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Lovecraftian Adventures

in the world of Clockwork & Chivalry


BY PETER CAKEBREAD & KEN WALTON

Interior Art: Tim Rigby and Gary Buckland


Cover and Interior Graphics: Gary Buckland
Maps: Tim Rigby and Ken Walton
Proofreading: M. Steinman Arendsee / MANDEM
Renaissance System Design: Ken Walton and Peter Cakebread
Clockwork & Chivalry Line Developers: Peter Cakebread & Ken Walton
Publishers: Dominic McDowall-Thomas
Production Manager: Dominic McDowall-Thomas
Copyright: Clockwork & Cthulhu, Clockwork & Chivalry 2nd Edition and the Renaissance system ©2012 by Cakebread & Walton.
All rights reserved. Reproduction of this work by any means without the written permission of the publisher is expressly
forbidden. This material is protected under the copyright laws of the United Kingdom. Some of the content of this book is
released under an Open Gaming License. This product is a work of fiction.
Printed in the USA.
Credits
DEDICATION
Peter: To Molly.

Ken: To James “The Doom That Came to Lancaster” Walkerdine – for years of Evil Wizardry.

ACKNOWLEDGEMENTS
Thanks to Dom McDowall-Thomas and everyone at Cubicle 7 Entertainment, Tim, Gary, MANDEM, Newt
Newport, The Tuesday Night Folks (Bil, Han, Marian, Pete, Spanna), Angus Abranson at Chronicle City, Stuart
Boon, Colin Chapman, Sarah Newton, Jonathan at Battlefield Press, Adrian and Chris at Steam Driven Publishing,
Aaron Huss at Roleplayers Chronicle, Phil at CONpulsion, the organising team at CONfusion 2012…and special
thanks to all the many authors, artists and game designers who have kept H.P. Lovecraft’s legacy alive over the
years.

RENAISSANCE ON THE WEB


Cakebread & Walton have a website at http://www.clockworkandchivalry.co.uk. Check it out for the latest news,
downloads, etc. Clockwork & Chivalry also has a dedicated forum on Cubicle 7 Entertainment’s website at
http://cubicle7.co.uk.

Product Identity: The following items are hereby identified as Product Identity as defined in the Open Game License version
1.0a, Section 2(e) and are not Open Content: All trademarks, registered trademarks, proper names (except historical characters
and places) dialogs, plots, storylines, locations, artwork and trade dress. The Introduction, Chapter 4 and pp.56-160 contain no
Open Content.

Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Cakebread &
Walton product are Open Game Content, as defined in the Open Gaming Licence version 1.0a, Section 1(d). No portion of this
work other than the material designated as Open Game Content may be reproduced in any form without written permission.

References to the works of H.P. Lovecraft are from and remain in the public domain.

Clockwork & Cthulhu is published by Cakebread & Walton under the Open Game License version 1.0a. Copyright 2000 Wizards
of the Coast.

System Reference Document: A system reference document for the Renaissance game engine is available for download at
http://www.clockworkandchivalry.co.uk
Contents
Introduction............................................................................................................4
Chapter 1: The Mythos.........................................................................................9
Chapter 2: Sanity.................................................................................................13
Chapter 3: Mythos Magic...................................................................................20
Chapter 4: Factions..............................................................................................25
Chapter 5: Bestiary..............................................................................................33
Chapter 6: Adventures........................................................................................55
Appendix: Ready-to-Play Adventurers.........................................................154

3
Introduction

Introduction
In which the gentle reader is first
acquainted with a world turned inside-out

“We live on a placid island of ignorance in the midst of black seas of infinity,
and it was not meant that we should voyage far.”

– H.P. Lovecraft

Welcome to Clockwork & Cthulhu, the role-playing when they might rise up and finally overwhelm all
game of alternate Seventeenth Century Lovecraftian before them.
horror.
In the world of Clockwork & Chivalry, powerful magicks
and strange clockwork technologies collide. Religious
divisions have turned into outright hatred. Friend
What’s in this book
fights friend for the future of England. Some side with
This book provides the information required to play in
the Royalists, others with Parliament. Both sides ac-
and run Lovecraftian horror games set in the world of
cuse their opponents of rebellion and treachery.
Clockwork & Chivalry.
In Clockwork & Chivalry the king is dead and the world
This Introduction gives an overview of the Clockwork
is turned upside down, but the war continues.
& Chivalry universe for those unfamiliar with the set-
In Clockwork & Cthulhu we learn that beyond the hu- ting.
man conflicts that blight the lands, there are even
Chapter One provides information on introducing
greater horrors. There are things that lurk beyond hu-
Lovecraftian horror to that universe.
man understanding. Perhaps these creatures have been
there forever, at the edge of experience, the root of all Chapter Two provides rules for handling the debilitat-
subconscious fear. But now it seems the stars are align- ing mental effects of mind-bending horrors.
ing. Amid the chaos of war, famine, and plague, these
Chapter Three provides guidance on how magick
alien powers are stirring. Aided by the human cultists
works in relation to Lovecraftian creatures.
that worship them, they are preparing for the day

4
Introduction
Chapter Four contains information on new Mythos-
related Factions for the Clockwork & Chivalry world. UNFAMILIAR WITH
Chapter Five is a bestiary, detailing a selection of crea- CLOCKWORK & CHIVALRY?
tures, some of which feature in the adventures con-
tained later in this book. For those unfamiliar with the Clockwork & Chivalry
universe, the game is set in an alternate Seven-
Chapter Six contains three adventures. Each of these teenth Century England, at the time of the English
provides enough material for several sessions of play Civil War.
and can be run as a standalone adventure, or the ad-
ventures can be run as a series forming one long cam- The country is divided, The Royalists, termed
paign. “Cavaliers” by their opponents, are led by Prince
Rupert in their attempt to restore an absolutist
Finally, the Appendix contains six pre-generated monarch to the throne. The Parliamentarians,
ready-for-play Adventurers. sometimes mockingly named the “Roundheads”,
follow the Lord Protector Oliver Cromwell in defi-

What Else is ance of the kingship and support of the rights of


Parliament.
In the world of Clockwork & Chivalry, King Charles

Required? was beheaded in 1645, in the aftermath of the


Battle of Naseby. The second edition Clockwork &
Chivalry Core Rulebook contains an account of that
battle, and an in-depth description of the entire
Aside from a group of friends and your imagination, setting, including dozens of character options and
you will each need a set of polyhedral dice, some paper a wealth of Games Master materials.
(for making notes, drawing maps, etc.) and, for those For those playing just using the Renaissance rule
that like using them, appropriate miniatures. set, this chapter provides some setting information
Clockwork & Cthulhu can be run using just the free to help bring the period to life.
Renaissance RPG ruleset, which is available for down-
load at: (http://shop.cubicle7store.com/) and from all good
www.clockworkandchivalry.co.uk/renaissance/ local RPG stores.

Historical Gaming
The Renaissance rules include all the game mechanics
essential for the playing of the game.
For those wanting more detailed setting information
on the alternate Seventeenth Century, the Clockwork &
Chivalry Core Rulebook 2nd Edition is highly recommend- Clockwork & Cthulhu is set in an alternate universe, with
ed. It is available directly from Cubicle 7 Entertainment alchemical magick, satanic witches, and advanced
clockwork technology, but there is no reason why,
with very little work, the material here couldn’t be
RENAISSANCE RPG used to run “real” historical games where the only
fantastical elements are the creations of H.P. Lovecraft.
Renaissance RPG is a free ruleset that includes
Those already comfortable with the Civil War period,
everything you need to play tabletop RPG games
or in possession of the Clockwork & Chivalry Core Rule-
set in the age of black powder. For those unfamiliar
book, can run a purely historical horror game. Life in
with the black powder/Early Modern era – this is
the Seventeenth Century is grim and weird (to modern
the age of sail, when grand treasure galleons cross
readers) as it is, and makes the perfect backdrop for
the seas and wars are fought between soldiers or-
dark and gritty tales.
ganised into massed musket and pike formations,
while dashing cavalry charges and swashbuckling In addition, the Renaissance RPG rules are designed so
duellists still have their place. This is the time of the they can be used to run games set in many different
beginnings of modern science, the forming of mer- settings, from Tudor England through to the Napo-
cantile empires, and of early colonial settlement. leonic war. The possibilities are many, although it will

5
Introduction
take a little more work for Games Masters wishing to landscape, but many farm using the same methods that
flesh out alternatives to the Civil War era. have been in existence since medieval times. Many
rural workers rarely travel further than the next vil-
THIS IS THE SEVENTEENTH lage, a rare trip to the nearest town on market day
being the only exception to this parochialism. Yet
CENTURY many others find themselves newly landless, dispos-
sessed by war or landlords, forced to make a living on
Note: Readers already familiar with the Clockwork & the margins or to relocate and try their luck in the
Chivalry world can skip the rest of this introduction and towns.
move straight onto Chapter 1. The law is also little changed from that of the Middle
The Seventeenth Century saw the beginnings of new Ages. Branding and mutilation are common punish-
scientific methods. In the world of Clockwork & Chivalry ments for those serious offenders not sentenced to
this includes wonderful new clockwork technologies execution; pillories, stocks, and floggings are still the
and mystical alchemical advances. Social relationships lot of the petty criminal. There is no organised police
are changing and the rise of merchant capitalism is force, and many communities still take matters into
undermining old feudal bonds. The success of the wool their own hands, administering rough justice to those
trade and the colonisation of the New World have they regard as anti-social nuisances (such as gossips,
opened new markets for the English, and there has wife-beaters and cuckolds). Whereas some wealthy
been an accompanying influx of new goods and wealth men settle their differences in the courts, the more
into the country. An expanded merchant class finds vigorous prefer to take their disagreements to the duel-
itself, at times, at odds with the old aristocratic order. ling fields. Wit and courage are considered the mark of
Meanwhile, the religious Reformation of the last centu- a gentleman, and although the supremacy of the
ry has resulted in previously unthinkable religious knight on the battlefield is becoming a thing of the
questioning and division. past, the days of chivalry and the defence of honour in
single combat are not considered past.
Yet much of life still closely resembles patterns that
have been in existence for hundreds of years. Plagues Like much of Europe, the nation is at war with itself.
still sweep the lands, periodically devastating the dirty Families are divided, and deep-seated local hostilities
and overcrowded population centres of the age. There and jealousies feed into wider religious and political
is no germ theory, and disease is thought to be spread differences causing a foment of turbulence and rebel-
by noxious miasmas. Cures are often esoteric, unrelia- lion. Younger sons battle against their fathers and the
ble, and downright dangerous. Starvation is common- King has been beheaded; the very concepts of loyalty,
place – one poor harvest might be managed, but a obedience, patronage and hierarchy have crumbled (as
succession leads to great want and misery throughout exemplified by a people prepared to bind their king in
the land. Recent harvests have been wretchedly poor chains, the head has symbolically and literally been cut
due to a run of cold years. from the body).

A belief in the malevolent power of Satanic Witches is Patriarchal authority is also being questioned. In some
commonplace (although not completely universal) and quarters women are finding a political voice. Women
of course, in the world of Clockwork & Chivalry, these are even cited as taking a role in military affairs, lead-
fears are warranted. Superstition is generally rife, and ing the defences of besieged estates, or disguising
the increased uncertainty of the current time has led to themselves and joining military units. Although such
an intensification of fear – fear of the unknown, fear of instances are rare, and oft quoted to create a general
the Satanic, fear of strangers, fear that the end times are sense of moral disquiet, they are a nevertheless further
coming and, in particular, fear of foreign spies and examples of a challenge to traditional ideas.
Catholic plots. It really seems that the world has been turned upside
Although King Charles has been beheaded and the down. Some see this as an opportunity for forging a
land divided by war, many rural tenants continue to different world. Levellers assert that the political rights
work their farms, oblivious to the “bigger picture”, still of the ordinary folk should be restored, while Diggers
looking to their local Lord for protection. Although the squat the common land and attempt to build model
last century has seen London and some of the other communities. Agitators, pamphleteers, and ranters de-
larger towns grow, most people still work the land. cry their enemies from street corners. Yet even those
Enclosure of the common lands is slowly changing the that welcome revolution are uncertain, groping in the

6
Introduction
dark, attempting to forge a whole new way of being, been appointed Lord Protector by (an increasingly
but ill-prepared for the task. side-lined) Parliament and finds himself, aided by var-
ious committees, now in charge of the Parliamentarian
THE WAR territories. He has ordered the construction of a system
of winding stations throughout Parliamentarian-con-
The English Civil War is fought between the Royalists trolled territory to wind the NMACR’s vehicles – many
and the Parliamentarians. The Royalists support the of these are converted from water- and wind-mills,
monarchy, fighting for the monarch’s right to rule which has led to local resentment in many places.
supreme over his or her people. The Parliamentarians The events of Naseby have caused both sides to fear a
fight for a variety of causes: some fight for a more further major battle. They are more focused on consol-
limited monarchy, constitutionally bound to consider idating what remains of their armies, and on desper-
Parliament; some argue for an abolition of monarchy ately reformulating their plans. Even though both
and the institution of a Republic; some merely fight Cromwell and Rupert usually prefer aggression to
against the Royalists because they feel the court has conciliation, Naseby has caused an uneasy peace to
been held under the unsavoury sway of a “cavalier” break out between the two main opposing field armies.
and Catholic faction working against the interests of Both sides fear the next battle will be their last. For now
the country and its monarch; and more recently some the Parliamentarians largely control the east of Eng-
fight for Cromwell himself, who is increasingly being land, while the Royalists hold the west and Wales. In
treated much like a monarch by some of his own fol- the Midlands two field armies are engaged in a bitter
lowers. trench war, but Rupert and Cromwell are both reluc-
Soldiers are organised into regiments, usually raised tant to risk more troops to sway the fight in these
by rich gentlemen (although Cromwell, on the Parlia- Debatable Lands.
mentarian side, has begun to form a New Model Army, Yet the small scale skirmishes continue and there are
where ability rather than simple patronage affords enclaves of Parliamentarian supporters throughout the
promotion). Much of the fighting is small-scale – small west, and Royalists in the east. This has resulted in a
groups of soldiers skirmishing as they meet while raid- multitude of sieges, up and down the country. Towns,
ing, spying, or patrolling in enemy territory. castles and manor houses hold out, in hostile territory,
When massed armies meet, they deploy whatever artil- the inhabitants praying that their fortunes will change
lery pieces are available, massed infantry in pike and and a relief force might come to their aid.
musket formations, and dragoons and cavalry. The Many places suffer from frequent raids by requisition-
Royalists are aided by Battle Alchemists, who are ing parties from both sides. These parties seize food
trained to fight using magick potions and spells. The and supplies and rarely pay for what they take. Other
Parliamentarians have the New Model Army Clock- places change hands repeatedly, as the fortunes of the
work Regiment (NMACR), a special regiment who use two main armies ebb and flow – and at each turn the
fearsome clockwork machines in battle. inhabitants are subjected to pillage and assault. Such
The last major clash between the two massed field depredations have caused some areas to form a third
armies was at Naseby. The battle saw the first mass use force – the “clubmen”. Clubmen range from small self
of alchemy and clockwork on the battlefield, and the defence forces, located in a single locality, to whole
result was devastation. Both sides left the field crippled armies prepared to fight either side if they threaten the
and reeling. King Charles was captured during the countryside within which they operate.
battle, and subsequently beheaded.
Prince Rupert, the premier Battle Alchemist, now leads
RELIGION
the Royalists. He does so on behalf of his ward, the
young Prince Charles. Prince Charles lives exiled in Religion has been at the heart of the conflicts of the 17th
France, awaiting the right moment to make his return century, both abroad, in the European wars, and at
and take the throne. Meanwhile, Prince Rupert has set home. England, Wales and Scotland are largely Protes-
up a capital in Oxford, where he commands the Royal- tant. There are few areas that still boast a large Catholic
ist forces. population (Lancashire and the Scottish Highlands
being the exceptions). Yet there are some noble Catho-
Meanwhile, following Naseby, Cromwell has consoli- lics that still have positions of power in the Royalist
dated his own power base, which he administers from
the Parliamentarian capital, London. Cromwell has

7
Introduction
army, and many people suspect a Catholic takeover is
planned, via invasion from Ireland or the continent. HOW THE WORLD WORKS
Charles I married a Catholic Queen, Henrietta Maria; Although largely based on real history, Clockwork &
he was implicated in a plot to bring Catholic troops Chivalry is set in an alternate universe. There are more
from Ireland to fight in his army; and he presided over fundamental differences than the king having been
a church regarded by many as “Popish”. Religion may beheaded four years too soon.
not be the only cause of the continuing conflict, but it
has certainly increased the bitterness between the par- Firstly, there have been huge developmental leaps in
ties, and the sense of righteous indignation of the com- clockwork technology. Originally spurred by the inno-
batants, many of whom fear not just for their lives, but vative designs of John Wilkins, clockwork is now the
for their immortal souls, should the enemy win. obsession of many scholars at Cambridge University,
and also of engineers, involved in the design and mass
Charles I favoured a form of Protestantism that many production of clockwork war machines for the Parlia-
could not accept – one with a traditional church hierar- mentarian cause.
chy (led by the unpopular Archbishop, William Laud),
and a traditional order of worship. Laud was anti-Pu- Secondly, building on the magickal discoveries of
ritan and intolerant of non-conformity. Meanwhile the Francis Bacon, the Royalists have developed a power-
Puritans and other Calvinist non-conformists held that ful practical alchemy. Magickal power can be stored in
their own relationships with God and personal jour- Philosopher’s Stones and used to create potions or cast
neys to salvation (a matter preordained by God, rather spells that can change the course of a battle.
than the church) were paramount, and thought the Needless to say, both sides see the innovations of their
“Popish” pomp of the Laudian (High Anglican or An- opponents as ungodly or heretical. The general popu-
glo-Catholic) church should be dispensed with. lation is terrified of both developments.
Perhaps Laud and his bishops managed the church in But the most fundamental difference between the
keeping with the original Protestantism founded un- Clockwork & Chivalry universe and our own is the way
der Henry VIII, but they were largely out of step with the world actually works. In Clockwork & Chivalry,
an increasingly non-conformist population. It was the many of the fundamental laws of science are consid-
attempt to reassert religious conformity in Scotland (a ered to conform to the Seventeenth Century view of the
largely Presbyterian country), through the introduc- world, rather than that of our own. In Clockwork &
tion of a new Prayer Book, that started the first in a Chivalry the fear of Satanic Witches is well-founded, as
succession of wars that led to the current situation. there really are Satan worshippers who believe their
Laud has since shared his King’s fate, having been magickal powers are bestowed by the Devil. In Clock-
beheaded. work & Chivalry, creatures from myth and legend are
Royalists tend to follow the more orthodox “Laudian” rare, but they do exist (and many suspect they are
practises, and prominent Catholics are still included becoming increasingly prevalent due to the increased
amongst their ranks. Parliamentarians tend to belong use of magick). Disease really is spread by miasmas or
to the Puritan or associated “Independent” tendencies is the result of “bad humours”. The theories of Aristo-
(Anabaptists, etc.). Presbyterians are increasingly di- tle have been proved correct: everything in the world
vided; originally supportive of the Parliamentarian is made of the four earthly elements, and beyond the
cause, they now suspect that their particular dream of world, a fifth element, Aether, exists. Our earth is the
some orthodoxy amongst the Calvinist tendencies will centre of the universe, and around this point the heav-
never be realised. In addition there has been a flower- ens revolve.
ing of minor, but rapidly growing, sects, and a prolifer- Except...as we find out in the next chapter, this last is
ation of individual ranters, who propagate a whole not precisely true. For there are also other worlds and
host of different religious, social, and political ideas. dimensions. What’s more, some of these intersect with
This is particularly the case in the Parliamentarian our own. From some of these alien places come horrors
areas where there is more toleration for such non-con- that defy all belief and reason, horrors that existed
formity of worship. before humanity, and horrors that will still be there
when we are long gone.

8
The Mythos

Chapter 1
In which things are revealed which man was
not meant to know
“The most merciful thing in the world…is the inability of the human mind
to correlate all its contents.”

– H.P. Lovecraft

This chapter deals with using the creations of author not reduce the threat of them breaking through into the
H.P.Lovecraft in the Clockwork & Chivalry universe. world of humans and destroying or enslaving all in
their path. Some ancient human civilisations were

Lovecraftian more aware of these cosmic horrors than current


societies; some human cultists still revere them. These
alien gods sometimes reach into people’s minds; they
can grant strange knowledge or power, and, at times,

Themes can even manifest themselves in our world.

ANCIENT CIVILISATIONS
COSMIC HORROR AND Lovecraft also described other fantastical creatures
who, while not possessing the inter-dimensional or
MYTHOS GODS cosmic powers of the Mythos gods, are nevertheless
alien, or descended from truly ancient civilisations,
Clockwork & Cthulhu draws on Lovecraft’s fictional long since lost to prehistory. Some of these creatures
concept of cosmic horror. In his stories there exist have retreated beneath the earth, displaced by
inter-dimensional and ancient beings, with god-like environmental changes or the rise of a competing
powers (such as Cthulhu, Nyarlathotep, and others, species, others still inhabit the more remote areas upon
some of whom are described in Chapter 5). Most the surface.
(although not all) of these “gods” act largely with
indifference to humanity – yet this indifference does

9
The Myrhos
H.P. LOVECRAFT MYTHOS
From the end of the 1910’s, up until his death in the The term “Mythos” is used throughout Clockwork &
1930’s, Howard Phillips Lovecraft wrote numerous Cthulhu. Sometimes this is in reference to a
highly influential weird tales, combining horror, particular skill used in the game, such as Lore
fantasy and science fiction. Mostly short stories, (Cthulhu Mythos), as on p.12. “Mythos” is also
occasionally novellas, these dark tales have used to refer to the whole package of gods,
influenced a swathe of authors since their creatures, and sources of forbidden/secret
publication, and in more recent years have knowledge, as imported into the Clockwork &
spawned a further host of multi-media homages. Cthulhu setting from Lovecraft’s fiction.

THE ROAD TO MADNESS


The inter-dimensional and alien nature of Mythos
creatures, the level of threat they pose to humanity,
and the magickal and immense powers that they
What is Known
wield, are all capable of unhinging the sanest of minds.
Whether as a result of their shocking appearance, their
undermining of a person’s beliefs and values (e.g., that
About the Mythos
in 1645
the hopes and dreams of people mean nothing to these
powerful inhuman gods), or the sheer terror when
confronted with the realisation that the human race is
so vulnerable, most people who confront the more
fearsome Mythos creatures and survive will be, at best,
forever unsettled and haunted; more likely, they will Most people know nothing about the Mythos, its gods,
be driven completely insane. See Sanity, p.13. creatures, or any of the other ancient secrets pertaining
to them. In the Seventeenth Century such knowledge
would be seen as blasphemous and heretical, and
would also be (if at all possible) brutally suppressed.
Were most people to encounter Mythos creatures or
rituals they would make the assumption that what
they were witnessing was the work of Satan (or, in the
case of cultists, of Satan’s human servants).
There are some sources of knowledge about the
Mythos that might be found – old tomes and
manuscripts that speak of the Mythos, or which at least
allude to aspects of it (see p.23).
There are also some primitive cultures that retain some
artifacts and lore relating to the Mythos, although
contact with such cultures is likely to be rare in the
Seventeenth Century.
In addition, some Mythos creatures do operate within
(e.g., Serpent People) or on the margins of (e.g., Deep
Ones) human society. These creatures usually follow
their own secret agendas, and attempt to keep their
real identities hidden, although sometimes their base

10
The Mythos
natures or secret researches require human victims,
INTERDIMENSIONAL BEINGS which might be noticed. Inter-dimensional beings also
sometimes reach out into human minds, offering
The gods of the Mythos are interdimensional visions of different times and different places,
beings. They intersect with our universe, that is including strange alien worlds. These dreams go
with time and space itself, in a way that is not easy beyond mere nightmares; they can actively influence
to define or explain. They cannot be truly killed the recipients, reveal to them great secrets, or simply
(and thus are immensely powerful), and in some drive them mad.
ways may not be truly alive. This seemingly
contradictory state of affairs (currently the gods are Then there are human cultists who worship certain
said to sleep in the lost city of R’lyeh, yet they also Mythos beings as gods to be revered and sacrificed to,
live, at the centre of the cosmos) is at the heart of and whose eventual domination of the world is to be
understanding (or failing to understand) the multi- striven for. Some examples of such cults can be found
dimensional and inter-dimensional nature of the in the Factions chapter, p.25.
Mythos gods. Their very existence is beyond the Finally, there are a few individuals who have some
scope of human understanding, so it should be of knowledge of the Mythos, and fight against the
no surprise that their purposes or agendas (if they Mythos creatures and their human servants. These
have any) are equally oblique. learned or/and brave individuals are few in number,
One blessing for humanity is that there are certain and have to tread extremely carefully – not only do
cosmic conditions that prevent the gods simply they oppose mighty inhuman forces, they also risk
operating as they please – only when the stars are being ostracised or worse by the rest of humanity for
right (and the correct rituals observed) can they possessing or propagating such blasphemous beliefs.
live, for a while, upon the earth. Such is their
power, that at times the gods can influence the
minds of people, heightening emotions throughout
a whole society, or drawing people to or away from
Non-Mythos
Creatures
an intended destination, bestowing the knowledge
necessary for their designs, or clouding the minds
of those that oppose them.
Some of the gods have shifting, chaotic forms (such
as Yog-Sothoth), others (such as Nyarlathotep) can In the world of Clockwork & Chivalry there are other
adopt different appearances, but all are no mere fantastical creatures that, although rare, do exist (see
creatures to be encountered and banished - the Bestiary Chapter of the Clockwork & Chivalry Core
characters who survive an encounter with a Rulebook or the Renaissance rules). These are largely
Mythos god should be left in no doubt that they creatures drawn from traditional folklore, myth, and
have witnessed an impossibly powerful, reality legend. There is no reason that some of these creatures
shattering event that will haunt them for the rest of might not be more entangled with the Mythos – either
their tortured lives. as servants, enemies, or neutral observers
pragmatically trying to stay out of the notice of such
horrors.

11
The Myrhos
Master, and must have a very convincing reason for

New Character doing so, such as being a member of a Mythos cult or,
more likely, of a secret Faction that exists to combat
Mythos creatures and cultists (such as the Righteous

Options
Soldiers or New Mission, pp.25-32). The starting level
of the skill will only be at INT/2 + the amount
conferred by the relevant Faction, and may not be
advanced beyond this level before play. (Thus a New
Mission priest with an INT of 16 will start with a Lore
The following new character rules and options are
(Cthulhu Mythos) of 16/2 + 15% = 23%). The skill may
specific to the Clockwork & Cthulhu world background,
then only be improved in-game through improvement
though they could also be used in other horror-themed
rolls (which should only be granted if the Adventurer
worlds too.
has encountered the Mythos) and through researching
Mythos tomes.
NEW ATTRIBUTES Lore (Cthulhu Mythos) also has an effect on the
Adventurers (and other characters) in Clockwork & Righteousness of the character. A character’s
Cthulhu have two new Attributes: maximum Righteousness in any non-Mythos Faction
can never exceed 100-Lore (Cthulhu Mythos). Thus the
Sanity Points (SP): These represent your character’s faithful risk losing their beliefs the more they learn
mental well-being. They determine how much mental about the Mythos.
damage your character can sustain before he begins
gaining Major Insanities and possibly going LORE (OCCULT) (INT X 2)
completely insane. Sanity Points are equal to the
Adventurer’s POW. Lore (Occult) is a measure of the character’s
understanding of non-Mythos occult beliefs. Unless
Major Insanity Level (MIL): When your character
there is a very good reason otherwise, this
takes this amount of mental damage in one shock, he
understanding will be confined to occult practices in
or she suffers a Temporary or Permanent Insanity
the character’s native culture. A well-travelled or well-
(depending on whether Sanity Points remain above or
read individual may have a broader range of
have fallen below zero). Major Insanity Level is equal
knowledge about such matters. Most people carry out
to total Sanity Points divided by two, rounded up
various superstitious rituals and may even
(POW/2).
unknowingly participate in occult-related activities
(such as participating in festivals or rituals with pre-
NEW ADVANCED SKILLS Christian origins), and the skill represents a deep
knowledge of such pagan activities.
There are two new advanced skills in Clockwork &
Cthulhu, Lore (Cthulhu Mythos) and Lore (Occult). The following professions all start with Lore (Occult)
at INTx2, and may increase the skill in the same
LORE (CTHULHU MYTHOS) manner as other advanced skills, through spending
Free Skill Points during character creation:
Lore (Cthulhu Mythos) represents a character’s
Cunning Man/Wise Woman; Devil’s Horseman;
knowledge of Mythos creatures and secrets.
Physician (Herbalist); Witch/Warlock.
Lore (Cthulhu Mythos) is not acquired in the same way
Characters from other professions may still buy the
as the other advanced skills in Clockwork & Chivalry.
skill (at the usual extra cost, see the Character Creation
Newly created Adventurers may only buy the
chapter of Renaissance or Clockwork & Chivalry Core
advanced skill with the permission of the Games
Rulebook).

