


found on Reid Todd or in his apartment:
someone else, etc. As a result, the charmed person should
be much more of a nuisance than a real help…
—Gregorius’ Mind Reading (2nd lvl.): This spell works as per
THE SPELL-BOOK ESP / Detect Thoughts only if the caster succeeds a Wisdom
saving throw [or vs. Spells] rolled secretly by the GM. On a
T his spell-book in fact normally belongs to an Oxford
magister whose name can be found inside the cover:
Gregorius Rampestone (see p.03 and 04 for information
failed save, the caster only reads his own biased projections
(i.e., conscious and unconscious expectations reflecting his
own judgmental opinions toward the target) instead of the
about him). Since the book was stolen a few weeks ago,
target’s real thoughts.
its rightful owner has become powerless; furthermore, if
his misfortune came to be known, it would certainly bring —Gregorius’ Sleep (1st lvl.): As per the Sleep spell, except
shame and ridicule upon the magister, ruining his career it often affects random targets instead of those chosen by
and reputation forever (or so he believes). Hence, if the the caster. The GM should secretly roll 1d100: 01-60 = spell
PCs bring the book back to Gregorius, they will gain an ally works as intended by the caster; 61-80 = targets are unaf-
who will later be a source of information, may cast a few spells fected, but the spell affects the nearest creatures, whether
(see below) on their behalf, and sometimes hire them for certain allies or enemies, which may also include the caster; 81-100
tasks (i.e., send them on adventures). = the spell only affects the caster, without saving throw al-
lowed, and even if a Sleep spell would otherwise not affect a

T his of course doesn’t preclude a PC magister to copy the


spellbook before giving it back to Gregorius. However, keep
in mind that copying spells takes time (as determined by the
creature of his level.

ruleset or the GM). THE MAGICAL CRYSTAL

G regorius’ spellbook contains 10 spells. Note however, that


three of them were created by Gregorius himself, and are
unfortunately somewhat broken. Yet, a PC magister who copies
T his small, green, faceted crystal, is the size
of a big thumb. It can be activated once per
day (i.e., once per 24 hours period), with a maxi-
them should not discern their flawed nature before having cast mum duration of 10 minutes. This requires to speak
them a couple of times… a command word that can be found the hard way
• Regular spells. 1st level: Comprehend Languages, Detect (through the use of Identify spells and such), or may
Magic, Identify, Mending and Read Magic; 2nd level: Invisibility be discovered reading Gregorius’ notes still detained by
and Levitate. [Note: the 1st level spells are meant to be used Reid Todd. Anyone can use this magical item, but it will
on the PCs’ behalf later in the campaign, if Gregorius becomes become really useful only in the hand of an experienced
their ally. Hence, they should not be changed. On the other magic-user. That is, if the user is a spell-caster, he/she
hand, the 2nd level spells are more of an adventure reward for a gets a 10% chance per caster level of having the crystal
PC mage to copy, and thus could be replaced with other spells if generate a 6th level Project Image spell (roll each time
the GM deems so.] the crystal is activated). Otherwise, the crystal only

- 21 -
projects a green, ghostly and glowing image of the wielder, that
is only clearly visible in darkness (in daylight it is more difficult
to discern, and requires to be within 30 feet of it). This image
cannot generate sound, is insubstantial, and cannot be used for
anything but visual display.

O ther than that, if the GM finds the idea interesting, there


could be much more to this magical item, that may thus
become a long term plot device. That is, if they get appropriate
information in ulterior adventures, the PCs may learn that they
could awaken the crystal to its real purpose with a gruesome
sacrifice. In absorbing the blood of a victim during a special
ritual (its details are left at GM’s determination), the crystal will
become red, taking the appearance of a ruby (for a duration of
1d4+1 weeks, after which it returns to its dormant state). This
will grant a user a +2 bonus to all demon-summoning checks,
and also allow 1/week to use the crystal to project a demon
from the lower planes (the specifics of this power are left at
GM’s determination). Needless to say that the original owner
of this crystal (a sorcerer of whom the cambridge mage who
sold it, was but a disciple) is eager to get it back, and will thus
eventually catch the PCs if they still have it…