12
Sanity

Chapter 2
In which the rules governing the inevitable
mental deterioration of the unfortunate are
explicated
“The sciences, each straining in its own direction, have hitherto harmed us little;
but some day the piecing together of dissociated knowledge will open up such
terrifying vistas of reality, and our frightful position therein, that we shall either
go mad from the revelation or flee from the light into the peace and safety of
a new dark age.”
– H.P. Lovecraft

Example 2: The Reverend Jamie Barchester is investigating

Sanity Checks a series of cultist murders. The first time he sees a


gruesomely eviscerated body requires a Difficult (-20%)
Sanity Check. But the check for the second body discovered
in the same state is Normal (no penalty), the third Simple
Characters have Sanity Points, which equal their POW. (+20%), the fourth Easy (+40%). For further such
When characters experience something of a shocking discoveries, the Games Master rules that the Reverend
or horrifying nature (such as seeing an eviscerated Barchester has become inured to such sights and does not
family member, or meeting a creature of the Cthulhu need to make further rolls – until the character finds that the
Mythos), they must make a successful Sanity Check next body is that of his own father, at which point the Games
using their Persistence skill. Master rules a Normal (no penalty) Sanity Check is required
in this particular case.
PENALTIES AND BONUSES
The Persistence roll may be modified by the Horror
SANITY CHECK RESULT
Rating of the event (see Horror Rating, p.18) –
The results of the test are as follows:
particularly gruesome or sanity-blasting experiences
will require a penalty to the Persistence roll, while CRITICAL SUCCESS
things to which the character is becoming inured
through repeated sights might gain a bonus at the If a character has a critical success on a Sanity Check,
Games Master’s discretion. the character is not only unperturbed by the horrific
Example 1: The very sight of the great being known as situation, but also has a chance of rallying others to
Cthulhu is enough to damage the sanity of any rational stop them from being frightened. Such a character can
individual. Anyone seeing the this vast entity must make a make an Influence roll and, if successful, can choose
Very Hard (-60%) Sanity Check. one other character nearby to gain +20% to Persistence
for their own Sanity Check. If the character has the

13
Sanity
Oratory skill, he or she may use that skill instead, in
which case all characters associated with that character COMPLETE INSANITY
will gain a +20% to Persistence for their own Sanity
Check. The character may say something as simple as If a character takes double his or her original Sanity
“Steady, lads!” in a sufficiently confident voice to Points in one go, he or she is automatically completely
forestall the fears of others. insane (e.g., a character with 15 Sanity Points will
automatically go completely insane if he takes 30
SUCCESS damage in one shock). The only way for an Adventurer
to avoid going completely insane, in this instance, is by
If a character succeeds in their Sanity Check, he or she the use of Hero Points (if Hero Points are used in your
suffers no ill effects and can continue to act as normal. game of Clockwork & Cthulhu).
FAILURE A character who has gone completely insane is entirely
incapable of interacting with the world in a meaningful
On a failure, the character suffers mental damage – the way and must be retired as an Adventurer, in the same
resulting damage must be deducted from the way that a dead character is out of play.
character’s Sanity Points. All supernatural creatures,
How the character behaves after this point is entirely
and a number of common horrific situations, cause a
up to the Games Master. A character will likely have a
certain amount of mental damage according to their
more extreme version of one of the Permanent
Horror Rating. This is rolled to find the number of
Insanities on the Major Insanities table on p.16, but will
Sanity Points the character loses on experiencing the
be completely incapable of functioning in the world
event or on seeing the creature. A character who fails
and will likely need to be locked up for the good of
their Sanity Check is also frozen with fear for 1D4
himself and others. Sanity Points are no longer relevant
combat rounds, and cannot react in any way for that
for such characters, who should be played by the
time.
Games Master in terms of their symptoms. Generally
Losses to Sanity Points represent minor fears, although complete insanity takes the form of an intensified
these can add up and become sanity-threatening if a version of a Major Insanity – intensified to the point
character gets enough of them. If a character takes whereby the insanity completely dominates the
mental damage equal to half his starting Sanity Points consciousness of the sufferer. For instance, complete
in one shock (i.e. equal to his Major Insanity Level), the withdrawal (rocking back and forth, staring at the
character gains a Major Insanity (see Insanity, below) wall), nonsensical raving (possibly with violence), or a
on top of the loss of Sanity Points. Once a character’s mixture of the two. On a critical success on a
Sanity Points drop to a negative level equal to his Persistence roll, such a character may have 1D6
starting Sanity Points, he must make a successful minutes of lucidity in 24 hours. Likewise, in treating a
Persistence roll every combat round or go completely completely insane person, a Physician who critically
insane (e.g., a character with 15 Sanity Points to begin succeeds on a Healing Roll might cause the patient to
with must begin making Persistence rolls to stay sane become lucid for 1D6 minutes, at the Games Master’s
once his Sanity Points drop to -15). This represents the discretion.
fact that the character has seen so many horrific sights
in such a short time that he is on the edge of breaking,
and even the slightest further shock will send him over
HERO POINTS
the edge. Hero Points can be used to re-roll a failed Sanity Check,
as with any other dice roll. Spending one Hero Point
FUMBLE will also allow your character to:
A character who fumbles a Sanity Check not only loses Ÿ Downgrade a Permanent Insanity to the
Sanity Points, but must also make a successful equivalent Temporary Insanity. Your character
Resilience check or faint with fright and remain still takes the full damage to his or her Sanity
unconscious for 1D6 minutes. If the Resilience roll is Points, but suffers the inconvenient effects of a
successful, the character is still frozen with fear for 1D4 Temporary Insanity, rather than the often
combat rounds, as above. debilitating effects of a Permanent Insanity.
Ÿ Downgrade a Permanent Insanity to normal Sanity
Points loss. Your character still takes the full

14
Sanity

OPTIONAL RULE: NO HERO POINTS FACTIONS AND MENTAL ARMOUR


POINTS
Players and Games Masters who want to
emphasise the futility of existence and the horror of This table shows which Factions provide Mental
a life which is “nasty, brutish and short”, may Armour Points and which don’t.
decide to disallow Hero Points in the game. This
makes Adventurer survival less likely, and Yes No
complete insanity more likely, which suits the
stories of Lovecraft. Anabaptist Adamite
Catholic Clan
mental damage to his or her Sanity Points, but does Covenanter Clubman
not suffer the inconvenient effects of a Temporary
Insanity. Fifth Monarchist Deist
Ÿ Avoid complete insanity. A character who would
Laudian Digger
normally go completely insane for whatever
reason (see Complete Insanity, p.14) will narrowly Presbyterian Friends of Truth
avoid complete insanity due to some lucky
circumstance. The character will remain catatonic Puritan Gang
for 1D4 hours and will awake with 0 Sanity Points.
Satanist Guild
SANITY POINTS Tinker Horseman’s Word
Character takes Sanity Point loss equivalent to their Invisible College
MIL in one go, but still has a positive number of
Sanity Points: Character must make a successful Leveller
Persistence roll or develop a Temporary Insanity.
Character takes Sanity Point loss equivalent to their
New Model Army
MIL in one go and has a negative number of Sanity Parliamentarian
Points: Character must make a successful Persistence
roll or suffer a Permanent Insanity. Ranter
Sanity Points at minus starting level or below:
Character must make a successful Persistence roll both
Royalist
when SPs drop to this level, and each time they drop Self-Interest
further; failure means the character goes completely
insane.
Character takes double starting Sanity Points in one Righteousness Points change, his or MAPs should be
go: Automatic complete insanity. adjusted accordingly.
A character’s Mental Armour Points are subtracted
MENTAL ARMOUR from mental damage before it is applied to his Sanity
Points. But although Mental Armour Points will help
Some Factions provide mental armour against sanity protect against loss of Sanity Points, they will not
loss – a character’s Mental Armour Points (MAPs) are prevent Major Insanities. If the resulting mental
equal to one tenth of the character’s Righteousness damage, after mental armour has been subtracted, is at
Points, rounded up. Not all Factions provide mental the character’s Major Insanity Level or higher, then a
armour – see the accompanying table to see which do. Major Insanity has been inflicted. Even a character
A character whose Faction does not provide Mental with strong beliefs can have their beliefs shaken by
Armour Points have MAP 0. If a character’s horrifying events and sights.

15
Sanity

MAJOR INSANITIES
There are two types of Major Insanities.
Mental Healing
Ÿ Temporary Insanities: If mental damage is
Healing can be performed in one of four ways: using
greater than a character’s Major Insanity Level,
the First Aid skill, the Healing skill, a magickal spell, or
and their Sanity Points remain above 0, the
through natural healing – resting while the mental
horrified character gains a Temporary Insanity.
injuries heal themselves. It is also possible to stave off
Ÿ Permanent Insanities: If mental damage is the effects of Mental Damage with alcohol (see p.18),
greater than a character’s Major Insanity Level, but this may have unwanted side-effects...
and their Sanity Points drop to 0 or lower, the
horrified character gains a Permanent Insanity, NATURAL HEALING
and he or she may go permanently insane.
Negative Sanity Points represent shock and fear. A
character who spends time resting completely (not
getting into further scary situations!) will have their
MAJOR INSANITIES Sanity Points return at the rate of 1 per hour, until they
reach 1, at which point recovery becomes slower.
If a character receives a Major Insanity, he takes a
Sanity Point loss as normal. On top of that, the Games Sanity Points of 1 or more: Once a character’s Sanity
Master should roll D10 and reference the Points are 1 or more, they regain POW/4 (round
corresponding column on the correct Insanity Table down) Sanity Points per 24 hours, as long as the
below (i.e., the Temporary Insanity column if the character does not engage in any more frightening
character’s Sanity Points are still above 0 or the activity.
Permanent Insanity column if they drop to 0 or below), Temporary Insanities usually cease to have an effect
to see what type of Insanity the character has suffered. once Sanity Points return to their full level. See the
The Games Master (possibly with the player’s help) Major Insanities table for details of each individual
may wish to choose or come up with a particular insanity.
Insanity to suit the occasion, rather than rolling Permanent Insanities can never be healed through
randomly. natural healing – they remain even after all Sanity
Points have been restored to full.

D10 Temporary Insanity Permanent Insanity


(If half original SPs lost in one fright) (If SPs drop below 0, or are already below 0)
1 – Trembling You begin trembling uncontrollably, and are at -20% to You begin trembling and never quite recover. You lose
all DEX-based skills until Sanity Points are back to full. -2 to DEX permenantly, and must make a Persistence
roll whenever you hear a loud noise, or recieve a
sudden shock; on a failed roll you are at -20% to all
DEX-based skill for 1D6 minutes.
2 – Withdrawn You withdraw into yourself and find it hard to connect You become very withdrawn and uncommunicative.
to other people. You are at -20% to all CHA-based You lose -2 to CHA permentantly. When meeting
skills until Sanity Points are back to full. strangers, you must make a Persistence roll, or you
become shy and nervous and are at -20% to all CHA-
based skills for 1D6 minutes.
3 – Anger Your fear is transmuted into anger. Blaming everyone Your fear is transmuted into anger. Blaming everyone
and everything for the thing that frightened you, for and everything for the thing that frightened you, for
the next 1D6 rounds you will attack those around you, the next 1D6 rounds you will attack those around you,
friend and foe alike, with fists or hand weapons. After friend and foe alike, with fists or hand weapons. After
this, you calm down and become withdrawn as in 2, this incident, you remain easily irritated; if anything
above, until Sanity Points are back to full. annoys you, or reminds you of the situation that origi-
nally scared you, you will see red and for 1D6 rounds
you will attack all those around you, friend and foe
alike, with fists or hand weapon.

16
Sanity
D10 Temporary Insanity Permanent Insanity
(If half original SPs lost in one fright) (If SPs drop below 0, or are already below 0)
4 – Coward The fright you have had makes you cowardly. If you The fright you have had makes you cowardly. If you
find yourself in a stressful or dangerous situation, you find yourself in a stressful or dangerous situation, you
must make a Persistence roll or flee the situation, must make a Persistence roll or flee the situation,
attempting to find a safe place to hide until the situa- attempting to find a safe place to hide until the situa-
tion is over. Once your Sanity Points return to full, you tion is over.
will cease to be a coward.
5 – Nightmares You appear to be unshaken by the fright, but the next You appear to be unshaken by the fright, but the next
time you go to sleep, you must make a Persistence roll. time you go to sleep, you must make a Persistence roll.
On a failed roll, you wake up screaming from terrible On a failed roll, you wake up screaming from terrible
nightmares and cannot sleep for the rest of the night. nightmares, cannot sleep for the rest of the night and
thus losing one level of Fatigue. The nightmares will lose one level of Fatigue. The nightmares will happen
continue every night until all your Sanity Points are every night that you fail a Persistence roll.
restored.
6 – Loss of Focus Your terrible experiences make it hard to concentrate Your terrible experiences make it hard to concentrate
on the task at hand because you can’t stop thinking on the task in hand because it is hard to stop thinking
about the horror. You are at -20% to all INT and POW- about the horror. Lose -2 to INT and POW permanent-
based skills until all your Sanity Points are restored. ly. If you use any INT- or POW-based skill, you must
first make a successful Persistence roll, or you will be
at -20% to the subsequent skill roll, due to lack of
concentration.
7 – Phobia You gain a phobia associated with your fright, which You gain a phobia associated with your fright. If you
lasts until your Sanity Points are restored. If you en- encounter the thing or situation of which you are
counter the thing or situation of which you are fright- frightened, you must make a Persistence roll or
ened, you must make a Persistence roll or flee/faint/scream and panic (as best suits your charac-
flee/faint/scream and panic (as best suits your charac- ter); you will attempt to rationalise why you want to
ter); you will attempt to rationalise why you want to avoid such situations. Try to choose a phobia that is
avoid such situations. Try to choose a phobia that is general rather than specific – for instance, if you were
general rather than specific – for instance, if you were frightened by being trapped in a dark crypt with a
frightened by being trapped in a dark crypt with a family of ghouls, you may become afraid of the dark,
family of ghouls, you may become afraid of the dark, or enclosed spaces, or graveyards, but not ghouls.
or enclosed spaces, or graveyards, but not ghouls.
8 – Unbelief Your beliefs are shaken by your experiences. You lose Your beliefs are shaken by your experiences. You lose
30 Righteousness Points immediately, and your RPs 30 Righteousness Points immediately, and your RPs
cannot go above this new level until all your Sanity can never go above this new level in your current
Points are restored, at which point your RPs will re- Faction. You may be converted to another Faction that
turn to the previous level at a rate of 5 points per day. offers comfort against the horrors you have seen, in
which case you gain RPs in the new Faction in the
usual way, with no upper limit.
9 – Paranoid You are convinced that the terrible things you saw are You are convinced that the terrible things you saw are
the result of some sort of conspiracy, which knows you the result of some sort of conspiracy, which knows you
know about it and seeks to get you. For instance, if you know about it and seeks to get you. For instance, if you
see a ghoul eating a Catholic friend of yours, you may see a ghoul eating a Catholic friend of yours, you may
become convinced that there is a world-wide conspir- become convinced that there is a world-wide conspir-
acy of Catholic-eating ghouls, who are plotting with acy of Catholic-eating ghouls, who are plotting with
anti-Catholic forces to gain more food; and now you anti-Catholic forces to gain more food; and now you
are in their sights because you know their secret. You are in their sights because you know their secret. Your
will continue to see signs of the conspiracy until your current Faction is replaced with Paranoia (Your Con-
Sanity Points are restored. spiracy), and starts with Righteousness Points equal to
your INT+POW.
0 – Voices Due to your terrible fright, you hear voices in your Due to your terrible fright, you hear voices in your
head; these may try to warn you of more terrible head; these may try to warn you of more terrible
things to come, try to persuade you that it is all your things to come, or try to persuade you that it is all your
fault, etc. These voices come and go, but when they are fault, etc. These voices come and go, but when they are
present they are very distracting. Each day you must present they are very distracting. Each day you must
make a Persistence roll; on a failure, the voices are make a Persistence roll; on a failure, the voices are
particularly distracting, giving you a -20% to all INT- particularly distracting, giving you a -20% to all INT-
based skills until next time you sleep. The voices dis- based skills until next time you sleep.
appear once all your Sanity Points are restored.

17
Sanity
FIRST AID AND HEALING (a pint of ale, a glass of wine, a shot of spirits, etc.) will
increase the chances of passing a Persistence roll
First Aid can restore Sanity Points, through the use of associated with the character’s insanity (but no other
calming potions, kind words of reassurance, etc., but Persistence rolls) by +5% – but all other skills will be
cannot remove the effects of Temporary or Permanent reduced by -5%. This effect will last for a number of
Insanities. hours equal to the number of drinks consumed, though
the penalty to skills will decrease by 5% every hour
Healing can restore Sanity Points, through the use of after the character has stopped drinking for at last an
calming potions, kind words of reassurance, etc., and hour.
also can remove the effects of Temporary Insanities,
but it cannot remove the effects of Permanent Example: John Aubrey was once trapped in a crypt full of
Insanities. ghouls and barely escaped with his life. Ever since, he as
suffered from nightmares. To try to prevent them, he
MAGICKAL HEALING regularly has six shots of gin before going to bed. This adds
+30% to his Persistence roll, decreasing his chances of
However magickal healing is achieved, whether from suffering nightmares that night. But it also gives him a
a spell or potion, it has an instantaneous effect. Certain -30% penalty to all skills. He makes his Persistence roll, and
spells can be used to cure Sanity loss, as follows: manages to stave off the nightmares enough to bed down by
his camp-fire. But three hours into his sleep, he is woken by
For to Bring the Touch of Healing (Alchemy Earth spell, the sound of wolves howling in the forest nearby. He grabs
Clockwork & Chivalry Core Rulebook, p.233, and his sword and prepares to fight, but is still groggy from the
Witchcraft spell, Clockwork & Chivalry Core Rulebook gin. Because it is three hours since his last drink, the skill
p.250): A Magnitude 6 or higher casting of this spell penalty is reduced by 15%, but he is still at -15% to all skills.
will negate the effects of a Temporary or Permanent

Horror Rating
Insanity, as long as the character is not completely
insane. The spell must be cast within 6 hours of the
insanity being gained.
For to Create a Healing Bouquet (Alchemy Earth spell,
Clockwork & Chivalry Core Rulebook, p.233): Anyone All supernatural entities, and many unpleasant events,
within the cloud of aroma gains a +5 to their POW for have a Horror Rating (abbreviated HR) which
the purposes of regaining Sanity Points from Natural measures two things: the difficulty of the Persistence
Healing (see p.16). check needed to avoid mental damage and the mental
damage caused if the check is failed. This is written as
For to Intuit the Emotions of Another (Witchcraft spell, two figures separated by a slash. For example:
Clockwork & Chivalry Core Rulebook, p.256): This spell
will not in itself heal Sanity, but a successful casting of HR: -20%/1D6
the spell will allow the caster a +20% bonus to a This shows that the Sanity Check must be made with a
subsequent First Aid or Healing skill test to restore -20% penalty, and on a failure the character takes 1D6
Sanity Points to the character on which the spell was mental damage, which is subtracted from Sanity Points
cast. in exactly the same way as physical damage is
For to Restore Blighted Health (Witchcraft spell, subtracted from Hit Points, with Mental Armour (see
Clockwork & Chivalry Core Rulebook, p.257): This can p.15) protecting the character.
restore Characteristic loss caused by Major Insanities,
but not skill penalties.
CREATURES OF CLOCKWORK &
CHIVALRY
Note that neither the Alchemy spell For to Mend a
Broken Body nor the Witchcraft spell For to Treat Wounds The creatures of the Cthulhu Mythos which are
have any effect on the mind. described in this book (pp.33-55) have their Horror
Rating calculated. Below is a table showing the HR of
ALCOHOL frightening creatures from the Clockwork & Chivalry
Core Rulebook. Normal creatures such as dogs and
A character who is suffering from a Major Insanity sparrows do not cause sanity loss (unless a character
(whether Temporary or Permanent), can decrease the has some sort of phobia already!), but supernatural
effects of the affliction by drinking alcohol. Every drink creatures do. When using standard Clockwork &

18
Sanity
Chivalry creatures in a Clockwork & Cthulhu (or any HORRIFIC EVENTS
other genre horror Renaissance game), use the
following HRs. Other events may cause Adventurers to make a Sanity
Creature HR Check, at the Games Master’s discretion. In some cases,
what triggers a Sanity Check in one character may not
Basilisk 0%/1D4 do so in another – for instance, an experienced Soldier
Dragon -20%/2D12 may not take fright at the sight of an eviscerated
Elemental* 0%/1D8 corpse, but a wealthy Noblewoman who has had a
Ghost 0%/1D4 sheltered upbringing might. Bear in mind that
characters in the 17th century will likely take for
Ghoul -20%/1D10 granted sights that people today would find horrifying
Sea Serpent Hatchling 0%/1D6 – dead bodies are a reasonably common sight in this
age, when plague is common and most people die (and
Sea Serpent Adult -20%/2D12 are laid out) in their own home. Public execution is also
Sea Serpent Leviathan -40%/2D12 a common event, attended by large crowds, and this
includes such gruesome spectacles as hangings,
Stoorworm 0%/2D6 burnings and people being “hung, drawn and
quartered”.
* Alchemists do not have to make Sanity Checks on seeing an
Elemental unless it is Large or Huge and either out of control or Some sights and events that might cause a Sanity
being controlled by a hostile Alchemist.
Check are listed in the Horrific Events table, together
with their Horror Rating.

Event HR
Unexpectedly finding a corpse 0%/1D4

Unexpectedly finding part of a corpse 0%/1D6

Unexpectedly finding the mangled corpse of 0%/1D6+1


a friend or relative
Watching the execution of a friend or loved -20%/1D8+1
one
Having ears cropped or tongue slit, or being 0%/1D6
branded or whipped as punishment for a
crime
Undergoing “watching and searching” by a 0%/1D4 per day
Witch Finder
Undergoing torture -20%/1D10

Trapped in a confined space with no exit 0%/1D4

Seeing a Whirling Engine of Righteousness -20%/2D10


bearing down on you
Seeing a Leviathan bearing down on you -20%/2D12

19
Mythos Magick

Chapter 3
In which rituals of awful might and tomes
of blasphemous knowledge are revealed to
the incautious seeker after hidden truths

“There are horrors beyond life’s edge that we do not suspect,


and once in a while man’s evil prying calls them just within our range.”
– H.P. Lovecraft

Magick in the universe of Clockwork & Cthulhu is not study for years to gain enough MAG to cast really
that different from the standard forms of magick used powerful spells. Most cults use Witchcraft in the same
in Clockwork & Chivalry (or indeed the Renaissance way as in standard Clockwork & Chivalry, with cultists
system). Most practitioners of magick use either increasing their MAG in the same manner, as
Alchemy or Witchcraft to perform their spells. There knowledge is passed on by others in the Faction to
are, however, some spells that are specific to certain which they belong. The leader of a cult may well know
gods, cults, and creatures of the Mythos, some of which the spell For to Call on the Power of a Coven or the new
are cast in non-standard ways. It should be emphasised spells listed on p.21, For to Call on the Power of Animal
that most of the spells in this chapter will likely only be Sacrifice and For To Call on the Power of Human Sacrifice.
available to NPCs at the whim of the Games Master, Powerful gods of the Mythos can only be summoned
who is free to make them available in whatever form using spells of very high Magnitude, which prevents
seems appropriate for the scenario being played. any but the most experienced cultist – or one with
many followers and/or sacrificial victims – from
MYTHOS MAGICK AND summoning them. Unfortunately, the recent rise of
scientific alchemy means that a powerful alchemist can
THE RISE OF SCIENTIFIC create a philosopher’s stone with enough Magick
Points to summon a powerful Mythos being without
ALCHEMY the years of study necessary to understand the
potential pitfalls of such a summoning.
Since time immemorial, cultists have summoned It is somewhat debatable which is worse – a Mythos
creatures and gods of the Mythos. This has always creature summoned by an Alchemist who doesn’t
been a difficult process, with cultist sorcerers having to

20
Mythos Magick
know what he’s doing, or a Mythos creature
summoned by a cultist who knows exactly what he’s MYTHOS SPELLS AND
doing but is completely insane!
SANITY LOSS
Spellcasting In the case of most Mythos spells, the casters
performing the spell must make a Sanity Check; if this
fails they will lose Sanity Points equal to the
Magnitude of the spell, once the casting is complete.
CULTIST SPELLCASTING Sanity loss, however, does not generally occur when
casting spells of Protection or Dismissal, though
Cultists will tend to use Witchcraft to cast their spells,
casters may lose sanity simply from seeing the entity
and will learn magick and increase their MAG in the
that they are trying to dismiss!
same way that Witches do, learning their magick from

Mythos Spells
the cult Faction to which they belong. The Games
Master may wish to alter (or even dispense with) the
ingredients of standard Witchcraft spells, to better
reflect the beliefs of the Faction in question. They may
know a few or more standard Witchcraft spells from
Note that most of the spells below do not have
the rulebook, as well as suitable spells from the Mythos
ingredients listed. These will vary according to the cult
spells listed below – though they are unlikely to
faction that is using the spell, although it will almost
differentiate between the two, believing that all magick
always be something unpleasant!
comes from their dark god or gods.
FOR TO CALL ON THE POWER OF
ALCHEMICAL ANIMAL SACRIFICE
SPELLCASTING Special

Alchemists who learn Mythos spells will be able to cast This ceremonial spell is used by Mythos cultists to gain
them using standard alchemical techniques, spending magickal power from the sacrifice of an animal. The
the Magick Points in their Philosopher’s Stones to do spell requires a ten minute ceremony (details vary
so. The spells do not fit into any particular element, so according to cult beliefs) followed by killing the animal
the caster can use the highest of his or her Elemental in question; methods vary, depending on size and
Casting skills. include slitting its throat, stabbing it through the heart,
strangling it, etc. Once the animal is dead, the person
OTHER FORMS OF performing the ceremony gains a temporary boost to
their MAG attribute equal to half the Hit Points of the
SPELLCASTING animal sacrificed (rounded up). This increase must be
used to cast another spell within half an hour of the
Some Mythos spells, at the Games Master’s discretion, sacrifice, or the benefits will be lost.
may be cast without expenditure of Magick Points or Note that this spell can be used in conjunction with For
need for a MAG attribute, simply by reading the spell to Call on the Power of a Coven so that MAG from both
aloud, singing some ancient chant, performing certain the sacrifice and the members of a coven can be added
actions, etc. Such spells can be cast by making a together for the casting of a subsequent spell, but no
Persistence roll while doing the actions necessary. On more than one animal can be sacrificed in a single
a success, the spell is cast, but the caster loses fatigue in casting of this spell.
the same manner as a Witch casting a spell.

21
Mythos Magick
FOR TO CALL ON THE POWER OF opposed Persistence test against the Persistence of the
god in question. If successful, the god will come to the
HUMAN SACRIFICE caster in dreams during the night following the casting
of the spell, and tell the caster what its aims in the
Special
world are, and how the caster can further them. On a
This ceremonial spell is used by Mythos cultists to gain fumble of the opposed Persistence test, the god will
magickal power from the sacrifice of a human being. become angry with the caster, who will be killed in
The spell requires a ten minute ceremony (details vary some suitably unpleasant way.
according to cult beliefs) followed by the ritualistic
If a character who is not already a worshipper of the
murder of the victim in question. Once the victim is
god in question attempts this spell, he will, if the spell
dead, the person performing the ceremony gains a
is successful, automatically change Faction to the cult
temporary boost to their MAG attribute equal to twice
of the god he has contacted, with a Righteousness of
the Hit Points of the person sacrificed (rounded up).
POWx2+2D20 and Beliefs (god contacted) at base level.
This increase must be used to cast another spell within
half an hour of the sacrifice, or the benefits will be lost. FOR TO CONTROL (A SERVITOR)
Note that this spell can be used in conjunction with For
Duration 5, Magnitude 1, Progressive
to Call on the Power of a Coven so that MAG from both
the sacrifice and the members of a coven can be added Each servitor type has its own control spell that must
together for the casting of a subsequent spell, but no be learned separately. If the spell is cast successfully, a
more than one person can be sacrificed in a single summoned servitor will obey the commands of the
casting of this spell. caster for the duration of the spell. Servitor species
have no great sense of self-preservation and will obey
FOR TO CONTACT (MYTHOS GOD) any order given, though they will not attempt to do
anything that is plainly impossible for them. Once the
Duration 1 hour, Magnitude 1
spell wears off, the servitor may well attack the caster
Each god has its own contact spell, which must be of this spell, if it is not dismissed quickly.
learned separately. With this spell, a character can
contact a particular Mythos god. As well as FOR THE DISMISSAL OF (A
successfully casting the spell, the caster must make an SERVITOR/GOD)
Instant, Magnitude 1, Progressive
SUMMONING, DISMISSING AND This spell dismisses a Mythos servitor or god from the
CONTROLLING MYTHOS BEINGS earthly plane, which will disappear entirely in 1D3
combat rounds. The Magnitude of the spell is equal to
It is not possible to use magick to summon, control, the POW of the servitor or god to be dismissed. The
or dismiss most creatures of the Mythos, and it is caster must make a Persistence roll with a penalty
impossible to control a Mythos god, though all based on the Horror Rating of the servitor/god being
gods can be summoned and dismissed. Most dismissed or suffer loss of sanity equal to one fifth of
Mythos creatures are independent members of the POW of the dismissed creature; this roll replaces
alien races, and can no more be summoned than a the normal Sanity Check required when casting a
human could be. Two creatures in this book Mythos spell.
however are presumed by those who have studied
such things to be “servitor” creatures, designed by FOR THE SUMMONING OF (A
someone or something in the distant past SERVITOR/GOD)
specifically to serve the summoner. These two
creatures are shoggoths and Winged Things. Duration 15, Magnitude 1, Progressive
It is worth emphasising that each spell of This spell summons forth a Mythos servitor or god,
summoning, dismissal, or control is learned which will manifest after 1D3 combat rounds. The
separately; e.g. For the Summoning of a Shoggoth Magnitude of the spell is equal to the POW of the
must be learned separately from For the Summoning servitor or god to be summoned. The caster must make
of Shub-Niggurath. a Persistence roll with a penalty based on the Horror
Rating of the servitor/god being summoned, or suffer

22
Mythos Magick
dreaded Necronomicon, written by the mad Yemeni
SUMMONING AND DISMISSING GODS poet Abdul Alhazred around 700 AD. He is said to
have spent years in the ruins of Babylon, the secret
Gods of the Mythos tend to have very high POW. underground places of Memphis, and the great
This means that they can only be successfully southern deserts of Arabia, seeking out secrets that
summoned using For to Call on the Power of a Coven man was not meant to know. The book was originally
and/or For to Call on the Power of Human Sacrifice or known as Al Azif, and it is said that its author, a
For to Call on the Power of Animal Sacrifice. If the worshipper of Yog-Sothoth and Cthulhu, was
creature/deity is summoned in conjunction with devoured by an invisible monster in broad daylight in
For to Call on the Power of a Coven, the sanity loss will front of a crowd of witnesses.
be split equally between all those taking part in the
ceremony. An Alchemist attempting to summon a In 950AD the book was translated into Greek by
god by using a powerful philosopher’s stone Theodorus Philetas of Constantinople, who first
stands a very good chance of going insane. renamed it the Necronomicon. After causing trouble in
the Eastern Empire for over a hundred years, the book
was banned and all known copies burned by the
patriarch Michael. After that it became a rarity, rarely
loss of sanity equal to one fifth of the POW of the
heard of outside occult circles. A Latin translation, by
creature being summoned.
Olaus Wormius, was made in the thirteenth century
FOR THE SUMMONING OF THE FAIR (1228), printed in Germany in the fifteenth century,
and re-printed in Spain in the seventeenth. John Dee,
FOLK the court astrologer to Queen Elizabeth of England,
translated a copy into English in the sixteenth century,
Instant, Magnitude 1
though it was never printed – the original manuscript
This is not a summoning spell such as For the is currently in the library of the secret cabal of
Summoning of (a Servitor/God), but merely a means for a alchemists known as the Invisible College (see
human to send a message attracting the attention of the Clockwork & Chivalry Core Rulebook, p.119-20). There are
Fair Folk. The Fair Folk are not bound to come when some battle alchemists within the Invisible College
called, but will likely turn up – either because they can who argue that the knowledge contained within the
recognise the identity of the caster in the summoning, Necronomicon should be used to further the war aims of
or because they don’t recognise the caster’s identity and the Royalist cause, expressing the opinion that there is
want to know who knows about them. It requires a ten very little difference between summoning an elemental
minute ritual in a stone circle built by the Fair Folk in and summoning a shoggoth on the battlefield; so far,
centuries gone by. wiser heads have prevailed, with Robert Boyle being a
voice for moderation – but if fighting in the civil war

The Necronomicon were to intensify again, it is not known whether he


could stand against the more hot-headed and
ambitious young Cavalier-Alchemists.

of John Dee
The book is on the Index Liborum Prohibitorum, the list
of books banned by the Catholic Church, and is
mentioned in John Milton’s passionate tract against
censorship, Aeropagitica, itself banned in 1644.
“For books are not absolutely dead things, but do Reading Time: 50 weeks to study and comprehend
contain a potency of life in them to be as active as properly.
that soul whose progeny they are; nay, they do
preserve as in a vial the purest efficacy and Spells: All Mythos spells described above.
extraction of that living intellect that bred them.” Skill Bonuses: Lore (Cthulhu Mythos) +15%, Lore
– John Milton, Aeropagitica, 1644 (Occult) +5%
Much knowledge of the Mythos can be gained from HR: -20%/2D10
ancient books, many of them hand-copied and passed
about among scholars of the occult since the invention
of writing. Of them all, the most infamous is the

23
Mythos Magick
MYTHOS TOMES IN THE SPOILER WARNING: GAMES MASTERS
GAME ONLY
A Games Master wishing to tie in the Mythos to the
The Necronomicon, and indeed other tomes containing Kingdom & Commonwealth Campaign for Clockwork &
Mythos lore, can sometimes be used by Adventurers to Chivalry may reflect that the civilisation currently
seek hidden knowledge, usually in an attempt to fight on the Moon, as described in the adventure
the creatures and gods of the Mythos. The Quintessence (Kingdom & Commonwealth Omnibus
Necronomicon, Ptolemy’s Esoterica (p.60) and Antiquities II), may well know a lot more than is told in the
and Customs of Northern England (p.144) are all detailed Necronomicon. Indeed, Lady Arabella may be
in this book. Readers will need to make an appropriate travelling to the Moon to seek Mythos knowledge
Language check to understand the tome. Remember, at rather than quintessence, leading to a rather
this point in time Scholars haven’t unlocked the secrets different ending to that particular adventure...
of Egyptian hieroglyphics or Mesopotamian cuneiform
writings (although that is not to say that in the world
of Clockwork & Cthulhu there may not be someone in Mythos) etc.) once read. Some tomes might have a
possession of the key to such ancient secrets). mental impact beyond a simple HR test (for instance,
Lore (Research) checks might also be required if the see the effects of reading Ptolemy’s Esoterica on p.60).
reader is skimming through the book for a specific GMs may also judge that some of the spells contained
piece of information, or spell, rather than reading the within Mythos Tomes can be read aloud, directly from
whole volume. a tome, rather than learnt and recited from memory
GMs wishing to create further Mythos tomes should (see above, p.21). Otherwise spells are learnt using the
consider which spells a book contains, how long it Learning Spells rules from the Alchemy chapter of the
takes to read the tome, what are the mental effects (the rulebook.
tome’s HR) of reading the tome, and what skills the
book might infer (Lore (Occult), Lore (Cthulhu

24
Factions

Chapter 4
In which the veil of secrecy is drawn back
from a number of previously unknown
Factions
“Bunch together a group of people deliberately chosen for strong religious feelings,
and you have a practical guarantee of dark morbidities expressed in crime,
perversion and insanity.”
– H.P. Lovecraft

Factions represent an individual’s main passion or


cause. The following additional Factions are available FACTIONS AND BELIEFS
for characters, supplementing those listed in the
Renaissance/Clockwork & Chivalry Core Rulebook rules. Factions in Clockwork & Cthulhu work much the
Most of these new Factions will be more suitable for same way as Factions in the standard
NPCs, although Adventurers may also find themselves Renaissance/Clockwork & Chivalry Core Rulebook
gravitating toward such Factions as a result of their rules. It is possible for to be a member of one of the
adventuring experiences. organisations mentioned in the following Faction
descriptions (Cthulhu cult, OED, etc), but to
Note: The skills and Magick bonuses listed for the actually belong to a different Faction. This most
following Factions should be considered suggestions, commonly occurs when someone is a Spy or a
rather than advantages to be routinely granted to every member of the “Self Interest” Faction. If the starting
Faction member – such advantages will depend on the character is mainly motivated by Self Interest, they
character’s position within any organisation of which will still be awarded +10% Beliefs (Faction) in their
he or she is a member, and the access he or she has to organisation’s Faction as per p.139 of the Clockwork
forbidden knowledge. Or, in other words, not every & Chivalry Core Rulebook, and Lore (Cthulhu
member of a cult will necessarily have Magick, and not Mythos), but again at a lower rate, -5% of whatever
every member of every cult will have a uniform is listed under the Faction description.
understanding regarding the Cthulhu Mythos.

25
Factions
of the Great Old Ones, but they are not gods, merely

The Association more efficient killers than even you. The Association
do carry out rituals, however. The organisation reveres
killing and admires murder, and there are formal
celebrations, sacrifices, hunts, and other dark
Ÿ Fear is power – Fear nothing. Be the most feared. ceremonies, all designed to reflect on the act of slaying
Ÿ Death is ecstasy – Relish destruction. Embrace another, or dying in the attempt.
death. Association members tend to be recruited when the
Hate, kill, destroy – Because you can. deeds of a criminal individual reach the ears of other
Association members. Deeds that attract such notice
Allies: None are notorious and cruel. The Association admires
Enemies: Everyone bravery only in the sense of a preparedness to risk
one’s life; they hold no regard for honour, chivalry or
Zeal: 70 mercy. A vicious bully might be recruited from a gang
Bonus Skills: Beliefs (Association) +25%, Lore of thugs; a highwayman might be recruited if terrible,
(Cthulhu Mythos) +10%, +50% distributed between rather than romantic, tales are told about him; a
combat skills. military commander might be approached, if lurid
stories of atrocity surround him. There is no option to
Magick: None refuse the call to join the Association – either the recruit
Other: None embraces the Association without reservation, or they
are murdered out of hand. Membership, once gained,
“I have always known that I am an outsider; a stranger in requires only that the individual attends key
this century and among those who are still men.”
ceremonies, and maintains absolute secrecy and
– H.P. Lovecraft, “The Outsider” discretion regarding the Association itself. Any
member breaking these simple rules is slain at the
You live to terrify others. You live to kill. You live to
earliest opportunity. Membership is not without some
die. You are a member of the Association, although the
rewards however – such is the reputation of the
few that have heard of your Faction, and lived to tell
Association that, although most have not heard of the
the tale, refer to you as “The Butchers”. The
organisation, those that have will pay handsomely for
Association are a group dedicated to causing pain,
their services. The Association is very wealthy. While
suffering, and carnage. Having joined the Association,
members are expected to win physical battles for
you will never be allowed to leave alive. Your initiation
themselves, Association money is freely employed to
consisted of carrying out a brutal and risky killing, and
subvert the law, cover member’s tracks, etc.
since your acceptance into the group you are expected
to regularly repeat the act. The Association is organised in Chapters. There are no
leaders. Disputes within a Chapter, so long as they do
The Association is a network of assassins, thieves,
not contravene the general principles of secrecy, are
smugglers and thugs, whose name is rarely spoken
resolved through single combat. The Association
outside of the criminal fraternity, and within that
employs secret signals and signs in order to
group only in whispers, if at all. Only the truly
communicate with members in regions away from
desperate contact the Association. They are known to
one’s home Chapter. There are sister organisations in
carry out contract killings, but it is also known that
other cultures, but the Association characteristically
murder is their hobby, so drawing their attention is,
will be very unlikely to allow them to operate in
too say the least, a risky business.
England. The Association prides itself on its lack of
The closest Faction to the Association is the Satanists, toleration, empathy, and morality, and will brook no
but members of the Association don’t truly worship challengers to their claim to be the most notorious
anyone, not even Satan. You might be aware of some brutal fiends in the known world.

26
Factions
You worship the great god Cthulhu (see p.48). You
may be aware that Cthulhu is the High Priest of the

Cult of Cthulhu Great Old Ones and that one day, when the stars are
right, he will return, leading his kind to dominate the
world forever. While the stars are wrong he lies dead
in the underwater city of R’lyeh. But, even so, his
Ÿ Cthulhu sleeps – The great god Cthulhu lies dead, dreams can reach out and affect the world. He is a
trapped in R’lyeh, his underwater domain. being that cannot be understood in human terms, and
thus can never be considered truly dead or alive as
Ÿ Cthulhu dreams – Cthulhu’s powers are great.
your puny mind might conceive it. He is at the root of
Even in his dead-like state he dreams, and his
the most ancient of mankind’s nightmares, and will be
dreams influence the world of men.
there, at the end, when humanity finally perishes.
Cthulhu will Rise – One day Cthulhu will break
Typical worshippers of Cthulhu include the Deep
free from his watery tomb.
Ones and the humans with which they have had
Allies: Deep Ones, Shub-Niggurath Cultists dealings (who often are human/Deep One hybrids).
There are also other individuals who are drawn to the
Enemies: All non-Mythos Factions
worship of Cthulhu, whether from ancient racial
Zeal: 70 memory, the baleful influence of Cthulhu stretching
out from R’lyeh, the acquisition of second-hand
Bonus Skills: Beliefs (Cthulhu) +25%, Lore (Cthulhu
knowledge, or the unearthing of relics from aeons past.
Mythos) +10%
Where worshippers live in close proximity to each
Magick: +1 to MAG. Characters who do not already other the cult can take on a more formal aspect –
have the MAG attribute gain it at (INT+POW)/10+1 engaging in rituals, which usually involve human
Other: Human Cthulhu Faction cultists can sacrifice, and building secret temples in honour of their
communicate with Deep Ones. Your cult gives you deity. These secret temples often contain artefacts
access to the Mythos spells For to Contact Cthulhu, For made from mysterious unearthly substances.
the Dismissal of Cthulhu, For the Summoning of Cthulhu, The longer a (human) individual serves as a follower
and many water and weather-related Witchcraft spells, of Cthulhu, the more they will be drawn to their mas-
which you can learn in the usual way. ter. This usually begins with frequent dreams of their
“Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn - In god and his underwater home. After a while the
his house at R'lyeh dead Cthulhu waits dreaming.” dreams will lure them to either a Deep One/human
hybrid community, where they might be accepted, or
– H.P. Lovecraft, “The Call of Cthulhu” to a watery grave.

27
Factions
tales of the Black Goat, as are the ancient stories of Pan.

Cult of Shub- His true form is altogether less substantial - see p.54.
The cult of Shub-Niggurath has been active in the
Coniston area of England for thousands of years. It was

Niggurath probably introduced by the Winged Ones during their


explorations of the area in search of minerals, and
passed on down to their human servants. Worshipping
him is such a feature of the area that the highest
Ÿ Shub-Niggurath is coming soon – We must mountain in the Coniston Fells, the Old Man of
prepare the way for the Lord of the Woods. Coniston, is named after him. Numerous stone circles,
large and small, dot the area, sites where coven
The Thousand Young are sacred – The children of
members commune with him.
the Black Goat are to be cherished, for when their
father comes in glory, they will rule over us. Those Shub-Niggurath is a profoundly sexual being. He often
who have spurned them will suffer torments couples with his female human worshippers, who later
unimaginable. give birth to swarthy-skinned babies with
disconcerting features. His infant offspring show signs
Nothing matters but the preparing of the way –
of magickal ability from an early age, being able to cast
All Earthly wars and religions are inconsequential;
the spell For to Give a Withering Look from the age of
oaths and loyalties to people and organisations
four, or even younger. Those who do not know the
may be taken and broken if it furthers the arrival of
secrets of the cult call these children “changelings” –
Shub-Niggurath.
they say that the real child has been stolen away by the
Allies: Fair Folk, Cthulhu Cultists Fair Folk and replaced by these evil fairy children. But
again, you know better – they are none other than the
Enemies: All other Factions
Thousand Young mentioned in the ritual chants to
Zeal: 60 your god.
Bonus Skills: Beliefs (Shub-Niggurath) +25%, Lore You may be a Witch who knows some Cthulhu Mythos
(Cthulhu Mythos) +10% spells (see p.20); but many cultists are the equivalent of
Satanic Cultists (see Clockwork & Chivalry Core Rulebook
Magick: +1 to MAG. Characters who do not already
pp.242-3), who have no magickal ability themselves,
have the MAG attribute gain it at (INT+POW)/10+1
but have sworn an oath to Shub-Niggurath in return
Other: Your cult gives you access to the Mythos spells for magickal services from a Shub-Niggurath-
For to Call on the Power of Animal Sacrifice, For to Call on worshipping Witch.
the Power of Human Sacrifice, For to Contact Shub-
It is said that “when the stars are right” Shub-Niggurath
Niggurath, For the Dismissal of Shub-Niggurath, For the
will “seep down from the stars” and govern the Earth in
Summoning of Shub-Niggurath plus all Witchcraft spells
his true form, and that his children will rule beneath
from the rulebook, which you can learn in the usual
him. It is therefore right that you protect and nourish
way.
the Thousand Young, so that you will survive his
“Ia! Ia! Shub Niggurath! The Black Goat of the Woods with coming, which you believe will happen soon. If you
a Thousand Young!” have borne one of his children yourself, you are deeply
– H.P. Lovecraft, “The Whisperer in Darkness” in love with the Lord of the Woods (add another +20%
to Zeal) and will do anything to protect your child. If
You are a member of a coven that worships Shub- you are married, it is unlikely that your husband
Niggurath, who is also known as the Lord of the knows the true father of your child – he may assume it
Woods, the Black Goat of the Woods with a Thousand is his own, or blame its strangeness on the Fair Folk.
Young, and the Old Man of Coniston. Shub-Niggurath
is a being from beyond space. He appears to cultists as Note: If you wish, all Satanists in your campaign may
a dark-skinned man with the horns, eyes, and hooves actually be worshippers of Shub-Niggurath without
knowing it.
of a goat. Non-believers might mistake him for Satan,
but you know better! Satan is merely a myth, based on

28
Factions
will soon be right for the Great Old Ones to attempt to

The New Mission break through and enslave or destroy humanity. Europe
is at war with itself; there have recently been bizarre
magickal discoveries made; and creatures, once thought
to have belonged to legend, stalk the lands. These events
Ÿ There are beings of immense power who threaten have been accompanied by a surge in the formation of
humanity – These beings have an alien nature. new cults, and increased activity within long
Ÿ These beings are worshipped by human followers established ones.
– Foolish cultists serve their terrible masters. The New Mission is considered heretical by both the
Humanity must not realise the extent of the threat broader Catholic Church and the Jesuits, and all
they are facing – For such knowledge would knowledge of your Faction is suppressed. However,
extinguish faith and hope. your order does have a few powerful allies, who do
their best to protect their heretical brethren so that you
Religious division is insignificant – In the face of might be able to conduct your vital business. The church
the greater hidden dangers theological differences cannot afford for the threat to humanity to become
are petty. public (the Reformation has already split your faith, and
Ÿ Threats must be found and destroyed – Someone such knowledge could destroy it completely), however
must work to prevent the destruction of the world. the threat cannot be totally ignored. The New Mission
probably recruited you in one of the many Jesuit
Where necessary, help must be sought – Assistance seminaries, scattered across Catholic Europe. You will
must sometimes be sought to wipe out cultists and have been selected as someone that might be relied
impede the designs of their deities. upon to understand the implications of the forbidden
Allies: All enemies of Mythos cults knowledge with which you have been entrusted, and
trained to act on it accordingly.
Enemies: All Mythos cults
You may have been sent out to gather information,
Zeal: 60 monitor activity and recruit others (although they
Bonus Skills: Beliefs (New Mission) +25%, Lore should remain unwitting as to the full extent of what
(Cthulhu Mythos) +15% they are facing) to your cause. Or you might be trained
to fight your enemies yourself. The New Mission even,
Magick: None, but see below. at times of dire need, sanctions the use of heretical
Other: The New Mission makes copies of the various magickal ritual – believing that at certain critical
Dismiss (A Servitor/God) spells, which it issues to its moments, fire must be fought with fire.
agents on a need-to-use basis. (See Other Forms of You might still turn to your Catholic faith for comfort
Spellcasting, p.21) and succour, or you might have turned your back on
“Never Explain Anything.” God, prepared to fight simply for the sake of your
fellow man, rather than for any higher spiritual
– H.P. Lovecraft principles. Either way, unlike other Jesuits, when you
You are a member of the highly secretive New Mission. are dispatched into the world you are not expected to
The reason for this secrecy is the dark truth about the work to recruit others to the Catholic faith, and you are
New Mission’s purpose. You are charged with even permitted to deny your own faith, if it serves the
combating the Great Old Ones, a race of inhuman and higher purpose of combating the Great Old Ones.
unchristian deities, and the human cultists who worship
them. Understandably, membership of such an organisation
The New Mission is a tiny organisation. It was formed is fraught with danger. You will be hunted: Protestant
by a group of individuals, most of whom belonged to authorities suspect you are a secret Catholic; your own
the Society of Jesus, a Catholic order more commonly church considers you a heretic (most of the Church
known as the Jesuits. Although it would be strenuously hierarchy know nothing of your group’s existence);
denied, the knowledge of the threat to humanity posed and the cultists will come after you, if they become
by cultists, and the terrible deities whom they serve, has aware that you are working against them. The life
been leaked from secret Vatican archives. Perhaps those expectancy of a member of the New Mission is usually
that leaked the information were concerned that the quite limited. Good luck!
current state of the world might be a sign that the stars

29
Factions
towns and cities in England. Each cell operates

The Order of independently of the others, so the entire extent of the


network would not be exposed if one cell were to be
rooted out. The Order is relatively new, although many

Esoteric Discoverie
of its members claim ancient antecedents. Certainly the
Order should be viewed as just one head of a many-
headed beast – throughout the civilised world similar
groups exist, all seeking knowledge of the occult in
Ÿ The OED acquire lost and forbidden knowledge general, and their hidden masters, the Great Old Ones,
– There are occult tomes and manuscripts that in particular.
contain powerful secrets and long-lost knowledge.
Each cell is usually structured in a similar manner – a
Ÿ Knowledge brings power – The OED can use Knight of the Order presides over the Inner Circle and,
forbidden knowledge and magick for their own where numbers and resources allow, other Acolytes
advancement. serve to do their bidding. Many Acolytes are little more
than hirelings, who carry out their orders in return for
Ÿ Theology is wrong – Much of the forbidden
cash or favours. The cells do not co-operate with each
knowledge acquired by the OED suggests that
other, and may even aggressively compete for
traditional views on theology and nature are
resources. However there are several signs
completely wrong.
(handshakes, body language, passwords) that
Ÿ The OED serve hidden masters – There are members may use to indicate their secret allegiances
ancient beings of immense power in existence. when not in their home towns, and there is a common
Humanity can only tremble before them. The OED rulebook dictating the structure of the organisation
serve these beings. and some of the basic rituals that should be followed
(for induction into the inner circle, election to
Allies: The Invisible College (but not all IC members
Knighthood, punishment for the unfaithful, etc.).
know of the OED)
Although the general rules of service to the Old Ones
Enemies: Most non-Mythos Factions
and the accumulation of ancient knowledge are
Zeal: 50 common to all members of the OED, the actual goals of
the OED vary somewhat from cell to cell. All members
Bonus Skills: Beliefs (OED) +25%, Lore (Cthulhu
of the inner circle are inducted into some of the secrets
Mythos) +15%
of the cult, including the knowledge that there are
Magick: +1 to MAG. Characters who do not already ancient hidden masters that the cult serves. However,
have the MAG attribute gain it at (INT+POW)/10+1 some cells have in their possession more in-depth
Other: Your cult may give you access to many Mythos knowledge regarding these hidden forces and the
spells and Alchemy spells, which you can learn in the strange nature of their masters. These more informed
usual way; but not all Lodges know all spells. cells usually have more access to magickal spells and
books of real power. Members of other cells, who
“Knowledge itself is power.” might have access to some minor occult tomes, their
– Francis Bacon rulebook, and little else, are more inclined to believe
that much of the OED ritual is symbolic. Often, in these
You are a member of the Order of Esoteric Discoverie more ignorant associations, the members treat the OED
(OED), a secret society that operates within the higher as being more about personal advancement and
echelons of society. The OED are organised in cells (or providing access to influential connections, rather than
Lodges) scattered throughout many of the larger a road to real forbidden power.

30
Factions
Deist, Satanist and Fifth Monarchist Factions are all

Paradisians viewed as possible sympathisers, and lured to


Paradisian meetings. Such gatherings share certain
common practices. They attempt to avoid using
modern language as a means of communication.
Ÿ People must return to nature – People are but Formal speech is dispensed with and guttural grunting
lowly animals and should act as such. is encouraged, although some chanting in a strange
Ÿ Knowledge is senseless – And imprisons us, language occurs at certain points during the meetings.
turning people from their true nature. Books or technological items are symbolically
destroyed. Clothes are dispensed with, worshippers
Ÿ Nature is honest – Nature is a perpetual state of covering themselves only with mud and body paint.
war, domesticating ourselves divorces us from our Spontaneous wrestling bouts and acts of fornication
true tendency toward savagery. are encouraged. At this point sometimes matters get
Ÿ In nature our masters reveal themselves – in out of hand, and it is not unknown for frenzied
ancient times our gods moved amongst us, Paradisians to start beating each other to death. As the
revealing themselves to us. meetings reach their conclusion, the worship of strange
alien beings takes place – crude rock carvings of
People are hunters, people are prey – The gods monstrous forms are placed at the centre of the
feast on people, people hunt animals. That is how gatherings, and all prostrate themselves before the
it should be. Might is right. idols and speaking the tongue of the ancients, a strange
Allies: Cult of Shub-Niggurath rhythmic language that the human voice is ill-suited to
produce. Proceedings are sometimes led by a high
Enemies: All non-Mythos Factions priest, or chief, but often even this crude hierarchy is
Zeal: 60 dispensed with (usually when attendees are longer-
standing members of the cult, all aware of the order of
Bonus Skills: Beliefs (Paradisian) +25%, Lore (Cthulhu worship).
Mythos) +10%
Those who attend such meetings, even if they are not
Magick: None eventually converted to the Paridisian way, tend to
Other: None. keep quiet about their attendance. Speaking out would
bring accusations of witchcraft and would likely result
“I am as free as Nature first made man,
in the punishing of the accuser (and the strenuous
Ere the base laws of servitude began,
denial of the other attendees).
When wild in woods the noble savage ran.”
The Paradisian hatred of knowledge sometimes brings
– John Dryden, The Conquest of Granada
them into conflict with other cultists. Paradisians even
The Paradisians are dedicated to returning to a natural seek and destroy occult and Mythos tomes – for they
state. Great gods reveal themselves to primitive believe that ancient rituals are god-given, and don’t
savages, and the best way to reconnect to the old ways need to be collected and codified. Writing knowledge
is to revert to such a state yourself. All learning and down tames and contains the human spirit – whereas
civilisation is an attempt to create distance between destroying such trappings frees people from their
people and their innate birthright – that of slaves to enslavement to civilised codes, and brings people
greater beings beyond our feeble understanding. closer to removing the veil that separates them from
their true natures.
The Paradisians often recruit amongst the more
outlandish Factions. Members of the Adamite, Ranter,

31
Factions
distinguish between the multitude of factions that they

The Righteous believe oppose them. If someone is not a member of the


Elect (predestined for heaven by the will of God), then
they are damned – if they work toward any other

Soldiers
spiritual or religious ends than the spreading of the
Calvinist message, then they are acting directly against
God’s will and are an enemy.
Righteous Soldiers are largely recruited from the
Ÿ Evil is everywhere - and it must be rooted out. Parliamentarian Army, and in particular from within
the New Model Army. Whole units can experience
Ÿ God has sent abominations to test us – We will
religious fervour and find themselves sworn in to
show ourselves worthy.
undertake a Righteous Soldier mission – the only
Ÿ The Devil has many human agents - Secret exception to the generally martial composition of your
societies work against God. They must be Faction is the Rectors of Righteousness, who undertake
destroyed. such recruitments and assign the details of the
missions. Typical missions range from helping Witch
Ÿ The Righteous must fight all abominations – We
Hunters to round up witches, to assisting Iconoclasts in
are already saved by God’s grace; we must face the
smashing up Papist iconography, to raiding houses
Earthly demons he has sent to test us.
where priests might be hiding. Military units who have
Purity is strength – If our hearts are pure, we will been co-opted to fight the good fight are usually
prevail. released from their service to the Righteous Soldiers
once their immediate objectives have been achieved.
Allies: Covenanters, New Model Army, Presbyterians,
Puritans There is another type of Righteous Soldier, again
usually recruited by the Rectors of Righteousness. This
Enemies: Everyone Else
is the rare individual considered to be of such potential
Zeal: 60 that they might permanently act as a paladin for the
Bonus Skills: Beliefs (Righteous Soldiers) +25%, Lore cause. Such an individual should be an exceptional
(Cthulhu Mythos) +10%, Lore (Secret Societies) +25% physical specimen and of unwavering faith. These
implacable loners are inducted into the deeper secrets
Magick: None of the Faction – where they are instructed in the whole
“Unity without verity is no better than conspiracy.” gamut of secret societies and corrupted practices
undertaken by sinners. Although outwardly stern and
– John Trapp, English Puritan army chaplain. unbending, the Righteous Soldier is often in turmoil
You are a member of the Righteous Soldiers, a hard- within, examining themselves continuously for sin and
line, mainly Puritan, secret society, dedicated to weakness, and often convinced that they themselves
vanquishing all enemies of God. The Righteous must be purged, as unworthy, dirty, weak, fleshy
Soldiers tend to recruit those suited to action, rather vessels.
than contemplation. You see yourself as a warrior in These Righteous Soldiers, and the Rectors who mentor
God’s service. You are probably prepared to die for them, have at times come up against cults who claim to
your faith. operate in the service of strange, ancient pagan gods
Righteous Soldiers spend most of their time hunting and twisted magickal beings. As a Righteous Soldier,
down and destroying any secret societies that are not even faced with such maddeningly unusual foes, it is
dedicated solely to the service of God and the salvation your duty to stay strong, hunt them down and, when
of the soul. Nearly every non-Puritan sect fits into this you find them, erase any such blasphemers from the
category, and most Righteous Soldiers do not face of God’s earth.

32
Bestiary

Chapter 5
In which creatures both abhorrent and
unnatural are described to the aghast reader
“The Old Ones were, the Old Ones are, and the Old Ones shall be.
Not in the spaces we know, but between them. They walk serene and
primal, undimensioned and to us unseen.”
– H.P. Lovecraft

In his fictional works, H.P.Lovecraft described a host of The creatures in Clockwork & Cthulhu are more
strange creatures and god-like beings. Some are disquieting because their existence denies the whole
extensively detailed in his stories – their culture, habits, premise of the world as understood by most people
and intentions explored. Others are simply referred to (the Adventurers, probably, included). There is an
with little more than a name provided for reference. alien, unknown, inter-dimensional, sinister and cosmic
Some of these creatures are unique to Lovecraft’s own aspect to these creatures, which both challenges the
writings, others were his homages to the creations of core beliefs of those encountering them and defies
other writers. The following section includes a reality itself.
selection of these creatures from Lovecraft’s Mythos
In particular, these gods of the the Mythos are both
stories. Some of these creatures appear in the three
worshipped as gods and have god-like powers. In the
adventures in this book; others are developed for
traditional Clockwork & Chivalry world most people
Games Masters to incorporate into their own Clockwork
believe in the Christian God, though they might fight
& Cthulhu campaigns.
tooth-and-nail over the best means of worshipping
The following creatures supplement the Bestiary in him. But that God does not manifest in reality (and
Clockwork & Chivalry 2nd Edition, but should be used although Witches believe they get their powers from
slightly differently. The Clockwork & Chivalry default Satan, likewise there is no confirmation that this is
setting does include some fantastical beasts, but they actually the case). The Gods of the Mythos, although
are largely creatures from traditional mythology and inter-dimensional and semi-dormant, are,
conform to seventeenth century expectations. nevertheless, a very real threat, and are able to
Although in their way many of the “traditional” manifest (even if not fully) in a variety of ways. The
Clockwork & Chivalry creatures are terrifying to mere sight of such creatures leads to madness – due
encounter, they are all “of the World”. both to their sickening appearance and to the fact that
their very existence contradicts established beliefs
about how the universe is ordered.

33
Bestiary

Creatures of the Mythos


CHANGELING (CHILD OF SHUB-NIGGURATH)
Note: For more information on
changelings, see the Shub-Niggurath
Faction, p.28.
Children of Shub-Niggurath, born of
human women, tend to be swarthy-
skinned, with black hair. Although
human, they will have at least one
non-human feature. Roll on the
following table:
D6 Feature

1 Goat-like eyes with horizontal


slit pupils
2 Small nubs of bone on the
forehead, like the beginnings of
horns
3 Goat-like hooves instead of feet
4 A vestigial tail
5 1D2 extra nipples
6 Roll again and gain another
feature

All have MAG at INT+POW+4, and


gain use of the spell For to Give a
Withering Look by the age of four.
Adults are also likely to have INT-2
other Witchcraft spells, including
some Mythos spells (see p.20).
Anyone noticing one of the above features on a changeling for the first time must make a Sanity Check. A
changeling has Horror Rating on 0%/1D4.
Children of Shub-Niggurath can be any age, as the cult has been going for thousands of years; some are killed at
birth as abominations, and in the current witch-fearing age, many have been hung as Witches. They can come
from any social class (depending, of course, on that of their mother), and may take any profession, though many
gravitate toward being Witches or Warlocks.
A child of Shub-Niggurath may only be an Adventurer character with the Game Master’s permission, and should
probably expect to die horribly at some point in the campaign!