NPCs: Fantastic Heroes & Witchery stat-blocks


Class/Level Hit-pts Save AC BtH Dmg Morale Alignt
Reid Todd Thief — 3rd level 12 14 (+5 Dex) 13 +1 1d4 10 N
(aka Oshone Fodelius) Str11, Dex15, Con10, Int11, Wis9, Cha15. Backstabb x2. Skills of a 3rd level thief (i.e.: +5 to rolls)
Thief — 1st level 5 15 (+5 Dex) 13 +0 1d6 10 N
Crane the Sleek
Str11, Dex13, Con13, Int9, Wis9, Cha10. Backstabb x2. Skills of a 3rd level thief (i.e.: +3 to rolls)
Fighter — 1st level 8 16 (+3 Str/Con) 12 or 15 +3 1d8 +3 11 N
Hugh, Bertolf
Str13, Dex11, Con13, Int9, Wis9, Cha11. Weapon specialization
Zero level 6 18 (+2 Str/Con) 12 or 15 +0 1d8 8 N
Basic Man-at-arms
Str11, Dex11, Con11, Int9, Wis9, Cha9. Detect trouble and Watch Over Prisoners skills at +2
Zero level 4 18 10 +0 1d4 6 N
Basic Commoner
Str9, Dex10, Con10, Int9, Wis9, Cha10. Professional skills (determine competence level with 1d6)
Magister — 3rd level 7 16 (+4 magic) 10 +1 1d4 8 C
Nicholaus Trevet
Str9, Dex10, Con13, Int15, Wis12, Cha11. Spells per day: 5 (1st lvl) / 1 (2nd lvl)

NPCs: OSRIC stat-blocks (can be used for other similar games such as Labyrinth Lord, Iron Falcon, etc.)
Class/Level Hit-pts Save AC TaAC0 Dmg Morale Alignt
Reid Todd Thief — 3rd level 12 T3 (p.25) 7 20 1d4 50% NE
(aka Oshone Fodelius) Str11, Dex15, Con10, Int11, Wis9, Cha15. Backstabb x2. Skills of a 3rd level thief (i.e.: see p.24)
Thief — 1st level 5 T1 (p.25) 8 20 1d6 50% NE
Crane the Sleek
Str11, Dex13, Con13, Int9, Wis9, Cha10. Backstabb x2. Skills of a 1st level thief (i.e.: see p.24)
Fighter — 1st level 8 F1 (p.14) 8 or 5 19 1d8 +2 55% NE
Hugh, Bertolf
Str13, Dex11, Con13, Int9, Wis9, Cha11. Weapon specialization (enabling 3 attacks every 2 rounds)
Zero level 6 F0 (p.14) 8 or 5 20 1d8 40% LN
Basic Man-at-arms
Str11, Dex11, Con11, Int9, Wis9, Cha9. Detect trouble and Watch Over Prisoners skills at 40%
Zero level 4 F0 (p.14) 10 20 1d4 30% N
Basic Commoner
Str9, Dex10, Con10, Int9, Wis9, Cha10. Professional skills (competence level: 1d4+3 x10%)
Magister — 3rd level 7 MU3 (p.17) 10 20 1d4 40% CE
Nicholaus Trevet
Str9, Dex10, Con13, Int15, Wis12, Cha11. Spells per day: 2 (1st lvl) / 1 (2nd lvl)

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some inn, either in Oxford (if the PCs reached the town in one
day), or halfway between London and Oxford (if they travel by
foot or were otherwise delayed). In any case, there should be
something to incite the PCs to spend the night in the inn (such
as a strong rain while travelling on the road, or impossibility to
Pilog and Next find the magister before next day, etc.). If not, the GM will have
to improvise...
adventure 2) If the PCs don’t have it, then it is in Trevet’s hands, and
the evil magister is heading toward Oxford, intent on seeking