CHANGELING STATISTICS
All changelings are different. Games Masters can create changeling characters to fit the campaign or add the
requisite changeling features and spells to an NPC chosen from those listed in the Clockwork & Chivalry Core
Rulebook p.344-5.

34
Bestiary
CLOCKWORK MINER
STR 4D6 (14) CON 3D6+6 (17)
DEX 2D6+6 (13) SIZ 3D6+6 (17)
INT 3D6 (11) POW 3D6 (11)
CHA 1D6 (4) DM n/a
HP 17 MWL 9 Move 20
Mining Tools 50% (1D8+1)
Armour: 3/1 (except the head, which
has no armour)
Skills: Craft (Mining) 78%, Persistence
30%, Resilience 60%, Unarmed Combat
50%
HR: -20%/1D8
Spells: None

Clockwork miners are made by


fusing Parliamentarian clock-
work technology with fair folk
technology to create a creature
which is mostly machine but
with the head and mind of a
human miner. Clockwork min-
ers look somewhat like giant
mechanical ants; their perpetu-
ally horrified-looking faces
give them a nightmarish as-
pect, particularly when met in
the dark in a confined space.
They are all insane due to the
terrible change they have been forced to undergo, though their knowledge of mining makes them good workers.
Most have only a vague glimmering of their life before they were transformed (which is probably a mercy) though
a few retain enough memories to make them wish they were dead. However, they have been programmed by the
fair folk to resist suicide, to mine day and night to the best of their abilities, and to attack intruders on sight.
Each miner is slightly different physically, since not all have the same tools fitted to their limbs. There are limbs
specialised as picks, jackhammers, drills, shovels, etc. Each miner will have 1D3+1 tools, which they can use
simultaneously in combat with no penalties – so a clockwork miner with a drill, a jackhammer and a pick would
have three attacks per round all at his Unarmed Combat skill. For ease of play, each tool does 1D8+1 damage.
Clockwork miners need to be rewound once a day (there is a winding station in the mines); a clockwork miner
which is not rewound will cease functioning within 24+1D3 hours after its last winding, although its human head
will remain alive and aware for 1D3 days after the last time the miner was wound up.

35
Bestiary
COLOUR FROM THE WELKIN
STR n/a CON n/a
DEX n/a SIZ 3D6* (11)
INT 3D6+6 POW 3D6* (11)
CHA n/a DM n/a
HP n/a MWL n/a Move 20
Armour: n/a
Skills: Persistence 80%
HR: -20%/1D8
Spells: None
Other: Mental Attack - The Colour can
mentally attack one human, living in the
radius of the taint, at a time. Each day the
victim must make an opposed Persistence test.
If The Colour wins this roll, it increases its
POW and SIZ by 1. The victim’s failure also
results in the loss of 1 point of his or her POW
And 1D8 mental damage. Victims of such
mental attacks may make a Persistence roll,
and if successful attempt to leave the area.
However, these Persistence rolls become more
difficult each day. There is a -20% penalty to
these rolls for each day after the first day of the
Mental Attack. When the victim drops to 0
POW they are absorbed completely by the
Colour (and dead). The Colour might inhabit
the victim for a time before returning to its
landing point, thereafter leaving the victim’s
corpse a calcified, twisted husk.
Taint Land - Each day the taint caused by the Colour extends a further half a metre radius from its original source (see below).
Disintegrate Matter - The Colour can dissolve any material on which it settles (at a rate of 2D6 HP per round). Armour is not
effective long-term protection, in as much as it too is dissolved at the same rate.

“It was just a colour. But not any colour of our earth and heavens... It was just a colour out of space—a frightful messenger
from unformed realms of infinity beyond all Nature as we know it.”
– H.P. Lovecraft, “The Colour out of Space”
The Colours are strange alien miasmas, capable of blighting the land and turning people insane. From whence
they fall is unknown, but certainly they don’t come from the Moon or any similarly benevolent orb. The taint they
spread is not dissimilar to that caused by the alchemical cocktail that has ruined the Tainted Lands near Naseby
(for more information, see The Alchemist’s Wife in Kingdom & Commonwealth Omnibus I), although, if anything,
where a Colour resides the impurity is even more entrenched.
The Colour falls to earth on alien rock. The rock dissolves, leaving the Colour behind. The Colour will dwell at, or
near to, the point of the original landing, although it may move around the area that it is tainting, it will regularly
return to, and settle at, this spot.
The Colour itself is the size listed (growing as it saps victims of their POW), but it also acts as a source of a wider
tainting of the land. Each day the radius of this taint grows, gradually impacting all living things (and even the
land itself). At first animals and plants will seem unusually healthy (although they are virtually inedible, tasting
foul and unwholesome), but as the days pass their appearances change, becoming distorted and twisted. Animals
become maddened, deformed, and eventually die. The plants that remain become ever more stunted and warped.
Once dead, the plant and animal matter appears calcified, covered in a layer of unwholesome grey dust.

36
Bestiary
Aside from the rest of the flora and fauna, the Colour will mentally attack any humans in the area within the lands
that it is tainting. It will attack one individual at a time, and won’t stop until that individual flees or dies, at which
point it will immediately turn its attentions to a fresh victim.
The Colour can move around the land it taints, flowing along surfaces, dissolving them when it wishes (it can use
its Disintegrate Matter ability to eat through doors, etc). It can also fly back into the heavens (but will only do so
if it is driven out or decides to leave of its own accord). Driving out, capturing, or destroying a Colour is difficult
(and may even be impossible). Colours are immune to physical attacks and the elements, and can dissolve
surfaces. If something might be created to contain one it would probably be through magickal means and, as of
yet, such a spell or device has not been discovered.

DEEP ONE
STR 4D6 (14) CON 3D6 (11)
DEX 3D6 (11)* SIZ 3D6+6 (16)
INT 2D6+6 (13) POW 3D6 (11)
CHA 2D6 (6) DM +1D4
HP 14 MWL 7 Move 12 (Swimming 18)
Claws 45% (1D6+1D4), Fish Spear 35%
(1D8+1D4)
Armour: 1 AP due to scales
Skills: Athletics 65%, Close Combat 30%,
Dodge 30%, Persistence 40%, Resilience
40%, Unarmed Combat 30%
HR: 0%/1D6
Spells: Some Deep Ones may have a MAG
of up to POW and 1D6 spells
*When out of the water Deep Ones have a
lower functioning Dexterity – subtract 2
from Dex when on land.

“Their predominant colour was a


greyish-green, though they had white
bellies. They were mostly shiny and
slippery, but the ridges of their backs
were scaly. Their forms vaguely
suggested the anthropoid, while their
heads were the heads of fish, with
prodigious bulging eyes that never
closed. At the sides of their necks
were palpitating gills, and their long
paws were webbed. They hopped irregularly, sometimes on two legs and sometimes on four.”
– H.P. Lovecraft, “The Shadow Over Innsmouth”
Deep Ones are aquatic creatures. It is unclear how many colonies of Deep Ones exist, but they are certainly more
numerous than their elusive nature would suggest. Deep Ones are generally stronger and larger than humans.
Although they can breathe outside of the oceans and bays in which they dwell, they are less suited to being on dry
land, and shuffle more slowly and clumsily when out of their native habitat.
Deep Ones worship their god, Cthulhu, and interact with human cultists who do likewise. Where Deep Ones and
humans come together it is usually in more secluded or inaccessible coastal places, where their activities are less
likely to attract the attention of larger human settlements. Aside from worshipping together, Deep Ones and
humans interbreed. Cultists usually revere such a match. At other times unwilling non-cultist humans are
abducted, by cultists or Deep Ones, for the purpose of breeding.

37
Bestiary
The hybrid offspring of Deep Ones and human matches are sometimes able to pass themselves off as completely
human, although usually traces of their Deep One heritage can be detected by those that know what they are
looking for. Generally speaking these more human hybrids are well-built, ugly, bulging-eyed, with clammy skin
of an unusual pallor. Others are unmistakably not human. Hybrids might also find themselves transforming at
some stage into fully-fledged Deep Ones, and even those not aware of their ancestry might be granted visions of
Cthulhu, and find themselves drawn to the water and to their Deep One kin.

ELDER THING
STR 6D6+12 (33) CON 4D6+12 (26)
DEX 3D6+2 (13) SIZ 6D6+3 (24)
INT 2D6+12 (19) POW 3D6 (11)
CHA 0 DM +2D6
HP 25 MWL 13 Move 10 (Flying 12)
Armour: 8/4 AP due to tough skin
Skills: Athletics 70%, Dodge 10%,
Persistence 50%, Resilience 90%,
Unarmed 35%
HR: -20%/1D6
Spells: Some Elder Things (25%
chance) have access to alchemy and
1D3 spells
Other: Tentacles - An Elder Thing
can attack twice per round using its
tentacles to grapple (35% chance for
each). If it succeeds it can choose to
constrict, causing 2D6
choking/crushing damage (revise
Major Wound descriptions
accordingly).

“Six feet end to end, three and


five-tenths feet central diameter,
tapering to one foot at each end.
Like a barrel with five bulging
ridges in place of staves. Lateral
breakages, as of thinnish stalks,
are at equator in middle of these
ridges. In furrows between
ridges are curious growths – combs or wings that fold up and spread out like fans. . . which gives almost seven-foot wing
spread.”
– H.P. Lovecraft, “At the Mountains of Madness”
The Elder Things came to the Earth in ancient times, before the creation of animal life. Indeed, some unchristian
folk might believe, having studied the detailed carvings that depict their complex histories, that the Elder Things,
rather than any god, created the conditions in which other life could sustain itself. Any information on the Elder
Things tends to come from recovered impossibly-ancient artefacts depicting their civilisation, although larger,
more permanent, remnants of their vast ruined cities still exist, remote and submerged. Physically, Elder Things
have five mouths, five wings, five eyes, star-fish like appendages at the top and bottom of their strange barrel-
shaped bodies, and are they are incredibly tough. They move about using the appendages at the bottom of their
two metre barrel-like bodies, and the appendages at the top mean they loom nearly a metre higher than most adult
humans. Their language seems, to human ears, to be a whistling, chiming sound. They are able to sense their
surroundings in the absence of a light source.

38
Bestiary
The Elder Things, or at least their Shoggoth slaves, created the vast cities where the Elder civilisation reigned for
millions of years. The Elder Things were technologically advanced, particularly in the area of biological
engineering, although over time such knowledge was lost. A combination of wars against other alien races,
rebellion (by the Shoggoths), and finally the Ice Age, drove the Elder Things from the face of the Earth. Elder
Things that survive are confined to the ruins of their distant underwater or underground cities. Such survivors are
few and far between, and have little motivation to make their presence known.
The Elder Things were originally able to fly out into space, but over the years they have lost this ability, although
they can still fly short distances. Unlike many of the other Mythos invaders, the Elder Things lack inter-
dimensional qualities, although they have utilised (and possibly even created) dimensional anomalies. They have
no religious or cultish followers. In present times they have completely lost control over the Shoggoths. The Elder
Things breed through jettisoning spores, but they tend to avoid breeding unless it suits their plans for colonisation
or expansion – so surviving earth-bound Elder Things tend to be very old.
The 17th century antiquary and Oxford scholar, John Aubrey, is very interested in ancient ruins and books of old
lore, and would be interested in having the Adventurers’ help on any investigation of Elder Thing ruins or
artifacts discovered in the British Isles.

FAIR FOLK
STR 3D6 (11) CON 3D6 (11)
DEX 4D6 (14) SIZ 3D6 (11)
INT 2D6+6 (13) POW 2D6+6 (13)
CHA 1D4+2 (4) DM +0
HP 11 MWL 6 Move 15 (18 in flight)
MAG 0
Nippers 40% (1D6)
Armour: Due to their non-earthly
physiology, all weapons (except weapons
created by the Fair Folk themselves) do only
minimum damage.
Skills: Close Combat 10%, Dodge 30%, Gun
Combat 60%, Persistence 60%, Resilience
80%, Unarmed Combat 40%
HR: -20%/1D6

“The common name applied to them


was ‘those ones’, or ‘the old ones’,
though other terms had a local or
transient use. Perhaps the bulk of the
Puritan[s]... set them down bluntly as
familiars of the devil, and made them a
basis of awed theological speculation.
Those with Celtic legendry in their
heritage... linked them vaguely with
the malign fairies and ‘little people’ of
the bogs and raths and protected
themselves with scraps of incantation handed down through many generations.”
H.P. Lovecraft, “The Whisperer in Darkness”
Note: The Fair Folk are usually called “mi-go” in Lovecraft’s stories, as that is what the “fungi from Yuggoth” are called in
the Himalayas, but since very few people in the England of 1645 have heard of the Himalayas, in this book we will use the
term by which they are most often known in the districts they inhabit.

39
Bestiary
The Fair Folk are said to come from a place called Yuggoth, which some people place in the sky, and others in
some sort of Celtic Otherworld accessible through hollow hills and remote caves. An intelligent race not native to
the Earth, they are “pinkish things about five feet long with crustaceous bodies bearing vast pairs of dorsal fins or
membranous wings and several sets of articulate limbs, and with a sort of convoluted ellipsoid, covered with multitudes of
very short antennae, where a head would ordinarily be.” (Lovecraft, “The Whisperer in Darkness”).
They are called “Fair Folk” not because they are beautiful to look upon (they’re not!), but in a superstitious hope
that, if people call them that, the creatures will treat them fairly and not do unpleasant things to them. The
existence of the Fair Folk is entangled with much folklore involving the fairies, and to the German miners who live
in the area, they are often known as “kobolds” after the sinister mining fairy associated with the “kobold ore”
otherwise known as cobalt, a blue mineral often found in the same seams as copper.
The Fair Folk are expert miners, visiting this world for certain minerals not available in Yuggoth. With technology
far advanced on anything available to humans in the 17th century, they have been digging for rare nuggets of
Quintessence far beneath the surface of the Earth. Their biological science is very advanced – they can remove a
brain from the body of a human and place it in a cylinder, in which it can live and communicate via a speaker.
Once a Fair Folk has been killed, its body will dissolve completely in 1D3 hours, leaving no sign of its presence
but a small puddle of pink slime.
Note: Owners of the adventure Quintessence (in Kingdom & Commonwealth Omnibus II) might like to know that Fair
Folk also visit the Moon, where they have extensive mining complexes in the mountains. They are very active in
the long lunar night, and are often worshipped as minor gods or demons by those inhabitants of the Moon living
closest to them.

FLYING POLYP
STR 4D6+26 (40) CON 2D6+18 (25)
DEX 2D6+6 (13) SIZ 4D6+36 (50)
INT 4D6 (14) POW 3D6+6 (17)
CHA 1D4 (3) DM +4D6
HP 38 MWL 19 Move 10 (15 flying)
Tentacle 70% (1D10)*
*The tentacle does not receive a damage
bonus, as it is the sting, rather than the actual
force of the blow, that causes the damage.
Armour: None (but see Damage Reduction
below)
Skills: Dodge 30%, Persistence 50%,
Resilience 60%, Stealth 30%, Track 50%
HR: -40%/1D20
Spells: 25% chance of having knowledge of
witchcraft and 1D3 spells, though they do
not need to use ingredients.
Other: Damage Reduction - Successful
attacks, including Critical Hits, only do
minimum damage to Flying Polyps. The only
thing that causes them full damage is
lightning.
Invisibility – Flying Polyps have the ability
to become invisible at will. In this state they
may give themselves away by whistling,
although attacking them is still at a penalty
(-40%).

40
Bestiary
Wind Mastery – The Flying Polyp can blast victims with wind (50% chance), causing their Damage Bonus in damage to all targets
within 20 metres. -1D6 damage is caused per 20 metres range after the first 20 metres, giving a maximum range of 61-80 metres, at
which just 1D6 damage is done. The damage takes the form of stripping flesh off bone – adjust Major Wound descriptions accordingly.
Anyone taking damage is also knocked prone.

“A horrible elder race of half polypous, utterly alien entities... They were only partly material and had the power of aerial
motion, despite the absence of wings.”
H.P. Lovecraft, “The Shadow Out of Time”
The Flying Polyps are utterly alien and inter-dimensional. Their strange nature can cause them to appear
somewhat dislocated from ordinary dimensions, so they seem to be not quite there, or on the periphery of one’s
vision, although they are solid enough to touch and be attacked. They have tentacles, which form and dissolve
upon their strange pulsating bodies, giving them the ability to “swim” through our dimension as though it were
water. The Flying Polyps communicate using keening whistling noises. They actively enjoy being cruel and hate
all other species.
They arrived on Earth hundreds of millions of years ago, building great cities on the land, although the Elder
Things prevented them from colonising the ocean as well. They fought against the Great Race of Yith, and their
minds are so alien that the Great Race of Yith could not penetrate their minds and swap into their bodies. They do
not see, but rather they sense what is around them, even sensing what is hidden behind walls and other barriers.
During their wars with the Great Race of Yith, they were driven underground; their cities were left abandoned,
even though the Flying Polyps eventually managed to rise up and slay their foes, they returned afterwards to their
new underground homes. Flying Polyps still inhabit these underground complexes, usually located at the bottom
of giant wells, sunk beneath ancient ruins. Flying Polyps will ruthlessly destroy any who enter their lairs.
It is possible that the caverns under Nottingham Castle, inhabited by vagabonds and other peasants (see Clockwork
& Chivalry Core Rulebook p.307), lead to deeper caves inhabited by Flying Polyps, which would explain the recent
disappearances in the area. They could also be present in the extensive cave networks under the limestone hills of
Yorkshire, planning to take advantage of the chaos caused by the civil war.

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SERPENT PERSON
STR 3D6 (11) CON 3D6 (11)
DEX 2D6+6 (13) SIZ 2D6+6 (13)
INT 3D6+6 (16) POW 2D6+6 (13)
CHA 3D6 (11) DM +0
HP 12 MWL 6 Move 15
MAG: 2D6+6 (13)
Bite 40% (1D6+Poison)*
* If poisoned the victim must successfully
make a Resilience roll or take a further 1D8
Poison damage
Armour: 0/1 (scales)
Skills: Alchemy 60%, Close Combat 40%,
Craft (Poison) 60%, Dodge 45%, Elemental
Casting (All) 50%, Gun Combat 50%,
Influence 50%, Persistence 60%, Resilience
50%, Stealth 50%, Unarmed Combat 40%,
Witchcraft 60%
HR: -20%/1D6 (If revealed as Serpent People)
Spells: 1D4 (Pick as appropriate from
Alchemy or Witchcraft spell lists)
Many Snake People will have many more
skills and spells than those given in the list
above. In particular, Snake People might have
more advanced Lore Skills than those
possessed by most characters in Clockwork &
Chivalry. They also may have access to more
advanced technology.
Other: Disguise - Snake People can magickally disguise themselves so that they cannot be identified in human societies. This is an innate ability
and so does not require any casting (the Snake Person merely has to will the effect on or off). This disguise is generally impenetrable,
unless anyone is actively attempting to scrutinise the Snake Person. If anyone is actively looking for such an illusion or is closely
inspecting the individual to uncover a disguise, then a successful Persistence roll will allow them to see the Snake Person in its true
form.
Influence - Snake People can exert a mesmeric influence over humans. In order to do this they must have a reasonable opportunity to
converse with the target and win an opposed Persistence roll against their intended victim. Once successful, all the Snake Person’s
future CHA-related rolls (Influence, Righteousness, Oratory, Seduction, etc) will be at +40% to the relevant skill when dealing with
that particular victim. On a fumble, the attempt will actually be noticed by the intended victim (who might also be permitted to make
a Persistence roll against the Snake Person’s Disguise ability, as above).

“They were of the reptile kind, with body lines suggesting sometimes the crocodile, sometimes the seal, but more often nothing
of which either the naturalist or the palaeontologist ever heard. In size they approximated a small man, and their forelegs bore
delicate and evident feet curiously like human hands and fingers. But strangest of all were their heads, which presented a
contour violating all known biological principles.”
– H.P. Lovecraft, “The Nameless City”
In appearance Snake People look rather like giant snakes, but with two arms and two legs. Like snakes, they vary
somewhat – in their markings, the shape of their heads and “hoods”, colouration, etc. Snake People are able to
infiltrate human society by means of an innate magickal ability that causes them to project the illusion that they
are in fact human (“cloaking” their true appearance).
Snake People once ruled much of the Earth. They lived in vast cities over 250 million years ago. Their society
utilised great magicks. Displaced, first by the dinosaurs, and later by humanity, they retreated underground and
to the most remote jungle regions. The new underground societies developed advanced technologies, but the

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Snake People were no longer numerous enough to attempt to recolonise the planet, and many have entered a
dormant state, awaiting the right time to make their move. In England, very few Snake People still remain on the
surface. But some do still exist – monitoring, plotting, or simply living their lives in the midst of the human
populace.
Snake People are divided into as many Factions as humanity, but their Factions have different motives and beliefs,
connected with their own history, gods, and culture. Snake People sometimes plot against, or go to war with, each
other. Although much of their ancient knowledge has been lost, they still have a propensity for expertise in magick
and technology, and some limited access to secrets not available to humanity.
It is possible that Snake People in disguise have positions of power in the country, and are encouraging the civil
war for their own nefarious purposes – perhaps two Snake People factions are fighting a proxy war using the
people of England, with the winner gaining some prize incomprehensible to humans.

SHOGGOTH
STR 20D6 (70) CON 12D6 (42)
DEX 1D6 (4) SIZ 20D6+20 (90)
INT 2D6 (7) POW 3D6 (11)
CHA n/a DM +8D6
HP 66 MWL 33 Move 8 (24)*
*Generally Shoggoths move slowly, but
they can occasionally gain momentum and
“flow” at greater speeds. There is a 10%
chance (per round) that the Shoggoth can
“sprint” in this manner.
Crush 60% (1D6+8D6), Tentacle Swipe 40%
(1D6+4D6)
Armour: None
Skills: Persistence 40%, Resilience 99%
HR: -40%/ 2D6
Spells: None
Other: Damage Reduction - Successful
attacks on Shoggoths only do the minimum
damage (including minimum damage
bonus). Critical hits on a Shoggoth only do
ordinary damage (rather than maximum
damage).
Regeneration - Shoggoths regenerate 1D4
HP at the end of each round.

“Formless protoplasm able to mock and reflect all forms and organs and processes – viscous agglutinations of bubbling cells
– rubbery fifteen-foot spheroids.”
– H.P. Lovecraft, “At the Mountains of Madness”
Shoggoths are an ancient servitor race once enthralled by the Elder Things. They are unimaginably appalling to
look at; their shifting forms flow like tar, limbs and tentacles emerging and disappearing into the amorphous
globular whole. Although not completely unintelligent, attacking Shoggoth tend to rely on their immense bulk. A
typical Shoggoth measures 5 metres across, though many specimens grow to a much bigger size. Shoggoths
eventually overthrew the Elder Things and now inhabit some of the old ruined places in which their masters once
lived.

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Because the Necronomicon (see p.23) contains details of how to summon a Shoggoth, it is possible some
enterprising Alchemist in the Invisible College will experiment with using them on the battlefield at some point;
this is unlikely to end well.

WINGED THING
STR 5D6 (18) CON 3D6 (11)
DEX 3D6+3 (14) SIZ 5D6 (18)
INT 3D6 (10) POW 3D6 (11)
CHA 1D6 (3) DM +1D6
HP 15 MWL 8 Move 15 (45 in flight)
MAG 9
Bite 40% (1D8+1D6), Claws 40% (1D6+1D6)
Armour: 2 AP due to tough, leathery hide
Skills: Dodge 30%, Perception 50%,
Persistence 60%, Resilience 40%, Unarmed
Combat 40%
HR: -20%/1D6
Spells: Winged Things generally have 1D4
Mythos spells
Other: Grab - Using this particularly deadly
form of attack, a flying Winged Thing can
grab a victim (by making a successful
Unarmed grapple attack). Once grabbed the
grapple rules apply; if the Winged Thing
wins it may choose to carry the victim off into
the air. The victim can choose to keep
resisting, and if they are successful they will
take falling damage according to how far the
Winged Thing has managed to ascend before
the victim breaks free. Once in the air the
Winged Thing can also choose to let go, in
which case the victim might judge (in their
last few seconds) that it would have been
best to have kept grappling, in the faint hope they could have hung on and avoided the fall!

”A horde of tame, trained hybrid winged things...they flopped limply along, half with their webbed feet and half with their
membraneous wings.”
H.P. Lovecraft, “The Festival”
Winged Things are not of this earth, but they can be summoned through the use of a For to Summon a Winged Thing
spell, and controlled using a For to Control a Winged Thing spell. Winged Things can fly at high speeds, swooping
down to attack with ferocity and strength. When grounded they are more ungainly, yet they still pose a real
danger due to their strength and size. Cultists summon Winged Things both for their offensive capabilities and,
occasionally, to use as a means of transport. Winged Things are capable of carrying one human sized passenger.
Witches who are members of a Mythos cult often use them as a means of travelling to a sabbat; fearful country
dwellers, hearing their sinister screeching high in the sky, often attribute the calls to the Wild Hunt come to claim
the souls of sinners. A rider who loses control of her Winged Thing mount not only risks being torn apart by the
beasts, but also being carried off into space.

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YITHIAN
STR 5D6+20 (38) CON 4D6+10 (24)
DEX 2D6 (7) SIZ 8D6+36 (64)
INT 4D6+6 (20) POW 2D6+6 (13)
CHA 1D4 (3) DM +5D6
HP 39 MWL 20 Move 10
Lightning gun 30% (1D10 per one-charge
shot*, see next page), Pincers 30% (1D6+5D6)
Armour: 6/3 Tough skin
Skills: Lore (Science) 100%, Persistence 90%,
Resilience 50%,
HR: -20%/1D6
MAG 2D6+6 (13)
Spells: For to Summon Up a Mighty Wind plus
5% chance of knowing 1D2 alchemy spells
Other: Swap Form – On a successful
opposed Persistence test, a Yithian can swap
bodies with a victim. A victim who
successfully resists can never thereafter, be
“occupied”. However, on a failure they will
find their consciousness no longer resides in
their own body (which is deemed under
Yithian control) and that they are trapped in
whichever body the Yithian left.

“They seemed to be enormous,


iridescent cones, about ten feet high
and ten feet wide at the base, and made
up of some ridgy, scaly, semi-elastic
matter. From their apexes projected four flexible, cylindrical members, each a foot thick, and of a ridgy substance like that of
the cones themselves. These members were sometimes contracted almost to nothing, and sometimes extended to any distance
up to about ten feet. Terminating two of them were enormous claws or nippers. At the end of a third were four red, trumpetlike
appendages. The fourth terminated in an irregular yellowish globe some two feet in diameter and having three great dark eyes
ranged along its central circumference. Surmounting this head were four slender grey stalks bearing flowerlike appendages,
whilst from its nether side dangled eight greenish antennae or tentacles. The great base of the central cone was fringed with
a rubbery, grey substance which moved the whole entity through expansion and contraction.”
– H.P. Lovecraft, “The Shadow Out of Time”
Members of the “Great Race” of Yith, a highly psychic and clever species, are able to swap their consciousness
(and thus their bodies) with those of another species. They are able to make such transfers through time and space.
Over 250 million years ago, the planet Yith was dying, so its people transferred their consciousnesses to a species
native to Earth (the creatures whose strange forms are described in the quote above). The Great Race of Yith
created large cities on Earth, which survived for around two hundred million years. But their civilisation was
destroyed when the Flying Polyps, which they had kept locked underground (after beating them in a terrible war)
for millions of years, eventually managed to escape. The Yithians themselves survived, having foreseen the
calamity they transferred their consciousnesses into a beetle-like race from the far future (long after humanity’s
time).
They do not just make these swaps en masse, they also send individuals into the lone minds of other creatures from
different species and different eras. They can then gather information while in the body of the individual they
have swapped with, while other Yithians can cross-examine the captive (who temporarily resides in the Yithian’s
body). This allows the Yithians to satisfy their innate curiosity.

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Although the individuals “occupied” in this way are captives, if they prove to be compliant they are allowed some
freedom to explore Yithian culture, including the great Yithian libraries that hold the secrets of many species,
including those of humanity, from both past and future times. When returned to their own bodies, former captives
have their memories of the Yithians wiped, though they are usually plagued by nightmares for the rest of their
days.
In a fight, Yithians tend to prefer using technological weaponry (such as their lightning guns, developed to fight
against the Flying Polyps) rather than going toe-to-appendage in close combat.
Perhaps the Adventurers may come across an eccentric preacher who has been captured by the Yithians and
returned, and is now preaching a new religion based on his confused memories of his time among the aliens. Or
maybe an important person has been possessed by a Yithian and claims to know who will win the civil war.

YITHIAN LIGHTNING GUN


Weapon Damage Range Load STR/DEX Size1 ENC Cost
as gun
Lightning Gun 1D10* 100m 1 11/5 L 2 n/a

*Lightning guns use charge packs that have enough energy for 20 one-charge shots. On a Fumble the gun melts – the chance of a fumble is
increased by 1% for every extra charge fired in a single round (all 20 charges can be expended if the firer keeps the trigger pressed for the entire
round - which will give a 20% chance of the gun melting).

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unnecessary here, as to all intents and purposes our

Gods of the seventeenth century heroes will struggle to


comprehend them as anything other than malevolent
unearthly gods.

Mythos Mythos gods are very powerful, and combat is rarely a


realistic option when confronted with such
monstrosities. If Adventurers do encounter any of the
following creatures, their best bet will be magickal
The following creatures are so powerful that they are banishment (such as spells For the Dismissal of (A
described as “gods”. Certainly they are inter- Servitor/God)) or, where appropriate, disrupting any
dimensional, have some degree of immortality, and enchantments that are actively allowing the presence
cannot be fully understood in human terms. Likewise, of the god on Earth/in their dimension. Without such
to a greater or lesser extent, they are worshipped by means to control or dismiss such powerful beings, the
cultists as if they were gods. They might in fact better Adventurers’ only other option is to get as far away as
be described as aliens, but such a distinction is possible, as quickly as possible.

AZATHOTH
STR n/a CON 300
DEX n/a SIZ Varies*
INT 0 POW 300
CHA n/a DM +20D6
HP 300 MWL 150 Move 0
*Variable and infinite.
1D10 Pseudopod Swipes 40% (1D100+10D6)
Armour: None/Varies according to form at
GM’s discretion.
Skills: Persistence 40%, Resilience 200%
HR: -60%/1D100
Spells: None, but can command all other
Mythos Gods and change reality.

“The monstrous nuclear chaos beyond


angled space which the Necromonicon
had mercifully cloaked under the name of
Azathoth.”
H.P. Lovecraft, “The Whisperer in
the Darkness”
Azathoth is the “blind idiot god”, the
daemon sultan, the Lord of All Things,
who sits at the centre of infinity.
Immensely powerful, yet mindless
and uncaring, he sits and dreams
while his terrible servants play
cacophonic music. He lives outside of time and space, although aspects of him can be summoned, controlled, and
dismissed by anyone insane enough to want to. He usually appears as a formless chaotic energy, although sometimes
he might take on different aspects, all unpleasant, such as a hellish daemon, a bumbling giant, or a crazed writhing
mass; whether this is a result of the tune being played to him (he will always be accompanied by thin piping music)
or the state of mind of the viewers is anyone’s guess.

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Azathoth can’t be destroyed, and possibly the universe would collapse if anyone was suicidal enough to try. He has
immense power, but no intelligence. His few human followers are completely insane – only the most desperate, who
have nothing left to lose, are likely to worship him. Sadly, in this time of civil war, famine, and plague, there are many
who have lost everything and are willing to try anything in an attempt to regain some control over their lives.

CTHULHU
STR 150 CON 150
DEX 20 SIZ 300
INT 40 POW 40
CHA n/a DM +25D6
HP 225 MWL 113 Move 20 (Swimming 20
Flying 16)
Claws 75% (1D100+25D6) - can scoop up
and crush up to 60 SIZ points in one go.
This might be a single target, such as a
Leviathan, or multiple targets, such as
people. If scooping up multiple targets
they must be within a 6x12m area, per
scoop), Tentacle 75% (1D20+12D6)
Armour: 14/7 AP (leathery, blubbery hide)
Skills: Persistence 200%, Resilience 200%,
Unarmed Combat 75%
HR: -60%/4D6
Spells: All alchemy, witchcraft and
Mythos spells at will.
Other: Regeneration - Regenerates 10 HP
damage at the end of each round.
Resurrection - If “killed” Cthulhu
dissipates and then reforms within 1D6
minutes.
Dream Contact - Cthulhu can reach out
into the dreams of mortals, “granting”
visions of R’lyeh, and even of himself.

“If I say that my somewhat


extravagant imagination yielded
simultaneous pictures of an octopus, a dragon, and a human caricature, I shall not be unfaithful to the spirit of the thing. A pulpy,
tentacled head surmounted a grotesque and scaly body with rudimentary wings.”
H.P. Lovecraft, “The Call of Cthulhu”
Cthulhu is one of the Great Old Ones, said to be the High Priest of his kind. He is an ancient, alien, inter-dimensional
being. As such it is hard to be definitive when describing him – he lies dead but dreaming, in the underwater city of
R’lyeh. Such is his power that even in his trapped state Cthulhu is able to communicate with people’s minds, in
particular reaching out into dreams and distorting them into nightmares. These dreams often transcend time,
granting visions of R’lyeh and the world as ruled by the Great Old Ones in ancient and future eras.
It is hard to really gauge the true scale of the creature, due to his inter-dimensional and alien nature, but Cthulhu
usually appears to be the size of a small mountain, with a correspondingly mighty stride. Cthulhu is also an incredibly
powerful swimmer when out in the deep ocean. Understandably it is almost impossible to defeat him in battle, but
even if he is slain, he will merely fade away and reappear, 1D6 minutes later, fully recovered and ready to destroy
some more.
If Cthulhu is disturbed or summoned forth, this does not mean that he should be considered permanently loose to do
havoc throughout the world. The Great Old Ones will only return permanently when the stars are right. If that day
has not come, Cthulhu will return to R’lyeh and lie dead once more, until the next time he is disturbed, or until he is
ready to rise forever.

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While the cult of Cthulhu has been prevalent in isolated seaside communities for centuries, it is also gaining some
popularity among sailors hoping for protection on long voyages of trade and exploration, possibly picked up from
the inhabitants of remote Pacific islands and spread in whispers among crews in the dark huddle below decks.

NYARLATHOTEP
“Men advised one another to see
Nyarlathotep, and shuddered. And
where Nyarlathotep went, rest
vanished; for the small hours were
rent with the screams of
nightmare.”
H.P. Lovecraft,
“Nyarlathotep”

Nyarlathotep, the “Crawling


Chaos”, is a powerful inter-
dimensional being. As well as
acting as the servant of
Azathoth (and manipulating
Azathoth for his own ends),
Nyarlathotep also operates
directly amongst humanity. He
takes different forms, or
avatars, according to his own
designs. These individual
forms are a part of an
unknowable “whole” that
lurks beyond our dimension –
but they share a common
desire to create chaos and
madness wherever they go.
Nyarlathotep often gifts people
with spells or other powers.
These gifts usually have some
sinister undertone, or
drawback.
Nyarlathotep can adopt a thousand different aspects, but in the Clockwork & Cthulhu setting there are three avatars of
particular significance – The Prisoner, The Soldier and The Innocent. Each of these three individual avatars has its
own set of followers, and at times these servants might even seemingly work against each other. This is all part of
Nyarlathotep’s deeper design to sow discord and chaos throughout the world.
Of course, there is no reason why a GM shouldn’t develop further avatars. Nyarlathotep might turn up as a
plague-bearing spreader of miasmas, an alien gibbering horror, a charismatic criminal mastermind, or in any number
of other forms you wish, as suits your adventures.

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THE PRISONER
Human Form
STR 20 CON 30
DEX 20 SIZ 15
INT 80 POW 30
CHA 20 DM +1D6
HP 23 MWL 12 Move 15
Armour: Tough Skin 6/3
Skills: Alchemy 100%, Craft (Poison) 100%, Dodge 75%, Elemental casting (All) 100%, Influence 100%, Oratory 90%, Persistence 100%, Resilience
100%
HR: n/a
Spells: All Alchemist Spells
Other: Natural Alchemy - Although the Prisoner can cast all Alchemist spells, he does not require a Philosopher’s Stone to do so (although he
might make a show of using one if wishing to deceive someone regarding his true powers).
Manipulate Guards – Although ostensibly a prisoner, The Prisoner’s guards are always in their captive’s thrall. They will defend him with
their lives and do his bidding. His guards will never be able to remember any details regarding The Prisoner (his “true” identity, why he
was imprisoned, how long he has been imprisoned for, etc.), and trying to do so will cause them distress. For some reason the authorities
too seem unaware of why The Prisoner is in the system, and if ever his presence is questioned, they soon forget to check on the matter.

In the human form of The Prisoner, Nyarlathotep appears as a very tall man, with fine long curly hair, whose face is
obscured by an ornately made, but firmly riveted, mask. The mask has no eye, nose, nor mouth slits, yet the Prisoner
can apparently see and breathe without difficulty, and his beautiful sonorous voice is unmuffled. In fact the mask is
the prisoner’s face, completely fused to his flesh. His skin is unnaturally tough, although it isn’t apparent why.
The Prisoner is, unsurprisingly, usually to be found in captivity, confined in a chamber in the Tower of London
(although he may simultaneously appear at other gaols throughout Europe). He has access to an alchemical
laboratory, and his guards always allow him free reign to conduct his experiments and to receive whichever visitors
he chooses.
If slain, The Prisoner simply dissipates in a cloud of cloying black smoke, disappearing through a barred window, or
under a locked door. He will reform, although he will usually not reinstall himself in a gaol he has already been
“killed” in.
In the Tower of London, The Prisoner often holds court to Alchemists, who travel in secret, taking great risks to breach
the Parliamentarian security, to meet him. For some reason, the Alchemists always seem to be able to enter and leave
the Tower (even though it is well-guarded and deep within enemy territory), unless The Prisoner has some reason to
allow them to be caught, in which case they find themselves gaining the attention of every enemy soldier in the
vicinity. The Prisoner is renowned for being an expert Alchemist, and for his ability to teach new spells. He is in fact
influencing his visitors to create mischief – both arming them with destructive magicks and turning them against each
other, as well as their Parliamentarian foes. The Prisoner has a small following within the Invisible College (a small
group of elite Alchemists) who know of his true identity (as an avatar of the great god Nyarlathotep) and directly
serve him.

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THE SOLDIER
Human Form
STR 26 CON 30
DEX 20 SIZ 20
INT 20 POW 20
CHA 20 DM +2D6
HP 25 MWL 13 Move 15
Armour: 10/5 (Very Heavy Armour+Tough Skin)
Skills: Athletics 100%, Close Combat 90%, Dodge 80%, Gun Combat 90%, Influence 100%, Lore (Tactics) 100%, Persistence 100%, Ranged Combat
90%, Resilience 150%, Unarmed Combat 90% (1D3+2D6)
HR: n/a
Spells: n/a
Other: Transform - The Soldier can transform into his monstrous form at will. Statistics and description of this form can be found below.
Transformation is instantaneous.

The Soldier travels the country with a loyal group of men (who are, in fact, cultists as well as soldiers). He appears to
be extremely rugged and handsome, with a superhuman build. He wears full plate armour, although he wears a
lobster-pot helmet, rather than a full helm. His eyes are a mesmeric shade of blue, but anyone attempting to remember
any other detail of his features will realise that they are unable to do so. He is proficient with every weapon known
to man.
He and his unit operate independently, attacking all sides and none, mainly targeting civilians. They are able to
effectively avoid confrontations with larger forces, always being able to convincingly claim allegiance to either side if
challenged.
The Soldier and his men specialise in committing barbaric atrocities. The scale of brutality will be enough to horrify
even the most hardened soldiers. Villages and small fortifications that fall to The Soldier are left by him as testament
to the cruelty of war. He does not kill for the sake of killing, but rather uses torture to drive survivors, and those
unlucky enough to find the sites he has devastated, mad. For some reason, blame for the atrocities never seems to be
laid upon The Soldier and his men. Instead, the actions generate more hatred and hostility toward whichever wider
“enemy” the victim’s side already hates, and usually this leads to an escalation in conflict and brutality in an area,
allowing The Soldier to move on and decimate a fresh target.
If The Soldier is killed in human form, he will regenerate instantly into his monstrous form (with full HP), an aspect
he is also able to transform into at will whenever he so desires.
Monstrous Form
STR 60 CON 80
DEX 20 SIZ 40
INT 20 POW 20
CHA n/a DM +0
HP 12 MWL 6 Move 20
Pincers 70% (2D6+5D6), Step 50% (2D10+5D6)
Armour: 24/12
Skills: Resilience 100%
HR: -20%/1D10
Spells: None

In his monstrous form, The Soldier appears as a giant clockwork automaton. Humanoid in shape, the creature is 8
metres tall and extremely chunky. His main form of attack is his terrible pincers, although he sometimes lifts a mighty
foot to step on an opponent, crushing his victim like a bug underfoot. If defeated he falls down in a terrible grinding,

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clanking heap, the debris rusting and dissolving impossibly quickly, until he is no more. It won’t be long until The
Soldier reappears, in another war-torn country, to continue his mission.

THE INNOCENT
Human Form
STR 15 CON 20
DEX 20 SIZ 8
INT 20 POW 20
CHA 30/0* DM +0
*See his Obsession ability below.
HP 14 MWL 7 Move 15
Armour: Tough Skin 2/1
Skills: Influence 100%, Oratory 100%, Persistence 100%
HR: n/a
Spells: None
Other: Obsession - Any who fail a Persistence roll will become obsessed with either causing The Innocent harm or protecting him, at all costs.

The Innocent appears as a young noble boy. He causes terrible division wherever he goes. He has the ability to cause
those around him to view him as either a deceitful and evil boy, who must be killed, or as a sweet innocent, who must
be protected at all costs. Usually he will put himself in a situation where people are already on different sides (easy
enough in seventeenth century England) and his presence will cause the situation to become even more bitter and
divided.
The Innocent is tougher than he looks, but killing him is a relatively easy task (though all the more messy and
appalling) because he will never fight back. After The Innocent’s death, those who believed the boy evil will begin to
have doubts as to what possessed them, and the killers themselves will suffer from permanent Melancholic Humours.
The protectors will despise those that did the killing, and their hatred for the opposing side will harden.
Once slain, The Innocent’s body quickly rots away, and the avatar will reappear, in similar circumstances, in a far-off
place.

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SHUB-NIGGURATH
Shub-Niggurath is a
mysterious inter-dimensional
being worshipped as a fertility
god by the Fair Folk and by
numerous witch cults
throughout Europe. In other
times and places the god has
had a female aspect, but
currently (perhaps due to the
prevalence of female
worshippers over their male
counterparts) it has an aspect
that is definitely male. Known
as the Black Goat of the Woods
with a Thousand Young, the
Lord of the Woods, and (in the
English Lake District) the Old
Man of Coniston, the god is an
intensely sensual being,
encouraging his mainly female
worshippers to sexual excess
and fathering many children
upon them. As a male fertility
god, he much resembles both
the ancient Greek god Pan and
the more recent conceptions of
Satan. It could be that all
members of Satanic cults in the
Clockwork & Chivalry game-
world are (knowingly or
unknowingly) actually
worshipping Shub-Niggurath, and it is possible that the Ranters are actually Shub-Niggurath cultists – see Satanist
(p.137), Horseman’s Word (p.117), and Ranter (p.133) in Clockwork & Chivalry Core Rulebook for more on these Factions.
Shub-Niggurath has two forms; his humanoid avatar, which can seemingly be present at several sabbats at the same
time, and his true form, a cloud-like entity which induces sexual insanity in its victims.

LORD OF THE WOODS


Humanoid Form
STR 20 CON 30
DEX 20 SIZ 15
INT 21 POW 30
CHA 40 DM +1D6
HP 23 MWL 12 Move 15
Armour: Tough Skin 3/1
Skills: Dodge 75%, Persistence 100%, Resilience 100%, Seduction 140%, Unarmed Combat 79%, Witchcraft 150%
HR: -20%/D8 for straight men and gay women only; straight women and gay men find the Lord of the Woods attractive and need not make sanity
checks on seeing him.
Spells: All Witchcraft Spells

53
Bestiary
Other: Natural Witchcraft - Although the Lord of the Woods can cast all witchcraft spells, he does not require ingredients to do so.
Fertility – Any woman who has sex with the Lord of the Woods, no matter her age, will give birth to a changeling child nine months later.
(Gay men who have had sex with the Lord of the Woods will also become pregnant – realising this is a HR -40%/2D6 shock, and giving
birth will kill the “father”).

As the Lord of the Woods, Shub-Niggurath takes the form of a handsome, muscular, dark-skinned man with
horizontally-slit pupils, magnificent curling goat horns on his forehead, and goat hooves instead of feet. He is a
commanding presence, whose overpowering charisma is very attractive to women and makes men feel inadequate in
his presence. He regularly turns up at witches’ sabbats, taking part in their unholy rituals, and has been known to visit
individuals, particularly witches (though warlocks too), to teach them spells in return for their loyalty. He can also be
met by anyone wandering alone in a forest – women who meet him in such a place will be wooed, while men will be
challenged to a wrestling match, although Shub-Niggurath will not be offended if either one rejects his suggestions.
If engaged in combat in his humanoid form, Shub-Niggurath will use his Unarmed Combat skill, but if he takes a
Permanent Major Wound, or is in danger of being captured, he will disappear suddenly, leaving only a scent of
woodland behind.

SHUB-NIGGURATH
True form
STR n/a CON n/a
DEX n/a SIZ 100+
INT 21 POW 100
CHA n/a DM n/a
HP n/a MWL n/a Move 1m
Armour: n/a. In mist form, Shub-Niggurath is totally immune to physical weapons. He can be temporarily dispelled with the spell For to Part the
Clouds, though he will reform once the effect of the spell wears off. He can also be disrupted by For to Summon Up a Mighty Wind, but will return
within 3D6 minutes. The only other effective spell is the Mythos spell Dismiss Shub-Niggurath.
Skills: Witchcraft 150%
HR: Special
Spells: All Witchcraft Spells
Other: Induce Insanity: As a fertility god, Shub-Niggurath induces a form of sexually obsessive madness in his victims. For every minute after the
first five spent in the fog of the entity’s cloudy body, the victim must make a Sanity Check, with each subsequent check at -10% off the
previous check. Instead of gaining any of the insanities mentioned on the Major Insanities table, victims who fail their check will gain an
obsession with sex. As a Temporary Insanity, this will manifest as a desire to have sex with anyone nearby with a CHA of more than 6, of
either gender, with or without their consent. As a Permanent Insanity, the victim’s INT will drop to 0, and only sexual desire will remain;
this is incurable. If the victim encounters the cloudy form of Shub-Niggurath in a wood or forest, they are subject to an extra -20% to Sanity
Checks.
Whimsical: If summoned in his natural form and not dismissed, Shub-Niggurath will stay for an indeterminate period, spreading out all
the time. The Games Master should roll D100 – this is the number of days the god will stay on Earth, increasing in diameter by 2.8km per
day. After that, he will get bored and go off to some other dimension.

In his natural form, Shub-Niggurath appears as an enormous cloudy mass, a creeping grey vapour that hangs on the
tops of mountains in the manner of low cloud, slowly spreading down into surrounding valleys. To the unwary it
appears no different from the clouds that appear naturally over hilltops in upland areas, although anyone making a
Lore (Regional) roll for the area, or a Lore (Weather) roll, may recognise that the cloud is perhaps at odds with the
current weather conditions – staying stationary on top of a hill when there is a strong wind blowing, or when the sun
is shining and no clouds are visible on other surrounding hills. If summoned, Shub-Niggurath will appear on the
closest hill-top if there is one, or form a patch of fog if the ground is flat. This will start with a diameter of around
100m, and spread slowly outward at a rate of 1m per combat round in all directions, flowing down into valleys and
across open ground.
Anyone entering this cloud will find themselves in a thick, cold, dank fog, with visibility less than 10m. For the first
five minutes, they will sense nothing untoward, but after that time will seem to hear voices whispering at the edges
of their hearing, and will see signs of movement in the fog, as if shadowy humanoids are prowling nearby – though
those creatures will disappear from sight if looked at directly. For members of the Shub-Niggurath cult, these voices
and visions will be comforting, but for all others, they will be disconcerting. The voices and visions will slowly

54
Bestiary
become more concrete – the voices will whisper of lascivious deeds and the shadowy figures will cavort sensually,
inflaming the sexual desires of the target (see “Induce Insanity”, above). Anyone who fails to escape from the fog in
time will become an insane drooling idiot, all sense and morals gone, interested only in satisfying their base sexual
desires. Any woman impregnated by a man in thrall to this madness-induced lust will inevitably conceive a
changeling child (see p.34).
Animals caught in the cloud of Shub-Niggurath’s being will also be affected by lust – this includes horses, dogs,
familiars, etc., belonging to any Adventurers.

YOG-SOTHOTH
STR n/a CON 300
DEX 3 SIZ varies
INT 40 POW 100
CHA n/a DM n/a
HP 300 MWL 150 Move 100
Energy Bolt 75% (If the target is hit and
fails to Dodge then death is automatic)
Armour: None (See Damage Immunity
below)
Skills: Persistence 200%, Resilience 200%
HR: -60%/4D6
Spells: Any
Other: Resurrection - If “killed” Yog-
Sothoth dissipates and then reforms
within 1D6 minutes.
Damage Immunity - Yog-Sothoth
is immune to non-magickal weapons.
Grant Power - Yog-Sothoth can
grant powers (at the GM’s discretion) and
spells (at base level of recipient’s
INT+POW).

“Imagination called up the shocking


form of fabulous Yog-Sothoth—only
a congeries of iridescent globes, yet
stupendous in its malign
suggestiveness.”
– H.P. Lovecraft, “The
Horror in the Museum”
Yog-Sothoth is a creature consisting of shifting globes of magickal energy and lives in the spaces between dimensions.
His human followers are usually wielders of magick, or those that worship such practitioners. Yog-Sothoth is
constantly attempting to break free from the interstices in which he is trapped, so that he might feed off the life-force
and energies contained in each dimension. He is sometimes able to enter other planes, including our world, but only
for a while, and only if the circumstances are right – the stars are aligned, the rituals are followed, the gate is open,
etc.
Yog-Sothoth sometimes appears in the form of a shadow beyond a shimmering veil (and in this form does not cause
mental damage). He uses this ruse to grant power and favours (usually in the form of magickal knowledge, or
knowledge of the future), although this knowledge always comes at a price (possibly involving sacrifice or some other
grisly pact) and is usually designed to hook the avaricious into Yog-Sothoth’s sinister schemes.
To some of those studying alchemy at Oxford university, worship of Yog-Sothoth is seen as an easy way to shortcut
all that boring study that the tutors insist upon. Those foolish enough to go down this path will live to regret it.

55
Adventures

Chapter 6
In which several adventures are described
only for the eyes of the Games Master
The three adventures, The Doom That Came to Oxford, ways that the Adventurers might become involved in
The Bay of Terror, and The Whisperers in Furness are the action.
designed so that they can be run either as a series, or as
For Games Masters running the Kingdom &
“one-offs”. There are no rigid pre-defined and dated
Commonwealth Campaign for Clockwork & Chivalry (or
timelines, and the adventures can be played in any
their own campaigns) the following adventures might
order. There are some clues contained in each scenario
be best moved forward (perhaps a full year or two, to
which may lead the Adventurers to the other scenarios
1646/7), so that they can be inserted mid-campaign.
in the series, as well as advice on other (less subtle)

THE DOOM THAT CAME TO The Bay....................................................................89


OXFORD.................................................................57
Torrisholme............................................................93
Adventure Background........................................60
Bare...........................................................................95
The Order of Esoteric Discoverie.......................61
Heysham..................................................................98
A Stranger in the Town........................................62
Poulton..................................................................106
Meeting with Sir Reginald..................................63
THE WHISPERERS IN FURNESS...................118
Brazen Nose College.............................................65
Introduction..........................................................119
Captain Lungeworth’s Quarters.........................71
Keswick.................................................................120
The House of Gerald Hughes.............................74
On the Island........................................................127
The Cellar Laboratory...........................................75
The Grave..............................................................131
Further Investigations..........................................78
Among the Monoliths........................................133
The Recital..............................................................80
A Journey..............................................................135
Ending the Adventure..........................................83
Coniston................................................................141
THE BAY OF TERROR........................................84
The Mines.............................................................145
Running the Bay of Terror...................................85
Goats Water..........................................................150
What is Going On..................................................87
Aftermath..............................................................153

56
The Doom That Came to Oxford
The Doom That
Came to Oxford

57
The Doom That Came to Oxford

The Doom That Came to


Oxford

The following scenario is set in the Royalist capital of between the townsfolk and scholars that members of
Oxford. It is important to read through the whole the University have had to flee the town (one such
adventure before attempting to run it. Although events conflict centuries ago led to a large breakaway group
have a rough running order, there are plenty of things of academics leaving to establish the newer university
that could change depending on the actions of the at Cambridge). The hostility mainly manifests itself as
Adventurers. a constant state of low-level warfare between the
students and the local apprentice boys.
The Adventurers will initially be required to
investigate a murder – the death of a clergyman, Rector Lately though, the hostility has reached whole new
Gordon Britton. The trail will lead them to discover levels. The University is largely Royalist; the Royalist
that the original investigator (and, in fact, the culprit), court dominates the colleges now, and much of the
Captain Lungeworth, has also died. Their Royalist army is garrisoned in the town. But the
investigations will possibly take them to the cellars of townsfolk themselves are largely supporters of the
a mad Alchemist, and eventually to the uncovering of Parliamentarian cause, religiously Puritan and
a sinister plot that threatens to entirely destroy the passionately anti-Royalist.
temporary and uneasy peace that currently prevails
So as not to inflame the situation, the soldiery are not
between the Parliamentarian and Royalist field armies.
allowed to carouse in town. Similarly the students are
discouraged from going out of their halls (but being
OXFORD TOWN students, they still do). Important Royalists are advised
to stay within the college grounds (or within the
Oxford was a large town before the war. Now it is military installations), for fear of assassination on the
bursting at the seams. Space within the town walls is at streets. Although most of the townsfolk restrict
a premium, as traditional industry and university life themselves to grumbling about the Royalists, rather
have become over-shadowed by Rupert’s court and the than provoking them (they do have a whole army and
accompanying gathered host of his army, hangers-on a bunch of powerful Alchemists at their disposal, after
and refugees. Compared to much of England, Oxford all!), there are religious and political fanatics who
is thriving. The university, court and soldiery all bring might make such an attempt. In addition to the
money to the town – but they are also the cause of genuine court functionaries, various refugees have
much tension. managed to find their way into the town – amongst
There was already a clear divide between “town and them many theatrical types and aspiring rakes whose
gown” before the current invasion. Despite the wealth manners alienate the original inhabitants to the point
that the scholars have bestowed on the place, there has of riot.
been a tradition of such unruly behaviour amongst the Due to the current over-crowding and the recent poor
students that many viewed them as a mixed blessing. harvests, accommodation and food is expensive (up to
In the past there have been such widespread conflicts double book price). But the sheer range of available

58
The Doom That Came to Oxford
goods and services, including Luxury and Regal
quality items, is second only to those that can be found
CHRONOLOGY OF EVENTS
in London.
10 Years Ago: Wilson returned from his travels and
formed the Order of Esoteric Discoverie (OED).
THE COURT 5 Years Ago: Gerald Hughes’ wife died. He did not
Following the outbreak of the English Civil War, the bury her body, vowing to “make her better”.
Royalist forces were forced to retire from London. King Over the past 10 years: The OED have been
Charles I held his new “court-in-exile” in Oxford. gathering occult tomes; recruiting members; and
There he planned military strategies with his advisors, seeking one book in particular, Ptolemy’s Esoterica,
marshalled his forces in preparation for battle, and a copy of which was rumoured to be held at an
conducted those civil affairs that could not be deferred Oxford college.
even in a time of war.
2 Months ago: Rector Gordon Britton found the
Since Charles’ death at Naseby, Prince Rupert has Esoterica at Brazen Nose college.
continued to use Oxford as his capital (until such time
as Charles II formally takes the throne). Since Naseby, 5 Weeks Ago: Captain John Lungeworth killed the
the war has almost ground to a halt in the south. Rector and took the Esoterica.
Royalist and Parliamentarian leaders alike seek time to 17 days ago: The OED stole the Esoterica from
reorganise and resupply. Both sides are unwilling to Lungeworth’s home.
commit to a large-scale battle until they have (or
believe they have) an overwhelming chance of 15 days ago: Captain Lungeworth died.
winning and ending the conflict once and for all. Thus The Present: Sir Reginald Perkinson wishes to
the court has taken on an air of permanence, and recruit a party to investigate the murder of Rector
regularly sits to consider matters of state. Prince Gordon Britton.
Rupert may be a man more suited to action, but the
In a few days time: Sir William Davenant is due to
concentration of highly placed Royalist peers,
perform a recital for an exclusive audience at
diplomats, and professional courtiers, all begging for
Brazen Nose college.
the attention of the prince, has inevitably led to the
constitution of a more formal and permanent court
than Charles I ever maintained in the town. Most of the the long city walls to guard and maintain, and also
leading Royalist Alchemists, and certainly nearly all of controls access to and around the colleges to safeguard
the leading theoretical Alchemists, have at some point the inhabitants.
studied at Oxford University. Although more practical
than learned, Prince Rupert enjoys being at the hub of
alchemical researches, and likes to keep an eye on what
THE COLLEGES
the university Alchemists are up to.
Despite the occupation of the colleges by the court and
The royal court itself, when in session, is usually held military, the university is still well attended. Despite
in the main hall of Christ Church College (where being traditional and Laudian in their religious
Rupert is quartered), and the most important attitudes, the colleges are nevertheless hives of
diplomats and courtiers inhabit the surrounding progressive Renaissance learning. The recent
buildings. However, members of the court are explosions (figuratively and literally) in alchemical
scattered over, and associated with, all twenty of the practise and research have emanated from the colleges
Oxford colleges. Many of the college buildings have of Oxford. The best theoretical Alchemists in the
been given over to temporary quarters for courtiers country, and the only officially sanctioned ones, are
and foreign diplomats, or designated as barracks and trained there, and many of them are also members of
guard houses, placed for the protection of the visitors Rupert’s Court. It is not untypical for Alchemists to
to Rupert’s Court. The military, based in the castle, has have a position in the college, court, and army.

59
The Doom That Came to Oxford
him with one blow. The winds subsided, the chattering

Adventure cacophony abruptly came to an end, the symbols


settled, and the strange visions vanished.
Captain Lungeworth had rooms with his wife, in

Background Oxford. But as an officer he also had a private billet at


the college. He retired there, cleaned himself off, and
spent a few of hours pacing about, worrying about
what he had done. Eventually, still in the early hours
This section explores the immediate background to the of the morning, the Principal sent for him. The murder
scenario, in particular the events that precede the had been reported and the Captain, responsible for
request for the party to become involved. security, was asked to head the investigation.
A few weeks before the Adventurer’s initial meeting
with Sir Reginald (at which they will be asked to begin THE REST OF THE
their investigation. See “Meeting Sir Reginald”, p.63),
Captain John Lungeworth was conducting a routine BACKSTORY
night-time tour of the grounds of Brazen Nose College.
He was inspecting the guards, checking to assure that Most of the university colleges have been recently
they were challenging anyone approaching their posts, reorganised in order to make room for the garrison and
acting with due vigilance and diligence, and were all court of Prince Rupert. Brazen Nose is no exception.
abreast of the correct and current passwords. The old halls and chambers of college were cleared out
to make space for the incomers. The college was only
Just as he was coming to the end of his tour of the instituted in the last century, but has been a site of
college, Captain Lungeworth saw the doors of the learning since early medieval times. In the process of
college chapel suddenly flung outwards, almost this reorganisation, many lost tomes and manuscripts
crashing off their hinges. Intrigued, he investigated. have been discovered. The Rector had been tasked
From the entrance archway Lungeworth saw the with sorting through the various bequeathments to the
Rector, Gordon Britton, standing at the altar rail and chapel, and asked to submit an ordered list of what
reciting from a book. Captain Lungeworth might still be of value to the Principal of the college. In
instinctively knew the holy man was up to no good. At the process the Rector discovered a lost work, an occult
first he thought maybe Britton was a secret Catholic, tome written a millennium and a half ago.
reciting a Latin mass. But Lungeworth had a talent for
languages (before the war he had been working PTOLEMY’S LOST WORK
translating medical texts), and he quickly realised that
what the Rector was reading wasn’t Latin. The Rector The tome that the Rector found was written by
was speaking a combination of Arabic, and some other Ptolemy 1,500 years ago. Ptolemy gathered together
strange foreign tongue. Lungeworth could see alien forbidden knowledge from even more ancient works –
symbols, chalked onto the altar, glowing and shifting. in all likelihood drawn from manuscripts recovered
As the preacher recited the chilling incantations, the from the Ancient Library of Alexandria. The book he
chapel became unnaturally cold and gusts of wind tore compiled from these sources, the Esoterica, alluded to a
around the sides of the church. Other voices began to race of strange cruel gods who ruled over earthly
join with the Rector’s, building a strange cacophony of slaves and, more disturbingly, laid out some of the
sound, although the Captain could see no other people magicks the servants of the gods had employed, along
present in the church. with keys to alternate maps of cosmos that intersected
sickeningly with Ptolemy’s own previously
Without thought, the Captain strode toward the lectern established cosmology. Once Ptolemy had completed
where Gordon Britton gripped the unholy tome. The the Esoterica, he wondered at the thing he had created.
Rector’s voice was reaching a crescendo now, while the He realised that the book contained powerful secrets,
strange storm still gathered apace. Lungeworth many of which contradicted his own established
commanded the clergyman to desist, but his words fell philosophies, and eventually decided that it should not
on deaf ears. The air crackled and shapes began to form see the light of day. He could not bring himself to
all around the edge of the chapel. Gripped with fear, actually destroy the book, electing instead to keep it
Captain Lungeworth drew his sword and struck the unpublished and hidden away.
priest through his chest, piercing his heart and killing

60
The Doom That Came to Oxford
PTOLEMY’S ESOTERICA studying the tome. Success will mean they don’t lose
RPs. Failure results in the loss of 1D10 RPs. Once RPs
Ptolemy’s Esoterica contains many lost secrets, are zero in the reader’s original Faction, they will
collected from still more ancient and forbidden begin to acquire RPs at the same rate, in the Self
manuscripts. How Ptolemy survived the process of Interest (Obsession with the Esoterica) Faction.
writing the tome is a mystery (perhaps he didn’t!). However, individuals who are already fanatics (i.e.,
Reading and understanding the Esoterica is extremely have 100 RPs in their Faction) are immune from
dangerous. losing RPs while reading the Esoterica.