D epending on the players and their characters’ Gregorius’ help (as the latter is not supposed to know that his
actions, the adventure may have various conclu- spell-book and the crystal were stolen on Trevet’s orders). The
sions. Yet, in any case Nicholaus Trevet is still searching PCs may follow Trevet, thus reach Gregorius, and then reveal
for the magic crystal, and will quickly learn where to Trevet’s treachery to the Oxford magister.
find it. Thus, assuming the PCs don’t die and manage to
foil Reid Todd’s plans, here is a few examples of what NICHOLAUS TREVET
could happen:
• The PCs unmask Reid Todd, but he manages to es-
cape with the book and magic crystal. Since the PCs
N icholaus Trevet is a deceptive
and manipulative magister
normally residing in Cambridge. He
have no clues as to where he might flee, the story may is in fact the disciple of Theodorius
well end there (and next time will be another adventure Vinland, a much higher ranking
entirely). Alternately, the GM may have Nicholaus Trevet and respected magister of the
find the PCs and propose them to pursue the thief, pre- Cambridge University. The latter
tending that he stole the magic crystal from him. though, is much less respectable
than everyone believes, as he
• The PCs capture Reid Todd and hand him to the authorities.
has a secret interest in demono-
After questioning the thief, the authorities learn about the spell-
logy which over the years has
book and magic crystal, and want to recover them. Unless the
corrupted his soul. His disciple
PCs left London in the meantime, they must give these objects
Nicholaus oversees his
(at least the magic crystal). Yet, shortly thereafter Reid Todd is
network of informants and
slain horribly and the magic crystal stolen. As a result, the PCs
contacts among thieves,
are called upon by the authorities to investigate.
from whom he can
• The PCs unmask Reid Todd and get the spell-book and magic obtain all manners
crystal, without reporting to the authorities. If the thief is left of criminal services
alive, he will then seek Nicholaus Trevet and pretend the PCs (such as getting a
are those who stole the objects in the first place (see his lies young virgin for a
p.04). Then, the two will seek the PCs with angry and nasty in- gruesome ritual). However, a few weeks ago Nicholaus decided
tents in mind. If Reid Todd died, the evil magister will nonethe- to betray his master (after having suffered too many humilia-
less learn where to seek the PCs and will run after them. tions and mistreatments), and thus discreetly fled Cambridge
bringing with him a few magical items stolen from Theodorius,

N icholaus Trevet will most probably learn where to find the


magic crystal in summoning a demon of knowledge. Note
that summoning a demon most often comes at a cost however,
among which the green crystal that would later come into Reid
Todd’s hands.

which in this case is an eye. Of course the magister is too clever


to be the one to pay the price. So, in the first case above, if the
T hus, upon reaching London, Nicholaus contacted Grego-
rius Rampestone and convinced him to come there to help
him identify the magical crystal. He was disappointed to learn of
PCs accept to assist Nicholaus in his summoning, one of them
the (apparently) useless nature of the item, and thus agreed to
will lose an eye (only a Regenerate or Wish spell could bring
sell it to Gregorius for a few pounds. However, he later regretted
it back, which is very unlikely in Albion). In the two other exam-
it, and hired one of his criminal contacts in London to recover
ples, Reid Todd will be the one who lost an eye. Or at least this
the crystal, and by the way everything in Gregorius possession.
could be a thug hired by Trevet. The demon will describe who
This is how Reid Todd came to rob Gregorius, and then decided
is currently holding the crystal and where to find him (or her).
to keep his finds for himself. Of course this infuriated Nicholaus
Then, when Trevet is close enough, he will use a Locate Object
who spent days searching for the thief. As such, Nicholaus’ hunt
spell to find it if necessary. Next event thus depends on who
eventually comes to fruition when he learns about the PCs,
currently holds the crystal.
suspecting them of detaining the crystal.
1) If the PCs have the crystal, Trevet eventually finds and
attacks them, most probably at night (and aided by a few cu- Nicholaus Trevet’s spellbook
tthroats). Maybe it is in London, or even, still on London Bridge. 1st level: Detect Magic, Read Magic, Magic Missiles, Spider
Or maybe it occurs while the PCs are travelling to Oxford to Climb; 2nd level: Locate Object, Web. Note: when Trevet en-
meet with Gregorius Rampestone. The trip from London to counters the PCs, he has probably already cast Locate Object to
Oxford is approximately 42 miles long, normally taking two days find the crystal, and otherwise has three Magic Missiles spells
by foot, one day by horse. The attack should occur at night in prepared, and one Spider Climb spell.

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- 24 -

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