As well as talking about races of prehistoric powerful In addition to Faction change, reading the book can
beings, it contains various rituals and incantations (and probably will) cause mental damage. Each day
for the summoning of these beings. It also has spent reading the book requires a HR -20%/2D4
necromantic formulae, including instructions for Sanity Test; on top of Sanity Point loss, failure means
how to animate the flesh of the dead. the reader is unable to put the book down. The
Games Master should apply any applicable
The book itself presents a multitude of risks to any Temporary or Permanent Insanity as he or she sees
who take the time to seriously study it. Before its fit.
secrets are revealed the reader will likely be turned
mad. Anyone holding the book will need to make a It takes two weeks to completely read the Esoterica,
successful Persistence test, in order to resist wanting although it is possible to just read a section (if the
to hide the book away for later perusal. Individuals required Persistence roll is made). Successfully
who do resist, and aren’t cultists or Satanists, will be reading the whole book increases the Lore (Mythos)
able to destroy the book. To read the book requires a skill by 15%. The tome also includes the following
successful Languages (Arabic) or Hard (-40%) spells: For to Call on the Power of Human Sacrifice, For
Languages (Latin) roll. The reader (unless a member to Contact Cthulhu, For to Contact Nyarlathotep, For to
of one of the Mythos Factions), must make a Control a Shoggoth, For the Dismissal of a Shoggoth, For
Righteousness test every day spent successfully the Summoning of a Shoggoth.

The volume found in the Brazen Nose Chapel is not the Although small and secretive, the group includes one
original. Despite Ptolemy’s wish for the book to remain of the wealthiest merchants in the city and one of the
unread, much of it was found and (a few) copies made richest Lords – which means the OED can assemble
by later Arabic scholars. This particular version was significant resources. The OED traced the Esoterica to
bequeathed to the college by the descendent of a Brazen Nose years ago, but their agent there failed to
returning crusader. Many of the passages in the book find the book. The manner of the Rector’s death came
have scrawled Latin translations scribbled in the side to the attention of their agent, and the group resumed
margins. The donor donated much of his library (he the hunt for the tome. In this event they needn’t have
had no surviving heirs to inherit), and the Esoterica was bothered. The traumatised Captain Lungeworth
just one of many books that were unceremoniously remembered an inquiry made of him years ago, by one
dumped, archived, and never properly or closely of the OED, and turned to him for help in destroying
examined at the time of their bequeathal. the book. The OED stole the tome and left the Captain
to die.

The Order of MEMBERS OF THE ORDER

Esoteric Discoverie
The OED seldom meet in person, and when they do
they all wear hoods and masks. However, most of the
inner circle know the identities of the other members,
and all are pretty much there at Wilson’s invitation.
The inner circle is comprised of Alderman Wilson (a
The Oxford-based chapter of the Order of Esoteric
wealthy merchant), Lord Maurice de Vane (a wealthy
Discoverie (OED) is determined to gather together
courtier), Daniel Greenwood (a Fellow of Brazen Nose
occult knowledge in order to gain power (and in the
college), and Sir William Davenant (poet, dramatist,
case of the leader of the group, Alderman Wilson, to
theatre manager and Cavalier). When his services are
serve his hidden masters, the Great Old Ones).

61
The Doom That Came to Oxford
urgently required, Gerald Hughes (a brilliant, yet
eccentric, scholar) is also invited to meet with the
others (the inner circle don’t really wish to reveal their
true motives to Gerald, but he is an integral part of
A Stranger in the
Town
their organisation, as they rely on his knowledge to
correctly inform the complex rituals they undertake).
Outside of the inner circle are a few other acolyte
cultists, who have been converted by Alderman
Wilson over the years. He is careful only to recruit
Prince Rupert is secretly hosting a guest on a very
those that he can rely on, and if he begins to doubt the
delicate diplomatic mission.
fanaticism or loyalty of any of those he has recruited,
he orders his mercenaries to dispose of them. Following the devastation at Naseby, both Royalist
and Parliamentarian armies have retired from active
Note: Wilson is leading just one cell of a larger
campaigning. That is not to say the war isn’t still being
organisation – but the implications of such a
fought – sieges are still maintained, scouting parties
conspiracy go beyond the scope of this adventure...
still skirmish, but the leaders on both sides are
reflecting on how best to move the fight forward
AGENTS OF THE ORDER without exposing their forces to the threat of total
annihilation at the hands of the enemy. There are also
As well as the aforementioned inner circle and their highly placed advocates of peace in both camps –
acolytes, the OED has various other agents at their Henry Ireton, shocked at the death of the king, has
disposal. Lord Maurice de Vane has a small household made his reservations known to Oliver Cromwell, and
guard, and Alderman Wilson maintains a force of likewise Sir Reginald Perkinson has been discretely
cultist mercenaries. The OED is also not above hiring lobbying at court for the Royalists to draw up a more
third parties to achieve their goals. These mercenaries official truce.
and messengers are usually unaware of whom they are
serving, but happy enough to take the coin in return for It is in this spirit that a scheme has been devised to
carrying out whatever services are required of them. begin cautious talks between the two sides. Neither
side wants their supporters to know (for fear that such
Gerald Hughes is one such third party – his knowledge negotiations would be seen as a sign of weakness). In
of the occult and his ability as a translator and reality both Oliver Cromwell and Prince Rupert have
researcher mean that he is considered integral to the no real desire to negotiate – Cromwell wants to rule the
OED, although he is not privy to the identities of all the entire country, and Prince Rupert is determined to
inner circle. hand an uncontested throne to Charles II – but both are
As the party investigates the goings on in Oxford it is interested in assessing the other’s intent, and both see
very likely they will begin to uncover the OED, or at the advantage of spinning out the process, to placate
least the activities of some of its members. There is no those promoting peace and to buy the necessary time
set plan for how the OED will handle this interference, they want to rebuild and redeploy their forces.
but it is likely that at first warnings will be sent and, if It was decided that an ambassador would be sent from
these warnings are not heeded, assassins dispatched to each camp to bring terms to the other. Prince Rupert
deal with the Adventurers. has sent his brother Maurice to meet with Cromwell,
and Cromwell has sent his son, Richard, to meet with
Prince Rupert. By agreement, both ambassadors were
to travel in total anonymity, and their business to be
known to only a very select few. At the end of the
discussions both men are to be escorted to a
rendezvous point, where they might be returned to
their own sides.
The mission was doomed from the start. Prince
Maurice is a rake and, when not fighting, an archetypal
cavalier. Richard Cromwell is almost as dissolute, and
despite his father’s hopes, not cut out for the task.
Negotiations ground to a halt before they really began,

62
The Doom That Came to Oxford
and both men are currently doing little more than aware, although he would never admit it, that the
being entertained by their enemies, whilst awaiting the Alchemist’s network of correspondents are
moment they might be exchanged for each other and occasionally diplomatically useful (to negotiate
returned to their own side. prisoner exchanges or to address other matters of
national importance, where official cooperation
The OED are aware that Richard Cromwell is in
between the two warring parties is impossible, but
Oxford (and Wilson, courtesy of de Vane, is aware that
private communication is necessary).
Prince Maurice is under Oliver Cromwell’s protection
in London). Wilson hopes that he might shatter the Amongst Sir Reginald’s close correspondents are many
peace by killing Richard Cromwell, and wants to kill influential figures from a host of factions, including
the man in such a way that will cause consternation Henry Ireton (who as a younger man attended
throughout the land. university in Oxford where he was befriended by Sir
Reginald), who is seen by many as Cromwell’s second-

Meeting with Sir in-command.


If you would prefer a different route into the
adventure, most of the major personalities from the

Reginald
Parliamentarian and Royalist factions have their own
spies, gathering information for their paymasters.
They may have heard vague whispers about a secret
society operating within Oxford or of strange events at

Perkinson Brazen Nose college, and thus dispatched the party to


investigate. If Sir Reginald doesn’t directly recruit the
party himself, he might hear of their presence in the
town and send for them anyway.

WHY GET INVOLVED


Royalist Adventurers will likely have Sir Reginald as
a patron or close friend. Adventurers might be
attached to Sir Reginald’s household. They may be
students, or former students, of his from Oxford, or
they may be a part of his social clique.
Parliamentarian Adventurers have possibly been
ordered to Oxford by their own patron, Henry Ireton,
or one of his close allies. Ireton maintains a
correspondence with his friend Sir Reginald and will
have asked the Adventurers to check in on Sir Reginald
while they are in Oxford. Henry will order
Parliamentarian Adventurers to treat all Sir Reginald’s
requests as if they were his own. Parliamentarians will
have to keep their allegiances hidden while at court or
in the colleges, but a small bribe and a reasonable cover
story regarding the purpose of their visit to Oxford
should suffice as far as gaining entry to the town is
Sir Reginald Perkinson is an ideal patron to set the concerned. Remember, the townsfolk are mainly
party on the road to investigating Rector Britton’s Parliamentarian, and so as long as the Adventurers can
murder. Sir Reginald Perkinson is a wealthy and come up with a plausible and non-military reason for
influential Alchemist, who is directly accountable to their presence, they won’t attract the particular
Prince Rupert. Sir Reginald privately works toward attention of the guard.
building a peace between Royalists and Adventurers from Other Factions might have a
Parliamentarians. Prince Rupert indulges Sir Reginald, variety of motivations for assisting Sir Reginald, be it
although he doesn’t share his aims. The Prince is for the love of adventure, personal glory, or just good

63
The Doom That Came to Oxford
old-fashioned avarice (Sir Reginald has deep pockets The Principal at the college is a personal friend, and he
and will pay the party well for carrying out their has asked me if I might provide some assistance in the
investigations). matter. I thus sought your counsel, as I believe you might
be up to such a task. There was an internal investigation,
Oxford is over-crowded. Everywhere people complain
but the investigator himself has been tragically struck
about the high prices. Fights break out between cavaliers
down. The civil authorities are simply over-stretched. I
and townsmen. Actors are assaulted by the Godly. And
wish you to look into the matter, with detachment and
students scuffle, as they have always done, with rowdy
subtlety and, if at all possible, arrest the felon.”
apprentice boys. The hubbub of activity can be heard
everywhere, the market seems to be forever open, and the Sir Reginald isn’t being completely frank. And with
inns are doing a roaring trade. The stench is over- good cause. The Parliamentarians produce an endless
powering, with so many people and animals jammed stream of propaganda pamphlets accusing Prince
together within the town walls. Many fear the return of Rupert, and all his Alchemists, of witchery; the
plague, borne on ill and reeking winds. Despite the Royalists of all being Catholic sympathisers, if not
cramped and unsavoury conditions, Oxford is also a actually secret Catholics; and the Royal Court of being
place of opportunity and advancement. One such a hotbed of scandal and indelicacy. Oxford itself may
opportunity has just arisen. You have been invited to be the Royal capital, but the Puritan townsfolk favour
dinner at the house of Sir Reginald Perkinson, a high Parliament. In addition, Richard Cromwell is due to
ranking and influential Alchemist. visit Brazen Nose soon, to attend an entertainment in
his honour. The Principal of Brazen Nose has been
AN INVITATION browbeaten into hosting the event, on account of the
machinations of one of the Senior Fellows (Daniel
The party will be invited to Sir Reginald’s townhouse. Greenwood). Sir Reginald and the Principal, Doctor
He will invite any Adventurers who aren’t Peasants to Samuel Radcliffe, want the matter cleared up and the
dinner (Peasant Adventurers will be invited to eat in murderer caught, before the Richard Cromwell’s visit.
the kitchen, with the servants. Sir Reginald isn’t a snob,
Doctor Radcliffe has confided in Sir Reginald that there
he just doesn’t wish for anyone to feel embarrassed at
were strange Satanic symbols scrawled upon the altar
table). After eating, he will invite the party into his
of the chapel where the murder took place. At this
study to smoke a pipe and discuss the purpose of their
stage Sir Reginald will respect Doctor Radcliffe’s
invitation:
confidence and not reveal this information to the party.
“I apologise for gathering you here to discuss such
Sir Reginald will offer generous recompense (between
mundane matters, but I have a task that I would like you
100 and 500 shillings, depending upon the status of the
to assist me with. Before I proceed, I must ask you all to
vow that you will act with discretion and not publicly Adventurers) and letters of introduction (his signature
reveal anything that you ascertain as a result of the will give the party reasonable access throughout the
enquiries I wish you to make, without first seeking my Oxford colleges and royal court).
permission to do so.” At this stage Sir Reginald has nothing helpful to
Once the necessary assurances have been given, Sir suggest, other than that the party go to the college and
Reginald will continue: talk to the Principal. As the adventure progresses, and
if the party thinks to consult him, he might help them
“Some weeks ago a most tragic and foul murder was begin to deduce the involvement of the OED. Sir
committed, in the chapel of Brazen Nose college. Brazen Reginald is aware that over the years various occult
Nose is one of the finest seats of learning in this fair texts have been stolen from numerous colleges and
town. The murder was especially horrific as the victim that the works are all tomes with unsavoury and
was a holy man, the Rector of the college chapel. What’s unchristian reputations. If the Adventurers are
more, it transpires that the fellow was struck down at the
assaulted by Wilson’s mercenaries, or third party hired
very altar at which he was worshipping. Now, you must
thugs, then Sir Reginald will suspect that perhaps a
understand, it is imperative that we avoid scandal. I will
wider plot is afoot.
be frank – much mischief has been spoken by the
Parliamentarians, and even by some of the simple folk of Sir Reginald will be unwilling to provide soldiers to
Oxford, imagined fictions about good Rupert’s court and aid the party, unless they garner really firm evidence
the hard-working scholars at the various colleges. Stories suggesting serious danger. If the party does find
of murdered Rectors are not helpful in dismissing the evidence implicating Lord de Vane or Alderman
spiteful gossips. Wilson, Sir Reginald will urge the party to try to find

64
The Doom That Came to Oxford

out more about any threats they pose, and will ask the About the former investigator: “I really don’t know. I
Adventurers to head off any trouble themselves, if at believe he died, but I have no knowledge of the
all possible. He won’t want to move openly against circumstances. Perhaps Doctor Radcliffe will know more?”
such powerful individuals unless he really feels he has
to.
WHERE TO STAY
If questioned, Sir Reginald might also impart the
following: Unless one or more of the Adventurers lives in Oxford
the party will have to find somewhere to stay. There
About Oxford: “A wonderful town, but not without its
tensions. The colleges here are the best in the world, but are plenty of inns, but space is hard to come by. Prices
business is hardly carrying on as usual. There simply isn’t will be up to double those listed in Clockwork & Chivalry
room. What with the students, the court, and the military, 2nd edition, and Adventurers will be probably be
the place is packed.” expected to share a room. While the party is working
for him, Sir Reginald might use his influence to secure
About Brazen Nose: “I seldom visit there myself, as the them a better room, and will perhaps even pay for their
college lacks a proper laboratory. But it is a fine institution. lodgings.
The Principal is a warm fellow, well-disposed to his

Brazen Nose
students. Like most of the colleges, they are host to a number
of courtiers and other individuals of importance who have
been forced to seek refuge.”
About the murder: “The dead chap’s name was Gordon
Britton. No surviving relatives, by all accounts. Apart from
that, I’m afraid I only really know what I have already told
you.”
College
About the Principal: “Ah, Doctor Radcliffe. A fine fellow
Brazen Nose was only formally instituted as a college
and wonderful scholar. Of course, he is getting on a bit now,
in the last century, but there have been halls of learning
but aren’t we all? He never really took to the modern
on the site since early medieval times. Although not
alchemical sciences, but he is an eminent natural philosopher
the largest college in Oxford, it is nevertheless an
and learned gentleman. Please do not mention it, for I would
impressive building complex (see picture above).
not insult him, but I do worry that he is becoming careworn.
There is no need to go into detail about every building
I wish I could reduce his troubles. Perhaps if you could
reassure him there isn’t a murderer at large about his college – most of the halls are overcrowded, as courtiers and
it might allay some of his concerns.” diplomats have been assigned rooms; some are still
used for lectures; and a few are used for research and
study. The Principal lives in his own private lodgings,

65
The Doom That Came to Oxford
on site, and there are several libraries, a dining hall, never socialised with his Captain. Whereas
and of course, a small college chapel. Access to and Lungeworth was prone to intellectual introspection,
from the college is restricted to the main gates so the Gripps is a professional Soldier – rough, tough, and
guards can monitor any would-be troublemakers no-nonsense in his manner. That said, he quite liked
(access through nearby Lincoln college has also been his Captain and wasn’t at all resentful of him. As far as
blocked). Gripps is concerned, the army is built on gentlemen
doing the thinking and proper soldiers doing the
Armed with the letter of introduction from Sir
fighting – that’s how it’s always been and there’s no
Reginald and the knowledge that a murder has been
point in worrying about it.
committed, the party will need to formulate a strategy
for conducting their investigations. The first port of call If questioned, Gripps will impart some or all of the
will likely be Brazen Nose college itself; in particular, following:
they should probably request a meeting with the
About Oxford: “Town’s full of ranters. I just do as I’m
Principal. If they decide to have a look around before
told, but I’ve been in friendlier billets.”
meeting the Principal, let them. In this event, Sergeant
Gripps will be alerted to the party’s presence by the About Rector Gordon Britton: “Never had anything to
gate guards and he will hurry to meet them at the do with him. The chapel’s for the scholars, see? We have our
college gate. Gripps will agree to take them wherever own chaplain and worship separately.”
they want to go within the college quadrangle. About Brazen Nose: “Can’t tell you much. Us soldiers are
just here to guard the place, and I don’t pay much mind to
SERGEANT GRIPPS the gentlemen who live here.” And, “Well, there’s the
scholars, the students and professors, and then there’s some
of the visitors to court staying as well. And there’s a few of
us soldiers billeted here to look after ‘em. They all get on,
though I think some of the students put on some airs to
attract the eyes of their betters. But I guess that’s to be
expected. Gets a bit rowdy sometimes, but never been any
real problems.”
About the Principal: “Always looks a bit worried. Guess
he has lots to do, what with it being so busy.”
About the murder: “A grim business. The preacher was
found in the chapel. He’d been stabbed. He’d been there a
while I reckon. They found him in the morning, but I reckon
as he’d been dead the night before.”; “No-one seems to have
seen anything. Or at least, they’re not admitting it if they
did. Poor Captain Lungeworth questioned the porters and
the guards, but it were a waste of time. Place was in a state
though. The doors were right off their hinges, and the air was
horrid.”And, “I saw the body. The Captain sent me and
some lads to fetch it. I’ve seen wounded folks, after battle an’
all. I think he was run through with a sword, not a dagger.
Profession: Soldier Age: 32 And by someone who knew how to handle one.”
Faction: Royalist RP: 55 About Captain Lungeworth: “Good man. Bit of a thinker
STR 14 CON 13 SIZ 12 INT 11 POW 10 DEX 12 CHA 10 though. Not really soldier material, but then he was an
officer, no offence. Such a shame for his widow. Guess there’s
DM +1D4 HP 13 MWL 7 AP 2/1 been a lot of widows lately.” And,“He was in charge of
Skills: Athletics 55%, Close Combat 65% (Halberd finding the murderer. Truth is, I don’t think the Principal
1D8+2+1D4), Dodge 55%, Gun Combat 65% (Carbine was too keen for people to find out about the Rector. You
2D6+1), Insight 40%, Perception 50%, Persistence 50%, know how it is. The other colleges think Brazen Nose is full
Resilience 60%, Ride 45%, Unarmed Combat 55% (1D3+1D4) of ranters and whisper that the students here are at the point
Sergeant Gripps was the direct underling of Captain of joining the rebellion. Meanwhile the townsfolk think the
Lungeworth, and now finds himself temporarily in place is Papist. But neither seems right. The college seems
solid enough, apart from that traitor Greenwood. Anyway,
command of the soldiers guarding the college. Gripps

66
The Doom That Came to Oxford
the chapel was sealed off, the coroner came and went, and it – the room wasn’t ransacked, but everything had been
was left to the Captain to hunt down the felon.” In regards moved about (Daniel Greenwood has been in the room
to the Lungeworth’s death, he will say: “The Captain looking for the Esoterica).
took ill. He didn’t seem at all well the morning that we found
the Rector’s body. Anyways, he soon got so sick that he left
his duties. Then a week or two ago it turns out he died. You
MEETING THE PRINCIPAL
know, come to think of it, you don’t think there was foul play The party will probably want to meet with the
involved, do you? ... Then there’s something else. I hadn’t Principal. Even if they don’t head straight to see him,
paid it any mind, but one or two of the men, they remember
once Doctor Radcliffe realises who the party is, he will
seeing the Captain doing his rounds on the night of the
send for them. The Principal’s Lodgings are fine
murder... I hope it weren’t remorse that drove him to his
indeed – although the treasures within belong to the
grave.” This last piece of information will probably be
college, not the Principal himself, and a sharp eyed
the most useful. Gripps really hadn’t considered that
Adventurer will notice that some of the plinths are
Lungeworth might have been responsible for the
empty and there are spaces where some artworks have
murder himself, till now, but the party’s investigations
been removed from the walls (having been sold to
have prompted him to process his nagging doubts.
stave off the college’s creditors).
Gripps is able to tell the Adventurers where Captain
Lungeworth had lodged. SAMUEL RADCLIFFE
About Daniel Greenwood: (Gripps won’t offer this
information unprompted, but might if the party asks
about possible troublemakers, follow up on Gripps’
own comment, etc.) “Can’t see why they let a roundhead
stay at the college. Everyone knows he sides with the traitors.
I think he’s hoping Doctor Radcliffe will leave so he can take
over. Fat chance of him ever getting the job even if the old boy
does retire.”

BRAZEN NOSE CHAPEL


If the party decides to inspect the chapel where the
Rector died, they will find it has been cleared up, the
hinges on the door replaced, and the bloodstains
scrubbed (although they can still find traces of blood
around the altar area). It is a typical small Laudian
college chapel. The Rector has not been permanently
replaced (Doctor Radcliffe not having gotten around to
making another appointment to the post). Church
services are still being held, conducted for now by
ordained members of the college faculty.
Profession: Principal/Scholar Age: 67

THE RECTOR’S PRIVATE Faction: Laudian RP: 12


STR 10 CON 9 SIZ 11 INT 16 POW 13 DEX 9 CHA 13
CHAMBERS DM 0 HP 10 MWL 5 AP 0/0

If the party thinks to examine Gordon Britton’s Skills: Beliefs (Laudian) 70%, Commerce 50%, Insight 67%,
quarters, they will be shown to the clergyman’s private Lore (Aristotelian Science) 90%, Lore (Regional) 80%, Lore
chambers. He only had a small living area, located near (Theology) 83%, Lore (Research) 80%, Oratory 72%,
Perception 48%, Persistence 60%, Resilience 20%, Teaching
to the chapel (he was moved from his former larger
90%, Unarmed Combat 20% (1D3)
billet when the courtiers moved into the college). It is
clean and tidy (on account of the college staff, not the Doctor Samuel Radcliffe is the Principal of Brazen
Rector) and there is nothing of note to be found. If the Nose college. He looks elderly and is physically frail.
cleaning staff is asked, they will complain that since the Although popular enough as a Principal, in the time he
Rector died someone has been poking around his room has presided over the college it has consistently

67
The Doom That Came to Oxford
hovered on the brink of financial disaster. Early in the WHAT THE PRINCIPAL KNOWS
war he declared himself for the Royalist cause, and
under his direction Brazen Nose joined with the other The Rector’s body was discovered in the early hours of
Oxford colleges in selling much of their plate to raise the morning by a college servant. The servant didn’t
money for the Royalist war effort. Now the college is in investigate the scene herself, but from the door the
even more debt and has scant means of raising the frightened woman could see the blood running over
money to meet the losses. the floor and the dead preacher stretched out on the
Brazen Nose has a reputation for being the most well- floor of the chapel. She ran straight to the Principal’s
disposed of all the Oxford colleges towards Puritanism Lodgings, and Doctor Radcliffe hurried to see for
on account of the number of Puritan ministers trained himself what had happened. He stopped at the
there earlier in the century. Doctor Radcliffe will be gatehouse to request that Captain Lungeworth escort
upset at any suggestion that the college isn’t now him to the chapel. Daniel Greenwood trailed along as
solidly Royalist, Laudian, and respectable. He is well, intrigued at seeing the Principal up so early in the
extremely sensitive regarding any criticism of his morning – he and Radcliffe might be implacable
leadership or suspected scandal at his college. He feels enemies, but Greenwood is a Senior Fellow and so
he has enough to deal with already, without any Radcliffe didn’t challenge his presence. When they got
unhelpful rumours undermining his authority. The to the chapel they were horrified. Even the Captain
recent murder of his Rector has upset him greatly. looked sickened, and he was a military man, and
former Physician to boot!
Doctor Radcliffe is also annoyed that Greenwood has
arranged for a recital at Brazen Nose in Richard What they found was not only that the chapel doors
Cromwell’s honour. He has had no choice but to agree. seemed to have been blown off their hinges from
The burden is on Prince Rupert to be a good host to his within, but also that there were strange marks chalked
enemy, and as Rupert would not refuse such a direct upon the altar. The marks were unfamiliar to Radcliffe,
request from his guest, Radcliffe can’t from his prince. but undeniably of concern (Radcliffe can’t remember
But Radcliffe is aware that Brazen Nose is already what the marks actually were, but he believes they
suspected of being more open to Puritan and were Satanic in nature. Greenwood knew precisely
Parliamentarian tendencies than the other Oxford what they were, and realised that it was possible that
colleges, and this won’t help remove that taint. He also the Rector had possession of the lost Esoterica. He
recognises that the invitation is a blatant attempt by informed the OED). Desperate to maintain the college’s
Greenwood to undermine the Principal’s authority, reputation (undeniably the idea that the preacher had
and simultaneously ingratiate himself with Richard been slain in a Satanic ritual or, heaven forbid, had
Cromwell (and by association, Oliver). been conducting one, could possibly cause a riot)
Doctor Radcliffe himself removed the offending
Doctor Radcliffe is generally supportive of the recent marks, and swore Lungeworth and Greenwood to
developments in alchemical research, but has no desire secrecy regarding the strange symbols. To his surprise
to learn much of such things himself (as he feels he is they both readily assented. Satisfied, Radcliffe charged
too old to start dabbling beyond his existing areas of Lungeworth with investigating the matter, and asked
expertise). He is, however, rather concerned to keep him to get some of his men to move the dead Rector to
practical experimentation to a minimum within Brazen somewhere more dignified (and to clear up the bloody
Nose – his approach has hardened against mess).
unauthorised experimentation as a result of a series of
unfortunate explosions, and the accompanying Samuel will tell the party about the events of that
redecoration and burial costs. morning, but will not willingly reveal to the
Adventurers the fact that there were occultish marks,
The party will be invited into the Principal’s office, and unless pushed (if, for instance, they return with
he will send someone to fetch some extremely fine Lungeworth’s journal; or at the point where the
wine (the college may be hard up, but it still manages Adventurers have proven themselves to be loyal and
to maintain a very fine cellar). Once everyone is trustworthy).
comfortable, the Principal will tell the Adventurers
most of what he knows. Aside from the above information, Doctor Radcliffe
can also offer the following:
About Oxford: “The town has always resented the colleges.
Foolishness, for the traders make their fortunes over-

68
The Doom That Came to Oxford
charging us for everything.” Doctor Radcliffe is not no-one must know of this. But if you are going to be
happy about the amount the colleges owe town investigating, I suppose you need to know the truth.”
merchants, and the amount of pressure those About Captain Lungeworth: “A former student, you
merchants are putting on him to clear the debts. Doctor know. Wanted to be a Physician, but he was always late
Radcliffe won’t want to admit that the college is paying his fees and the war began before he finished his
struggling, but he has commissioned various studies. A keen enough scholar though, when he attended. A
extensions and improvements for which there are no sad loss.” And, “He looked pale when we went to see poor
funds available. Gordon’s body. He fell more seriously ill, soon after the
About Rector Gordon Britton: “He was a fine chap. Such investigation started. His wife came to me to apologise for
a shame.” The Rector was noncontroversial and rather her husband’s absence. Charming girl, although a little
boring, both traits that Doctor Radcliffe was grateful weepy. Anyhow, he never came back. Probably a fever or
for in a college chaplain. Aside from that, the Principal some-such that did for him. Shame. And of course his loss
has little to add. The Rector was unmarried, lived alone hampered the investigation into the killing of Gordon.”
at the college, and seemingly had no vices. About Daniel Greenwood: “There is no love lost between
About Brazen Nose: “It has been my privilege to serve and us, it’s true. He wants my job, and he can’t have it. In his
lead this wonderful institution. It has grown so much since younger days he was all hot and Godly. His indiscretions
my arrival, all those years ago, and I hope when I am gone even drew the attention of the Archbishop himself.” And,
the place continues to go from strength to strength.” Doctor “He is a jealous troublemaker. But it is a sign of our
Radcliffe is extremely proud of the improvements he tolerance. The rest of us are for Rupert to the man, but we
can manage to work with a fellow scholar despite our
has overseen, and secretly worried that when he dies
political differences. It would never happen at Cambridge,
the place will go to ruin through his financial
Cromwell purges all dissent from his ranks.” Also, “He
ineptitude.
came with me when I went to see poor Gordon. He’s an
About himself: “I do my best for the college and its efficient enough Senior and a quick enough scholar. But I
students.” Doctor Radcliffe is genuinely motivated by a don’t trust him for a minute.”
desire to help as many people as possible improve
The party may decide to go and visit Daniel
themselves through education. He also believes that he
Greenwood, as his name has been mentioned. The
is the only person with such motivations, and that if it
Senior Fellow will tell them he is far too busy to talk,
was left to others standards would drop intolerably.
and won’t be intimidated into anything. He might just
About the Murder: “Like I say, one of the servants found decide to grant them a short audience to get rid of
the poor man. A terrible state he was in. Blood everywhere. them, and so that he might assess their worth and
Tragic.” There is nothing much to be gained from report back to the OED.
talking to the servant, but if the party insists Doctor
Radcliffe will send for her. The frightened girl, Beth DANIEL GREENWOOD
Horthner, will relate that on her way to her work in the
Profession: Scholar Age: 45
kitchens she noticed the broken chapel doors, peered
in, and saw the body. She then ran to the Principal’s Faction: Cultist (OED) RP: 100
Lodgings to report the accident/crime. Doctor STR 12 CON 13 SIZ 13 INT 15 POW 13 DEX 12 CHA 11
Radcliffe will describe the scene, on his arrival, as
follows: “Captain Lungeworth was responsible for DM 0 HP 13 MWL 7 AP 0/0
investigating the matter. But with no witnesses, he didn’t Skills: Athletics 40%, Beliefs (Presbyterian) 50%, Close
get very far. There is a curfew at night, to prevent the Combat 50% (Rapier 1D8), Dodge 55%, Insight 59%, Lore
students and guests causing trouble in the quad. All was (Alchemy) 67%, Elemental Casting (Fire) 57%, Elemental
quiet, and none of the soldiers reported anything unusual. Casting (Water) 59%, Lore (Aristotelian Science) 55%, Lore
Look, I just want the matter cleared up, if at all (Cthulhu Mythos) 23%, Lore (Regional) 80%, Lore
possible...and...I’m concerned. We have an important (Theology) 64%, Perception 62%, Persistence 59%, Resilience
occasion lined up. Hush, hush, so I can’t say more, but it 44%, Sleight 57%, Stealth 62%, Teaching 68%, Unarmed
pays to be careful, so please be discreet.” If really pushed, Combat 60% (1D3)
he may reveal that “There was something disquieting Spells: For the Befuddlement of the Mind, For the Confusion of the
about the scene. There were symbols, etched in chalk. I didn’t Tongue, For to Contact Azathoth, For the Dismissal of an Undine,
recognise them, but they brought me to mind of the lurid For to Extinguish a Conflagration, For the Ignition of a Consuming
stories in the pamphlets of Satanic sacrifice. I beg you, Flame, For to Raise a Great Fog, For the Summoning of an Undine,
For the Warming of the Mortal Frame

69
The Doom That Came to Oxford
Daniel will explain he is a Presbyterian and goes to a
church in the town.
About Brazen Nose: “As a Presbyterian I am committed
to a life of learning. What better place to be?” And, “Truth
is, I worry about the college. All that glisters is not gold,
isn’t that what they say? Well, there isn’t much gold at
Brazen Nose. The college is bereft of money.” Also, “I should
be the Principal. I understand administration and I could
sort this place out.”
About himself: “I’m a Senior Fellow at the college. In fact,
I do much of the running of the place, although I don’t
control the purse-strings, more’s the pity.” And, “I teach, I
study, I pray.”
About the murder: “Yes. Terrible.” And, “I saw the
Principal in all of a hurry, so I escorted him to the chapel.
Wasn’t a pretty sight, quite put me off my breakfast. I hope
you catch whoever did it.”
About Captain Lungeworth: “Who?”... “Oh, yes, the
military chap. I don’t really know him. I’m too busy trying
Daniel is a Senior Fellow at Brazen Nose college and,
to shore up this place, without befriending every soldier that
in his mind at least, next in line for the Principal’s job.
guards it.” And, “Dead you say? Oh, dear. Still, there is a
He has a stern and forbidding countenance and is
lot of it going round, what with the war and plagues, and
unpopular with the rest of the faculty. It is very
whatnot.”
unlikely that he would ever be offered the Principal’s
job, unless things rapidly change and Cromwell takes About the Principal: “He’s too old to do the job properly.
Oxford. Daniel claims to be a Presbyterian (in fact he is Time he stepped aside and let a younger man take over.”...
a cultist) and will protest that as such he is not alone in “Look, he was a good enough teacher in his day, but he
supporting his monarch loyally, despite having doesn’t know how to manage a college of this size.” And,
reservations about the Laudian church being a hotbed “Everyone knows there’s no love lost between us; there is no
of Catholic sympathisers. He is dissembling – in reality point in denying it.”
he has made overtures to Cromwell promising his About the “Satanic” symbols on the altar: “Can’t say I
support (although he makes a lousy Parliamentarian noticed anything like that. All the blood was a bit much for
spy, as everyone suspects him) and is furthermore me. Afraid I rushed out without looking round much.” (An
playing a deeper game for the OED. Before the war Insight roll will tell the Adventurers that he’s lying). If
Greenwood had been criticised by Laud himself, who pushed: “Yes, there were some strange marks on the altar.
sent a grumbling letter of complaint aimed at the I’d prefer if you kept it quiet – the college is doing badly
Puritans of Brazen Nose, and Daniel in particular. enough with Radcliffe as Principal without it getting a
Daniel is abrupt, and can be downright rude, even reputation for harbouring Satanists in our midst. Shocking,
when he is doing his best to be civil. He is in fact a really, a man of the cloth like that...”
totally devoted follower of the OED, dedicating his life
to serving his hidden masters, the Great Old Ones, and
working to bring them forth to rule the world.
WIDENING THE SEARCH
Daniel has been instrumental in organising a recital in If the party questions the other soldiers, the Fellows,
honour of the secret guest of Prince Rupert, Richard students, college guests, or servants, other than those
Cromwell. Richard, unlike his father, enjoys such personalities listed above, they won’t find out much
diversions. Wilson has decided that Richard Cromwell more. Nobody witnessed the murder of the Rector.
will be eliminated during the event. Most people are aware that a murder has taken place,
and some will murmur lurid and inaccurate
About Oxford: “A fine town full of hard-working folk.”
allegations (ranging from Papal-funded assassins
About Rector Gordon Britton: “Dull chap. Uninspiring through to a student stunt gone wrong), but no-one
preacher. Otherwise I know little about him.” If asked else has anything really useful to add. The party may
pick up on some general dissatisfaction – the servants

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The Doom That Came to Oxford
feel overstretched and under-resourced, and the WIDOW HELEN LUNGEWORTH
wealthier residents think the place is under-staffed and
the kitchens meaner than those in some of the other
colleges (a general indication of the college’s financial
difficulties). Eventually the Adventurers will probably
decide to find out more about Captain Lungeworth
(whose home address can be garnered from Sergeant
Gripps or the Principal).

Captain
Lungeworth’s
Quarters
Captain Lungeworth was a native of Oxford. He and
his wife rented a floor in a neatly appointed house in
the centre of the town. His wife, Helen, still lives in the Profession: Goodwife Age: 25
apartment. Before the war, Lungeworth attended Faction: Puritan RP: 30
college, although he often had to undertake other work
STR 11 CON 11 SIZ 10 INT 11 POW 11 DEX 11 CHA 12
to subsidise his studies. He wasn’t a man of great
means and he wanted to provide well for his wife. He DM 0 HP 11 MWL 6 AP 0/0
had been training to be a Physician, but he spent much Skills: Beliefs (Puritan) 40%, Courtesy 50%, Evaluate 40%,
of his time translating works for others, as he had a Insight 30%, Lore (Regional) 60%, Persistence 50%, Resilience
natural gift for languages. He made most of his living 40%, Unarmed Combat 25% (1D3)
translating Arabic medical texts into Latin or English.
Goodwife Lungeworth is in a bad way. Wracked with
During this period he met Gerald Hughes, a fellow
grief at the loss of her husband, she hasn’t recovered at
translator, as well as natural philosopher and
all from the initial shock of the loss; that shock has been
Alchemist, who let it slip that he was searching for
compounded by the invasion of her home, and
certain occult tomes, including the Esoterica. At the
ransacking of her husband’s study, by mercenaries;
time Lungeworth didn’t give it a second thought – he
moreover, she has found out that her husband has left
hadn’t encountered the book, and told Gerald that.
her in debt; and she has recently discovered that she is
When war broke out Lungeworth willingly joined the pregnant.
Royalist cause. Unlike many of his fellow townsfolk, he
She hasn’t eaten much over the past few days, and she
was appalled that the country was in rebellion against
is puffy eyed, prone to fainting and very tearful. Her
their rightful king. He managed to secure a
friends often visit, and have done their best to comfort
commission, although he had to go into debt to do so.
her, but they are worried that she isn’t taking care of
His wife is a Puritan by faith, but her devotion to her
herself and that she is going to need to find a position
church had no impact on her love and respect for her
soon (perhaps as a Lady’s Maid) or get into financial
husband and she has absolutely no interest in politics.
difficulty. In fact, she is already in difficulty – her
The Lungeworths previously had no children but,
husband has left her with debts, due to his purchase of
cmpounding her panic and despair, Widow
a commission in the Royalist army. Helen is in trouble
Lungeworth now finds herself with child.
and doesn’t know what to do.
Helen has her husband’s diary. She has read it, and she
is frightened that it holds information which reflects

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The Doom That Came to Oxford
badly on her husband’s sanity, and that any rumours called Gerald at first, but she might eventually
about such mental instability might be held against her remember that her husband used to work with a fellow
unborn child (as such madness is probably hereditary). translator, and scholar at Brazen Nose college, Gerald
More shockingly, it reveals her husband might have Hughes.
been a murderer. The Adventurers, if they explain they
About the murder: “My husband told me little of his work,
are investigating the murder of the Rector, will
sirs.” ... “I think something happened that troubled him
represent an authority that Helen feels she must defer
deeply. Perhaps even set him on the road towards his grave.”
to, but she is in a terrible quandary. She might give in
If Helen has been soothed and given some assurances
and fetch the diary when interviewed, or she might
that the party will behave honourably, she will
find the Adventurers and pass the diary to them at a
add:“Oh, sirs. Please help me. I wish to tell you all, but I fear
later stage.
that I must be assured that my husband’s name and
After her husband approached Gerald, the apartment reputation will remain intact. If not for my sake, for the
was ransacked. Men in dark clothing, wearing hoods, babe’s.” If the party makes the correct promises, Helen
with their faces covered in scarves, bundled into the will fetch her husband’s diary.
apartment, ransacked the office, and stole the Esoterica. About the Ransacked Study: “Robbers came. They must
They paid no heed to Helen, who cowered in her have known my John was weak, or they would not have
bedroom. She saw them take a sack full of papers and dared. They strode in, took some things, and left. I stayed
a book from her husband’s study, but they merely away from them, I was so afeared they might... and John
looked around the other rooms, satisfied that they had could not rise to resist, they left him on the floor of his study,
everything of possible interest. Her husband but I fear he fainted, rather than suffered a blow.” ... “Why,
committed suicide shortly after, but Helen’s vicar they took no money. Just some of John’s papers, and one of
assented to bury him. He was so emaciated that the them was clutching a book.” And, “They were odd and
vicar assumed he had been very sick and had merely foreign looking. I could not see their faces, but their eyes were
hastened an end that must have been very close dark, shrouded behind hoods and masks.”
anyway. The kindly vicar decided to turn a blind eye
to the matter, for the sake of Helen. If the Adventurers ask to look around the apartment,
Widow Lungeworth won’t protest.
Helen can impart the following information (between
sobs): CAPTAIN LUNGEWORTH’S
About herself: “What do you want with me, sirs? I am but
a poor grieving widow. I will carry my burdens, but pray, STUDY
trouble me not.” And,“Sirs, I beg you, leave me be. I am
bereft of my husband, thoroughly destitute, and with child. There is nothing of note in the study, aside from the
Why must you torture me with your questions?” If any of obvious fact that it has been ransacked. Manuscripts
the Adventurers are able to do anything at all practical are strewn everywhere, but close examination will
to help Helen (find her a position, give her some only reveal (to anyone who makes the appropriate
money, etc.), then she will be much more amenable successful skill rolls) that these are fragments of
and frank for the rest of the conversation (although she translation work that Lungeworth undertook as a
will not actually make any requests directly to the student Physician, before joining the Royalist army.
party, not believing anyone would want to help her). Widow Lungeworth will explain that there were far
About Captain Lungeworth: “He was a good man. Oh, I more books and manuscripts in the study, but whoever
miss him so much.” And, “It was such a shame. At the end ransacked the place must have removed them. Indeed,
I hardly knew him, who I held so dear...he became so ill.” If this is the case. The agents of the Order threw most of
properly comforted and reassured, Helen will explain the writings into a sack, to examine later, in case there
that her husband at first became withdrawn, locking was anything else relevant to the occult. There wasn’t,
himself in his study when not at work. Then, he failed and the materials have been pushed back into the sack
to go into work altogether. He never seemed to sleep and are currently stashed in a lazy fashion, simply
or eat, and only went out once in the last couple weeks discarded on the floor of Gerald’s laboratory.
of his life. If asked where he went she will remember
that her husband had been muttered, under his breath,
a name: “Gerald.” Helen won’t be able to recall anyone

72
The Doom That Came to Oxford

The entry made the night after the slaying of “Father” Britton reads as follows:
“That which I have done is of grave dishonour. Yet the act is mine alone. I nowe seeke cause or reason for that which
possessed me, for possession can be the only explanation. I feare that the preacher was in league with the devils, and
the symbols of the devil were certainly upon his altar. What to do? Do I betray myself or do I do my utmoste to preserve
my name, for the sake of my deare wife?”
The next entry, made a week after Captain Lungeworth acquired the book, reads:
“My health is failing me, and I shalle be punished. I wish I could rise and away from the tome, but I finde it compels
me. It is a most ancient text, of that I am sure. It was written by no Christian hand, and it speaks of horrors. I believe
it to be the Esoterica, that booke that Hughes was seeking before the warre. I must force myself from my bed to see the
fellow, for he mighte know more of the truth of the matter. I believe that the preacher was casting forth an evil spell,
contained within the book, and had I not interupt’d him he would have caused muche pain. I console myself that I acted
for goode, but I feare that I shoulde have destroy’s the tome when I had the power within me to do so.”
The next entry reads:
“Hughes was in his home. He seemed distracted and displeased to see me. He was at work in a laborotorie thate he has
constructed himself. His manners changed when I told him the purpose of my visit. When I explained I had found the
dread book and the profound effect that it has upon me he became moste interested and animated. I confesse that in my
disordered state I felt almost scared of the passions that seemed to rise within the fellowe. I can not tell if it is the illness
with which I am beset or the truth of my meeting, but this milde man menaced me for possession of the book. I took my
leave, as rather than offer me solace or counsel, Hughes compounded my miseries.”
The final journal entry, compiled two days before Captain Lungeworth’s death:
“My dreames became more fever’d as time bore on. I dread’d the nocturnal terrors that await’d me, yet could scarce
stop them or stop myself from reading that moste dreadeful tome that muste have caus’d them alle. I moste often found
myself falling and hurtling downe in a moste sicken’ng fashion, such as to cause the bile to rise in my throate, my eyes
to bulge and my tongue to flop frome my mouth. I would awake at a start, all sweats, with a sore fever, my hearte
quickened.
Afore long I start’d to dream of the creature. I came aware I was not falling, but floating rather, as if the air was
honeyed. I fell not in any direction at alle. I mov’d up, down or to one side. I could not telle. So curious was I
concerninge the direction of my travels I became distract’d from my frighte. Thus distracted I founde that I moved more
slowlie through the dreamer state. But, rather than bringe order to my visions, this sloweness caus’d me to make divers
observations. Observations of no comfort, but herald’d my ende. First I merely observ’d shadowes, or glimps’d
movement. I soon realis’d the movement was not of divers smalle creatures, but parts of some whole great’r than one
could imagine. Movement was accompannie’d by noise. A loathesome, bubbling sound and a distante chattering. I
shift’d, mov’d around in the stickiness void, fully turn’d away from the leering thing. But whichever way I did turn’d
the blubberie size of the thinge faced at me, divers multitudes of eyes open’d in that most fetid of visages. As to the side
it was also above and belowe. It threat’nd to envelope me completelie. I smell’d a noxious stenche, sicklie sweete, suche
as a butcher’s yard mighte reek. That face whiche was no face, but the bloated hide of the beast, mouths slavering all
over its carcass, imposs’ble tongues and tendrils extend’d towarde me. To probe and give explore. The beast seem’d
only scant aware, yet it’s attent’n shift’d towardes me nowe. Crushing.
I awoke that nighte and scream’d. My mouth stille tast’d of that bittersweet stench of the charnel house. I scream’d
verily until the morning. Sleepe now constant threatenes to bringe me backe to that moste impossible thing. I beg my
men to wake me if ever I fall asleepe. It seemes I muste perish exhaust’d. Of lately I feele myself falling. I crawl throuw
the emptie space, in some hither to unknown directione, nowe in the houres of my waking. In this dayetime I sense the
presence, subtlety, as yet, shifting at the corners, but looming ever closer. The presence of that moste foule beaste. I
have told not my fellowes, but the creature is there, close nowe. Mayhaps, if I can finish the wretched booke, the dreames
will stop and then I mighte reclaim bothe my dayes and nightes from the hideous monster. Mayhaps. But, I am so close
to exhaust’d, so close to sweet oblivions, that I know not if I have the strength. I must succumbe to my waking
slumberes. Succumbe to that foul creature. I scribe these words as a moste terrible warning, so others mighte not make
my misfortune. So others might burn the wicked tome, tho I mighte not. Pray walk away. Discard all temptation.
Preserve ye minds and soules.”

73
The Doom That Came to Oxford
look after the house. If asked they will say Gerald is far
CAPTAIN LUNGEWORTH’S too busy “working” and Henrietta is “bed-ridden”, so
Edward and Margaret are given free reign to manage
DIARY the place as they see fit. Edward and Margaret are
actually agents of the OED, loyal fanatics who work for
Captain Lungeworth keeps a locked journal. Luckily Alderman Wilson. It is likely that if the party visits
the journal was kept in his bedchamber, rather than the Gerald, he will be in his cellar and Edward will answer
small study. Most of the journal is confined to chit- the door (unless the party performs a more violent or
chat, reflecting on money worries, or romantic clandestine raid). They do not enter the cellar, and do
musings regarding his wife. After the night of the not interfere in Gerald’s work; they are, however,
murder of Gordon, the writings take a more sinister charged with keeping an eye on him.
turn; see previous page for the text.
Edward will state that his master is out and mistress
By now the party should be aware that there is a indisposed, and will suggest the party make an
dangerous occult book that has been stolen by agents appointment to meet Gerald at the college. (In reality
unknown. They should also be aware of Gerald Gerald seldom attends the college now, only leaving
Hughes. If they ask about at Brazen Nose they will be his laboratory to sleep, or if summoned to meet with a
told that he is a Senior Fellow at the college, but that he messenger from the OED. Gerald used to live within
has not been at the college for some time. Most people the college grounds, and would have been shunted
will remember him as very eccentric; a few will say into more wretched lodgings but for the assistance of
that he was never the same after his wife died, years Alderman Wilson, who owns the townhouse.
ago; and if the party mentions the name to Daniel Alderman Wilson also funded the conversion of the
Greenwood, he will immediately warn the rest of the cellar – loaning Gerald the money, although the
OED (who will step up attempts to eliminate the party, hapless academic doesn’t even realise the scale of his
as they seem to be getting too close for comfort). debt to the merchant, such mundane matters being
Gerald was told not to reveal the location of his new beneath his attention).
house, but the scatter-brained academic forgot that
instruction and let its location be known to the If the Adventurers persist, Edward will only very
Principal and various others, when they asked him reluctantly let them in and inform Gerald of their
where he was moving to when he quit his Brazen Nose presence. Edward and Margaret really don’t want
lodgings (hence, his former friend, Captain John trouble, and will try to keep out of the way if the party
Lungeworth, also knew where to find him). is confrontational, but at the first opportunity one (or
both) of them will leave, in order to warn Alderman

The House of
Wilson. Their contact with Wilson is a messenger,
stationed at one of the merchant’s warehouses on the
outskirts of the town. Wilson, if warned early enough,
may dispatch some agents to kill the party (and Gerald

Gerald Hughes if he has revealed too much).


If they do question the servants, the Adventurers
might find out the following:
Gerald Hughes owns a well appointed townhouse, About Gerald: “We are but simple servants. We keep the
near to Brazen Nose college. The house is a tall and place clean for Master Hughes. We haven’t been in his
narrow three-story affair, on the end of a terrace of employ long, but we are well catered for, and have no
similar properties. There are no gardens. The front complaints.” ... “The Master is always very busy at his
door is directly accessible from the street. The house work. He says he mustn’t be disturbed.” If the
has a slightly shabby feel, for although the servants Adventurers inquire as to where Gerald actually is, the
keep it clean and tidy most of the furnishings are old servants will say they have been told not to tell anyone,
and worn. as Gerald does not want to be disturbed. A successful
Insight roll will mean Adventurers notice that the
GAINING ACCESS couple (or whichever of the couple they are
interviewing) glances toward the small study and
The household servants are a middle-aged couple, cellar steps.
Edward and Margaret Flogger, who between them

74
The Doom That Came to Oxford
About Henrietta: “The Mistress is indisposed. She is
unwell, Master Hughes says, and he won’t allow any to
attend her, apart from himself.” A successful Insight roll
will allow the Adventurers to work out that something
The Cellar
Laboratory
is not quite right about the explanation. Henrietta is in
fact, long dead. Gerald has spent years trying to find a
“cure” for her skeleton. The servants know that there
is a skeleton in the upstairs room, but it doesn’t
concern them. They were warned by Alderman Wilson
The cellar is a single large room, accessible from
that Gerald was mad before they took the post. If the
Gerald’s study.
party finds the corpse and challenge the servants, they
will shrug their shoulders and say, “It is the Master. He As you enter the cellar a myriad of strange smells assail
isn’t...well. We humour him.” your nose, and the accompanying sights are just as
disconcerting. The room is larger than you would have
If put under pressure: “Sirs, we don’t want any trouble.
thought; the cellar must run beneath the street, as it
Please understand, the Master is eccentric, but we leave him
seems much larger than the ground floor of the house
to his work. It is no business of ours. Please speak to him if
above. The place is lit up with a strange bright greenish
you must, but don’t bother us anymore.”
light, emanating from lanterns, affixed to the basement
Even if for some reason the party suspects the servants walls. There are various work benches running around
(although there is really no reason they should at this the walls, all of them a mess, cluttered with various
stage), they will not be able to garner any more useful alchemical apparatuses. In the centre of the room are
information from them. Both are fanatical and would large containers. The place appears to be a burial place,
rather die than reveal whom they work for. They will for the containers look like large graves, such as one
insist that they are nothing more than innocent might find in a church, except they lack ornamentation.
servants, to the end if necessary. They won’t fight back, And, if Gerald is in the cellar when the party
unless they feel they have a real chance of winning. arrives: One of the containers is open, its heavy lid lifted
to one side, and stooping over the strange sarcophagus is
THE HOUSE a man. He is grasping the wrist of whoever is interred
within, and you can see a viscous liquid running down
the corpse’s arm. Suddenly the hand of the corpse
Ground Floor: The ground floor has a kitchen, small spasms, and the fingers clench and unclench. Whoever is
study, and dining area/hall. Originally larger, the in the sarcophagus must still be alive!
kitchen is small, having been divided in two to make
room for Gerald’s study. The cellar (which houses Whatever the party intends to do about Gerald will
Gerald’s laboratory and the experiments that he wishes have to wait, as the corpse that has just been animated
to conduct privately, away from the college) is will sit up in its coffin, drag itself over the side, stand,
accessed via a staircase leading down from a hatch and then randomly attack someone.
located in the study.
ANIMATED CORPSE
First Floor: The first floor is comprised of Gerald’s, and
his dead wife Henrietta’s, bedrooms. If the party goes STR 20 CON 30 SIZ 12 INT 2 POW 2 DEX 12 CHA -
into Henrietta’s room they will find “skeletal remains, DM +1D6 HP 21 MWL 11 AP 0/0 Move 15
dressed in a faded frock, shrouded by dry flower petals.”
HR: -20%/1D6
Top Floor: The top floor is given over to the servants.
Skills: Persistence 75%, Resilience 80%, Unarmed 45%
They have nothing incriminating.
(1D3+1D6)

The animated corpse is imbued with an unnatural


strength and constitution. It cannot speak, although it
does make enraged, guttural gurgling sounds. The
gurgling is caused by the thick green fluid that the
creature was drenched in. The solution will also cause
the floor to be especially slippery. Anyone engaged in
Close or Unarmed Combat with the corpse will either
need to fight carefully (-20% modifier), or make a

75
The Doom That Came to Oxford
successful Athletics roll to avoid falling over. 100%, Perception 62%, Persistence 60%, Resilience 60%,
Grappling the corpse is impossible. The corpse does Teaching 45%, Unarmed Combat 45% (1D3+1D4)
not have to make Resilience tests on receiving a Grave Gerald is an insane genius. Although a member of the
Wound to an arm or leg – the limb is severed, but it just OED, Gerald has no real interest in working for the
keeps coming, crawling if necessary. It takes a Grave Order. He is much more interested in getting his hands
Wound to the abdomen, chest or head (and a failed on the forbidden works that the Order is seeking, so
Resilience roll) to “kill” it. that they might aid his studies. Gerald is not interested
Once the corpse has been dealt with, the party will in religion or politics – he just wants to find a means to
have to decide what to do about Gerald. If the entire bring the dead to life. He is completely driven toward
party has gone down into the cellar without having this end.
restrained the servants, the pair will be long gone, and Gerald believes that his wife is ill, and he is determined
assassins might arrive to attack the party (and possibly to solve the riddle of eternal life before she actually
Gerald). Gerald will thank the party if they help him dies. In fact, she died a long time ago. Recently Gerald
fight the corpse, and then try to get back to his work. If has been successful in preserving flesh, by use of an
the party tries to physically stop him, he might even alchemical formula (he had experimented by soaking
attack them with his hammer. If they strike up a experimental subjects in a bath of his solution), but he
conversation with him, as he goes about his business, made this discovery too late to prevent his wife’s
he will be more receptive (see some possible decomposition. Now he seeks a way to restore the flesh
conversation options below). to his wife’s emaciated remains, and then restoring
movement, and finally consciousness. Since acquiring
GERALD HUGHES a copy of a few of the pages from Ptolemy’s Esoterica,
he has managed to animate the flesh of some of the
cadavers he acquired (from grave robbers).
Unfortunately the animation alone doesn’t seem to
restore the subject’s intelligence – but Gerald thinks he
is close to finding a way to restore and animate flesh,
and that the brain too might be restored, so he is
working ever more frantically to refine his experiments.
Physically, Gerald has a naturally wiry toughness. If
the party challenges him, he will deny all wrong-doing
and will just try to ignore them, returning to his work.
Gerald won’t be scared by any threats to himself,
although he will fight to remain in his laboratory.
Gerald will respond to any threats toward his wife’s
corpse (or if it is pointed out that his lack of co-
operation will result in his wife being left alone and
without a “cure”). He might share his information
about the OED if the Adventurers humour and
reassure him, or if they will agree to leave him and his
household alone once he has told them what they want
to know (in his madness his judgment is very poor, and
he won’t even realise when he is incriminating himself).
Profession: Scholar Age: 42
The OED (or rather, Alderman Wilson) are frustrated
Faction: Self Interest (His Work) RP: 100
by Gerald’s lack of dedication to their cause, and his
STR 15 CON 13 SIZ 11 INT 19 POW 13 DEX 13 CHA 10 obvious insanity, but they tolerate him as he is
DM +1D4 HP 12 MWL 6 AP 0/0
extremely knowledgeable when it comes to research
and translation. Gerald doesn’t know his servants are
Skills: Close Combat 50% (Hammer 1D6+1D4), Language working for the OED (nor even who pays them).
(Arabic) 84%, Language (Greek) 76%, Language (Hebrew)
72%, Language (Latin) 93%, Lore (Alchemy) 92%, Lore If handled correctly, Gerald might impart some or all
(Aristotelian Science) 100%, Lore (Cthulhu Mythos) 24%, of the following information:
Lore (Occult) 34%, Lore (Regional) 80%, Lore (Research)

76
The Doom That Came to Oxford
The animated corpse: “Oh fret not, I just must have used mixed my embalming unguent with a little less substrate
too much solution. But that confirms my notions, so nothing whether that might be more or less conducive to the
has been wasted. I have had the means to create movement, regeneration formulae I’ve been working on, what do you
but not to restore reason. I am convinced that it is possible think? Hmm, what? Oh, yes, I couldn’t possibly have
though.” ... “Ungodly? Why, no. Am I not one of God’s afforded this house and workshop myself. I am tasked with
creatures? I do not work to create new life, merely to cure little jobs, and this is my payment.” ... “Oh, they are a funny
illness, as might any Physician.” This is obviously lot. I mean, they like to dress up in silly robes and they are
spurious, and most Adventurers will probably be at obsessed with occult heathenism. Some of them have been
pains to point out that Gerald is in fact restoring life to here. Other times they ask me to come and meet them,
those whose time is up. But Gerald will have none of it. usually late at night, in a churchyard, or some other out of
His extreme delusions are such that he has rationalised the way place. I don’t pay much attention to them, but they
death as nothing more than a severe and reversible ask me to help them translate manuscripts, and things like
illness; and, “Look over here,” Gerald opens a large box, and that. And they have money. Some of the materials I have
takes out a writhing finger, “You see, this digit has full needed aren’t cheap, and they certainly pay me better than
motion, and has done for over two days. The formula in the my students. Normally they just drop stuff off, and I have to
Esoterica is sound, my embalming formula is sound, now sort through it. Most of it is rubbish, like those translations
all I need is to perfect my regenerative solution, and I’m from Lungeworth,” Gerald points to a sack on the floor, full
away. Great stuff, hmm?” of the manuscripts and books (minus the Esoterica) stolen
from Captain Lungeworth’s study. Depending on how
About himself: “Hmm, hmm, what? I’m a Fellow at the you want to play out the rest of the adventure (see
college, of course. Not that I have the time to attend, I’m too Further Investigations, below), you might allow Gerald
busy working on this project. Can’t stop and talk, things to to give a few more clues, although he really doesn’t
do, formulae to discover, cures to find.”
know the names of all the other OED for sure, he might
About his wife: “She’s a treasure. She has been ill for so describe the foreign mercenaries, have recognised
long, and yet suffers with such dignity. My perfect rose.” Daniel Greenwood’s voice, or have opportunely
The party may confront Gerald with the news that his overheard a name of one of the other members of the
wife is dead, but he won’t have it. He will fight if they OED.
try anything too confrontational, or try to disturb her
The Esoterica: “Of course, my work has been hastened
corpse, but otherwise he will just shake his head, smile,
along by that book of Lungeworth’s. The Esoterica contains
and mutter that “You just don’t understand. I have an
many secrets...and truth to tell, it is a base and cruel book.
acute understanding of such matters, second-to-none. I
But it is also of immense scientific interest. I had perfected
know my onions, and they will cook up a treat.” And,“To be
preservation, but with just these few scribblings from the
frank, I think she is just melancholic. She eats so little, she is
Esoterica, a little substrate, and a Philosopher’s Stone, I
quite wasting away. I need to put some flesh on those bones,
have managed to mobilise the immobile.” Gerald will show
and colour in those cheeks, and then she’ll be as neat as nine
the party a copy of the “Formula for to Animate the
pence.”
Flesh of a Dead Thing”, which he copied out of the
About his work: “I am so close to completion. Being away Esoterica; “The tome was written by Ptolemy, the genius of
from the college is liberating. There are so many distractions his age, although much of it seems to have been based on still
there, and they haven’t got the facilities that I need. And I more ancient works, by authors unknown. I have had the
don’t think they would understand. It’s much better here, in dubious privilege of scanning through it, and assisting with
my cellar. Now excuse me, but I must get on.” some interpretations. It is quite unsettling, but I prefer not
to think on the implications of what I have read. I think
About Captain Lungeworth: “Ah, yes, I’ve known John
Ptolemy himself was surprised at the discoveries he made.”
for years.” And, “I should think he was turned mad by the
And, “The book itself has a power. I felt it when Lungeworth
book. He brought it to me, you know?”
brought it here. It is unsettling, but I had to control myself
About the OED: “Do I work alone? Hmmph, well, ‘no man not to snatch it from him. Since then it has been brought here
is an island’, or so Donne would have had it, although I find for me to look at some of the sections of translation, and I
poetry a little rich, and if I were alone on an island, with just again had to restrain myself from devouring the whole book.
my wife and my little workshop, I would be happy enough.” It is a compelling read.”
And, “Apologies, I did not mean to be obtuse. I wonder, if I

77
The Doom That Came to Oxford

Further KEY MEMBERS OF THE


ORDER OF ESOTERIC
Investigations DISCOVERIE
The following NPCs are all key members of the OED.

Once the party has visited Widow Lungeworth and ALDERMAN BINGLEY WILSON
Gerald Hughes, they may be a little wiser to what is
going on, or they might still have little idea that there
is a wider plot afoot. What happens next will depend
on both what the party has managed to find out, and
partly on how you want to manage the finale. If the
party is still in the dark, then they might report back to
Sir Reginald or/and Doctor Radcliffe. Once they meet
with their patrons they will be thanked for whatever
they have uncovered. They might be subject to assault
at the hands of agents of the cult, or they might just
hear nothing until the afternoon of the recital (see The
Recital, below).
Alternatively, the party might be successful in making
more deductions. If they try to find out who owns
Gerald’s house, or they manage to follow Edward
and/or Margaret, back to their contact, then the party
might become aware that Alderman Wilson is
involved. If this happens, then the finale will still go
ahead. The Adventurers could be involved in an
assault on Wilson’s household (which is defended by
his mercenaries), or you could allow the action to occur Profession: Merchant Age: 37
“off camera”, and have Sir Reginald order the arrest.
Faction: Cultist RP: 100
The party might try to persuade Gerald Hughes to act
STR 12 CON 11 SIZ 12 INT 15 POW 16 DEX 10 CHA 12
with them (although if his servants escaped it is
unlikely to work, and more likely they will all be DM 0 HP 12 MWL 6 AP 0/0
attacked at Gerald’s house), but he is very unreliable, Skills: Commerce 86%, Evaluate 89%, Gun Combat 60%
and has to wait for the OED to come to him, rather than (Duelling Pistol 2D4+1), Insight 72%, Languages (Arabic)
the other way round. That said, it is possible, if they 50%, Languages (Italian) 58%, Languages (Latin) 48%, Lore
haven’t been alerted, that one of the agents of Lord de (Cthulhu Mythos) 29%, Lore (Logistics) 82%, Lore (Occult)
Vane or Alderman Wilson (or even they themselves) 74%, Lore (Regional) 91%, Lore (Research) 36%, Oratory 48%,
will visit Gerald with a message seeking the translation Perception 68%, Persistence 74%, Resilience 52%,
of a small passage from the Esoterica. Shiphandling 63%, Unarmed Combat 36% (1D3)

Feel free to adjust those present at the finale according Spells: For to Contact Azathoth, For to Contact Cthulhu, For to
Contact Nyarlathotep, For the Summoning of a Winged Thing
to how much you want to develop the
investigation/the Adventurer’s actions; whatever else Grammar school educated, and from a relatively
happens, Sir William Davenant will still be present at humble family, Wilson has a real aptitude for business.
the recital, and in possession of a copy of the spell For He has carved out a veritable trading empire and
the Summoning of a Shoggoth. When you are ready to become one of the wealthiest men in Oxford. In his
run the finale, move on to The Recital. younger days Wilson travelled extensively,
developing business links throughout the
Mediterranean, the New World, and even the Mughal
Empire. He became aware of the Old Gods during this

78
The Doom That Came to Oxford
time, and indeed, many of his trading connections are
with fellow cultists from other, larger, secret societies.
It was through this network that he learned of
Ptolemy’s lost work (and other forbidden tomes), and
he has been trying to track it down ever since,
believing it holds the key to the coming of a new
golden age. Wilson is the founder of the OED and is
fanatically devoted to his cult. He believes the Old
Gods will soon return, and that the OED will be
instrumental in this. He assumes that once this
glorious day occurs he will be inaugurated as the Chief
Anti-Pope of the cult, and that Lord Maurice de Vane
will be placed on the world throne, governing an
enslaved humanity on behalf of the gods. Wilson
maintains a small group of foreign mercenaries, all of
whom are inducted into the OED plot and loyal to the
cause. These men are generally used to guard meetings
of the inner circle (Alderman Wilson, Lord Maurice de
Vane, Daniel Greenwood, Sir William Davenant, and,
when his services are required, Gerald Hughes),
although they also participate in rituals when required.
document that traces his lineage to the House of York.
WILSON’S MERCENARIES He believes the House of York and therefore, by
association, himself, are directly descended from a line
STR 14 CON 13 SIZ 12 INT 11 POW 11 DEX 13 CHA 11
of ancient and powerful pagan kings of Albion. Lord
DM +1D4 HP 13 MWL 7 AP 0/0 de Vane has always preferred politics to action,
Skills: Close Combat 50% (Scimitar 1D8+1D4), Dodge 50%, although he lacks political ability. He is perfectly
Perception 55%, Persistence 45%, Resilience 45%, Stealth happy to throw his weight around and bully those
45%, Survival 55%, Unarmed Combat 35% (1D3+1D4) weaker than himself, but prefers only resorting to
violence when there is little risk of retaliation. His
If anyone asks, and few dare, Wilson says that his
undisguised ambition, matched with a lack of tact and
mercenaries all hail from a Berber tribe. They seldom
courtesy (his manners quickly become thuggish when
speak, but when they do the language will not be
he is thwarted), have caused him to remain an
recognisable as any known dialect. They dress in black
unpopular and marginal figure at court. He attempted
hooded robes, though they wear English-style wide-
to gain Prince Rupert’s favour, but was rewarded with
brimmed hats. They are fanatically loyal to Wilson and
a public rebuke that bordered on an accusation of
will fight to the death on his behalf.
cowardice. This added to his political isolation, and has
LORD MAURICE DE VANE resulted in his nursing a vengeful hatred toward Prince
Rupert and his favourites.
Profession: Lord Age: 25 Lord de Vane doesn’t really understand Wilson’s plans
Faction: Self Interest (Ambition) RP: 100 in relation to unleashing the Old Ones into the world,
but he is prepared to throw his lot in with anyone who
STR 14 CON 16 SIZ 17 INT 10 POW 11 DEX 10 CHA 10
is promises to help him achieve his dream of becoming
DM +1D6 HP 17 MWL 9 AP 1/2 more important. Being offered the chance of being
Skills: Close Combat 55% (Rapier 1D8+1D6), Lore made King of the World, in charge of an enslaved
(Heraldry) 40%, Lore (Occult) 32%, Lore (Regional) 65%, mankind, seems perfectly reasonable to the
Oratory 22%, Perception 28%, Persistence 72%, Resilience megalomaniacal Lord de Vane.
60%, Unarmed Combat 60% (1D3+1D6)
Like Wilson, Lord de Vane is extremely wealthy,
Lord Maurice de Vane is a ruthless and ambitious although he is squandering his inheritance at quite a
courtier. He is tall, fat, and a bully. He dresses in pace. He also maintains a private household guard.
military finery, even though he has no official military
position. Lord de Vane believes that he is the rightful
heir to the throne of England. He has a (spurious)

79
The Doom That Came to Oxford
*Generally William wears no armour, although when on
LORD DE VANE’S HOUSEHOLD GUARD military duty he does have AP 1/2
STR 11 CON 11 SIZ 11 INT 9 POW 11 DEX 12 CHA 10 Skills: Art (Poetry) 74%, Art (Prose Writing) 80%, Athletics
60%, Close Combat 75% (Rapier 1D8+1D4), Courtesy 75%,
DM 0 HP 11 MWL 6 AP 2/1
Dance 60%, Dodge 60%, Influence 80%, Insight 70%, Lore
Skills: Close Combat 50% (Short Sword 1D6+1), Dodge 45%, (Mythos) 12%, Lore (Regional) 75%, Oratory 90%, Perception
Gun Combat 50% (2D8+1), Persistence 44%, Resilience 55%, 60%, Persistence 60%, Resilience 60%, Ride 70%, Seduction
Unarmed Combat 50% (1D3) 60%, Sing 57%, Unarmed Combat 65% (1D3+1D4)

Lord de Vane’s guards are selected on the basis of their Spells: For the Summoning of a Shoggoth (in written form)
penchant for cruelty, as much as for their loyalty. Actor, dramatist, poet, and latterly soldier in the
Indeed, Lord de Vane actively encourages his men to service of the Royalists, Davenant is a man of many
commit atrocities, on the condition that they are not talents. Although a generally likeable fellow, those
caught. None of the bawdy houses in Oxford will who don’t know him are often taken aback by his
release their women to Maurice de Vane’s manor, as in appearance. He has lost much of his nose due to
the past women have disappeared following such contracting the Great Pox (and the subsequent mercury
visits, and the place has a notorious reputation cure). His friends don’t comment, but strangers
amongst the servant classes. The guards aren’t aware sometimes do, and the generally amiable fellow is then
of the cultist ambitions of their Lord, but they are paid thrown into a humiliated rage. Davenant has been
well above the going rate (and unlike the soldiers in fiercely loyal to the Royalist cause, but his recent
Rupert’s army, they actually get paid on time). So his seduction into the OED is a result of both his ambitious
soldiers are prepared to turn a blind eye to any slurs nature and the hope of restoring his former good looks.
against their Lord and, within reason, will fight Wilson recruited Davenant to the OED with the
determinedly on his behalf. They are however promise that the cult was unlocking secrets that might
generally ill-disciplined and somewhat prone to heal the playwright’s features; Davenant has been
drunkenness, even while on duty. promised that the transformation will occur soon after
SIR WILLIAM DAVENANT the recital.
His prose is not to everyone’s tastes, but at court he is
nevertheless considered the second greatest bard in the
land and before the war (and the closure of the London
theatres) his plays were hosted in the finest
playhouses, as well as at court. (He is considered
second only to Ben Jonson, although in truth Jonson’s
influence has long since waned). Davenant is also
known as a brave and talented fighter, having won his
knighthood at the siege of Gloucester.

The Recital
The recital is to take place in the dining hall, at Brazen
Nose. A carriage will transport Richard Cromwell and
his guards from Christ Church to Brazen Nose. The
journey would only take a few minutes on foot, as the
colleges are quite close to each other. But the
formalities of the occasion have to be observed.
On the afternoon of the recital, Sir Reginald will
Profession: Entertainer/Cavalier Age: 39 summon the party. He will explain that there is to be a
performance at Brazen Nose directed by the celebrated
Faction: Self Interest (Pride) RP: 75
cavalier poet and dramatist, Sir William Davenant. The
STR 14 CON 13 SIZ 12 INT 16 POW 16 DEX 14 CHA 12 performance will be a combination of readings by the
DM +1D4 HP 13 MWL 7 AP 0/0* celebrated poet, and a masque entertainment in the

80
The Doom That Came to Oxford
RICHARD CROMWELL in the hope that it would give him a taste for politics
and diplomacy. Richard enjoys the finer things in
life, and although he is not debauched, he lives a life
of relative leisure. His mission quickly stalled. Prince
Rupert was bored by the boorish and uninspired
fellow, and it quickly became clear that Richard had
neither the authority to make any real concessions
nor the imagination to progress his case. Prince
Rupert has allowed Richard to indulge himself, and
granted his wish to attend the recital to which he had
been invited by Daniel Greenwood. Unlike his father,
Richard is not a fighter, although he does have a
small escort of guards, who go with him everywhere
for his protection. At any sign of trouble he will seek
to flee or to hide behind his escort.

CROMWELL’S GUARDS
STR 13 CON 13 SIZ 12 INT 11 POW 11 DEX 12 CHA 11
DM 0 HP 13 MWL 7 AP 2/1
Skills: Close Combat 55% (Rapier 1D8), Dodge 45%, Gun
Profession: Lawyer Age: 19 Combat (Pistol 1D6+2) 55%, Persistence 50%, Resilience
55%, Unarmed Combat 50% (1D3)
Faction: Parliamentarian RP: 40
A party of four guards protect Richard while he is in
STR 11 CON 13 SIZ 12 INT 11 POW 10 DEX 11 CHA 10
Oxford (though truth to tell, he has been confined to
DM 0 HP 13 MWL 7 AP 0/0 Christ Church college for the duration of his visit, so
Skills: Insight 30%, Lore (Law) 50%, Lore (Regional) 65%, they haven’t had much to do). The bodyguards are
Oratory 35%, Perception 38%, Persistence 42%, Resilience hand-picked – all loyal to Prince Rupert and
50%, Unarmed Combat 30% (1D3) politically reliable. Having been ordered to look after
Richard Cromwell, they will do their best to protect
Richard is Oliver’s third, and eldest surviving, son.
him, or they will die trying. Over the course of dinner
Although Richard is still young, his father is worried
Richard has been urging them to relax and enjoy the
that he is far too given over to idling and frivolous
evening, suggesting that they look too stiff and
pastimes, and that he should now be stepping up to
formal and that they are spoiling the mood. They are
more serious responsibilities. Oliver sent Richard to
doing their best to remain alert, but they have
negotiate in part because he needed someone as
succumbed and partaken of a little wine.
important to himself as Maurice is to Rupert, but also

style of a (scaled down) court performance. Aside from mustn’t approach the guest, who will be wearing a
Richard Cromwell, a few other selected guests will golden mask, as his identity is to remain a secret.”
attend (mainly minor courtiers who are already Allow the party some time to make their preparations,
staying at Brazen Nose, none of whom know that as they see fit (to dress up in their finery, acquire some
Richard Cromwell is in town). The guests have all been bejewelled masks, find an imaginative place to hide
asked to wear masks (supposedly to add to the their pistols, etc.).
decadent air of the performance, but in reality to keep
Richard from being recognised by the other attendees). The OED will be making preparations as well. Some of
Sir Reginald feels it would be prudent to ask the party Wilson’s mercenaries will be in attendance - they will
to attend, to keep an eye on proceedings, and he has join the rest of the performers shortly before the
arranged for the soldiers at the college to be extra commencement of the evening. Lord de Vane’s men
vigilant in their vetting of guests to the college. will attempt to secure the exterior of the dining hall by
barring the exits from the outside to prevent those
“There will be a special guest in attendance, and I wish within escaping. Lord de Vane will be present at the
you to ensure that the evening runs smoothly. You recital, but Wilson will stay away. Sir William
Davenant has two copies of the script – during the

81
The Doom That Came to Oxford
show he will swap the ordinary one for the one which The theme is tragic-comic, the script avoiding the deeper
has the spell For the Summoning of a Shoggoth written political questions of the day and mainly musing on love,
within it. platonic love, and infidelity. The narrator is engaging,
waxing lyrical, his voice is soothing, and almost
Dinner will be served for all the guests, the party hypnotic. As he introduces each scene the actors whirl on
included, just before the show. to the small stage, and dance beguilingly, recreating
The food is scrumptious, the guests neatly attired, and Greek myths and Roman Bacchanalian festivities. The
the warmth from the braziers and quality of the wine moral is always the same, lusty desire resulting in
conducive to conviviality. There are only thirty guests tragedy. As the actors prance about the wine continues
gathered, including yourselves, seated along two long to flow, and it is obvious that everyone is enjoying the
tables on either side of the room. At one end of the room performance.
there is a curtained off section, behind which performers The play should flow for a while before anything
are preparing for the evening’s entertainment, and in
untoward occurs. Richard and his guards are clearly
front of the curtains is a small raised platform, which will
enjoying the show, perhaps a little too much. Richard
serve as the stage. From the other direction servers bring
is very drunk now, and his laughter is very loud,
platters full of delicious food. Seated at the end of one of
grating, and not always appropriately timed.
the tables, near to the stage area, is a man with a golden
mask. He has long fair hair, which flows down his back. The narrator is telling a quirky little tale, a comic piece,
He is dressed well, but not regally, nor particularly mocking quack doctors and their bizarre cures. He reads
stylishly. On the other table, opposite, are a group of a prescription that includes the "Essence of
ladies. Other guests begin to arrive and you are invited dissimulation to enforce Love" and a curious doggerel
by one of the servers to sit together, near the back of the poem to be rendered forth when one wishes to avoid one’s
room, at the other end of the long table on which the creditors. The poem is long and indecipherable, the
golden-masked man is seated. curious phrase “Tekeli-Li, Tekeli-Li,” repeated every
other line.
The masks are not full-face affairs (so as not to impede
the copious amounts of eating and drinking that take Davenant is casting the spell For the Summoning of a
place at such affairs). They nevertheless cover Shoggoth. It will only be three rounds before he
everything above the mouth and chin. When everyone summons the Shoggoth. The Adventurers may make a
has eaten their fill: Lore (Mythos) test, and if successful will realise that
something is afoot straight away. Otherwise, they will
The plates are cleared away. The servers set up a small
start to notice when:
area within the hall, on which they place several flasks of
wine, with which to keep you all topped-up, and a few The narrators voice is raised ever louder, and it seems to
plates of dainties, for those who can manage just a little be causing the entire room to vibrate. Wine flasks tumble
more food. Supplies thus secured, the doors are sealed, the from the table, your ears begin to ring, and unnatural
lanterns extinguished, bar those illuminating the small lights flash all around. The actors leave the stage, and are
stage, and the narrator strides out, his booming, yet replaced by half a dozen men, dressed in some kind of
honey-toned, voice, demanding the audience’s attention. eastern attire. A strange wind seems to be whipping
around the room.
THE PERFORMANCE The Adventurers had better quickly decide whether
this is all part of the performance or something more
BEGINS sinister. Within another round:

The performance is due to last for several hours. Long The air crackles and flashes, and in the centre of the room
monologues are delivered by Davenant, who is an something seemingly impossible is occurring. A huge
accomplished and engaging orator, interspersed with amorphous shape flickers, coalesces and forms in front of
dramatic scenes delivered by a selection of costumed you. The space between the two tables is suddenly
players. As the hall is not very large, and an area has occupied by a fantastically large beast, which oozes like
been curtained off to allow the actors to get changed hot tar, lazily consuming a dinner guest with one of the
between scenes, reducing the available space even many mouths upon its bulk, while strange tendrils
flicking out from another part of it entwine themselves
further, there are no lavish special effects. But
around another hapless victim. One or two of the guests
generally the standard is good – the actors revelling in
seem to have simply vanished beneath the beast, unlucky
the opportunity to entertain.
enough to have been sitting near the centre of the room.
There is a pause, as everyone seems too stunned to move,

82
The Doom That Came to Oxford
and then the poet resumes his chant while everyone else, to destroy the rest of Oxford (which it will probably fail
aside from the men flanking the poet, begins to scream. to do - as big as it is, it is unlikely that it will be able to
defeat the combined forces of the Alchemists from the
SHOGGOTH other colleges, or the soldiery, once they get their act
together) – Lord de Vane and Alderman Wilson will
STR 80 CON 60 SIZ 110 INT 7 POW 11 DEX 4 CHA -
wait to see what happens before showing their hands.
DM +10D6 HP 85 MWL 43 AP 0/0 Move 8 (24)*
HR: -40%/ 2D6

Skills: Crush 60% (1D6+10D6), Persistence 40%, Resilience 99%,


Tentacle Swipe 40% (1D6+4D6)
Ending the
Other: Damage Reduction*, Regeneration*

A huge amorphous blob, the Shoggoth’s “skin” flows


like tar. Its eyes and mouths form and reform on the
Adventure
surface of its bulk, while tentacles and other
If the party manages to save Richard, although they
malformed limbs grow and contract. The Shoggoth
(and the events) will not be publicly acknowledged,
mainly fights by crushing its foes with its huge bulk.
they will have earned the favour of Prince Rupert, Sir
*For more information on the Shoggoth, including its Reginald, Doctor Radcliffe and the Cromwells. They
special abilities, see p.43. will be rewarded generously by all parties.
If they fail, and Richard Cromwell dies, things won’t
MANAGING THE FIGHT turn out so well. Prince Maurice will be imprisoned by
Oliver Cromwell, and the war might intensify once
The mercenaries will defend Sir William while he more. The nature of Richard’s death will be hushed up,
performs the summoning. If the summoning is but rumours of Satanic or Catholic gatherings at
successful Sir William will continue the chant, for if he Brazen Nose will lead to the townsfolk trying to raze
stops he will lose control of the beast. He will direct the the place to the ground, and in his anger Prince Rupert
Shoggoth to kill everyone in the room, aside from might just let them.
himself and the mercenaries. Lord de Vane’s men have
captured or killed any college soldiers on duty, barred The future of the OED will depend on whether their
the exits from outside, and will attack anyone trying to agents have been identified or, in the case of those who
smash their way out. If the Adventurers are struggling, have identified themselves, whether they can ensure
Sergeant Gripps might turn up with a few soldiers in all the witnesses are dead and secure their escapes.
the nick of time (and send runners to fetch more They may reappear in later adventures, and it is likely
reinforcements). that Alderman Wilson will retain the Esoterica, and use
it to cause further mischief. Alternatively, if Wilson’s
If the Shoggoth is defeated, then Sir William and mercenaries or de Vane’s soldiers are identified, the
Daniel (if he has revealed himself an ally of the cultists) trail might lead back to the inner circle, and you might
will join with any remaining mercenaries and try to want to allow the party to be attendant at the cultist’s
fight their way out and escape from the college, and arrests. If so they might lay their hands on the Esoterica.
then Oxford. If the cultists get their way, as mentioned, If they are lucky, and manage to avoid its malign
they will oversee the slaughter of all present, aside effects, they can destroy the tome.
from themselves. Then they will lead the Shoggoth out

83
The Bay of Terror

The Bay of Terror

84
The Bay of Terror

The Bay of Terror

It is important to read through this entire adventure, support, or if the local commanders will claim they are
before running it. There are multiple ways that the unable to help (as their forces are needed elsewhere), is
Adventurers might approach their investigations, and at the GM’s discretion. Whatever happens, they will
a variety of possible outcomes. certainly be given no help if they haven’t first
themselves made an effort to find out what is going on
“The Bay of Terror” is set on the coast of North
in the area.
Lancashire, in the northwest of England, on the eastern
side of a large bay. In modern times the area is known
as Morecambe Bay. In the era in which this adventure WHY GET INVOLVED?
is set, the area is simply referred to as “The Bay”. When
the tide is out, vast tracts of mudflats and sands are The Adventurers might already have some clues that
revealed in the upper part of the Bay, and these are all is not right in the Bay. They may have experienced
known as the “Ken Sands”. See the map, p.88. the events in “The Whisperers in Furness” and heard
the rumours from Sir Daniel Fleming, or they may

Running The Bay


have read manuscripts referring to a cult in Poulton,
during “The Doom That Came to Oxford” (the other
two adventures in this volume).

of Terror
Alternatively, they may have been recruited by a local
commander who has lost scouts in the area.

LANCASHIRE POLITICS
The Adventurers will be asked, or will feel obliged, to
investigate sinister goings on in the Bay. How they Lancashire mainly supports the Royalists but, as in
approach the investigation can vary considerably, and the rest of the country, every community is divided
they should be allowed plenty of free reign to conduct to a greater or lesser extent. Lancaster, the area’s
their inquiries as they see fit. largest population centre, has a castle garrisoned
If the Adventurers are openly very partisan (for by the Parliamentarians (although every so often a
instance, if they are a Parliamentarian or Royalist Royalist force attempts to lay siege to the place).
military unit) then they might be restricted in what Though there are some members of all the various
local assistance they can call upon (if they decide that religious denominations in the county, Lancashire
they are unable to deal on their own with the threats has more Catholics than any other part of the
they uncover). They will need some proof of what is country. Even those who don’t identify themselves
going on and will have to be able to persuade their as Catholic often attend Laudian services that are
patrons, or the local commanders of their particular so “Anglo-Catholic” as to seem indistinguishable
Factions, to take action. Whether they can elicit some from the old faith.

85
The Bay of Terror
Parliamentarians may receive orders from the current the party commanded to the area by their patron
commander of Lancaster Castle, located just a few (probably Sir Reginald Perkinson, or possibly Henry
miles inland from the Bay. A Royalist party may have Ireton). Sir Reginald Perkinson might have heard
travelled further, recruited to the task by Lady Derby rumours of disappearing soldiers or have received a
(in her husband’s absence). She lives a few days letter from the people of Heysham expressing their fear
journey away from the Bay, at Lathom House, near that their Rector, William Ward, has stirred up some
Ormskirk. This is not to say that, if it suits the way in ancient evil in the area.
which you wish to run the adventure, there might not
Non-partisan Adventurers will be offered financial
be more local Royalist forces, perhaps investing the
rewards by any of the above patrons, for finding out
town of Lancaster and laying siege to the castle there.
about the missing soldiers or investigating the claims
Another option, perhaps most suitable if you are of the vexed Rector.
running the Kingdom & Commonwealth Campaign for
A further, and perhaps simpler option, is that one of
Clockwork & Chivalry and feel like running the “Bay of
the Adventurers receives a letter from a relative
Terror” at some point during that epic series, is to have
requesting his or her aid. The relative, Annie Hunning,

Dear Cousin,
I am writinge to you to express my moste grave concernes. As you know, little of
consequence takes place in the sleepie hamlet in whiche I dwelle. My husbande
and I had little concerne for the goings on about the countrie, and moste
pleased we were for it, as the times are harde and the countrie in madnesse.
However tradgedie has strucke even hereabouts. I am sorrie to saye that I am
alone. My husbande Stanley, as brave and deare a soule as you muste know, has
left me in abandonement. Do not condemne him in haste, for I doubte not with
all my hearte that he has been taken from me with force. I cry daily for him and
glance forever at the roade expecting to see him gaily returne to the bosom of
his homesteade. But I feare suche hope is in vain and thate he has entered unto
the Lord’s Companie.
Stanley had business to conducte in Polton, having acquired properties in the
area, expandinge the farmes being his utmoste concerne, his attendances to his
familie not withstandinge, for it was for our comfort that his ambitiones were
alwayes conducted. I afeared for him the instant he revealed his intentions, for
the denizens of that place are knowne as surlie and backwarde. He never
returnede and despite my humble entreaties to the commander at Lancester I
can avail no constable or assistance to searche for him. Having none other to
turne to, yet not wishing to take all advantages, I am ashamed to have to
humblie entreat you to my assistance. If it would serve, and doubte not that my
favour would be forevere yours if you can assist me in this matter, please attende
me with all swifte haste. If you have companiones of goode standing that
woulde also suffice, as alone I woulde be afeared you woulde meet the same
darke fate of youre moste beloved and esteemed uncle.
Affectionately Yours, Youre lovinge and devoted cousin,
Annie

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The Bay of Terror
lives in Torrisholme, a small hamlet near to the Bay. survived, dormant in its labyrinth, for centuries –
Goodwife Annie Hunning has lost her husband, occasionally awakening to eat careless Deep Ones or,
Stanley. Stanley was a successful Farmer and a popular more lately, human sacrifices provided by the Poulton
upright member of the local community. He purchased cultists and delivered by the Deep Ones. The entrance
some lands in Poulton, despite the warnings of his to its home (or prison) has recently been disturbed,
peers that the place was best avoided. The lands were leaving it free to escape its labyrinth and terrorise the
cheap and seemed too good a bargain to let slip. inhabitants of Heysham. “The Heysham Worm”, p.88,
Stanley went to view his new acquisitions and never details how the Stoorworm came to be sealed in, and
returned. Desperate for help, Annie first tried to drum subsequently released from, the labyrinth .
up local aid. She found that impossible; the villagers of
Torrisholme are too frightened of the Poulton THE ARRIVAL OF THE DEEP
residents. Law enforcement has simply broken down
locally – the local Magistrates are all away fighting in ONES
the war, or too busy dealing with matters elsewhere in
the county, to bother with a solitary disappearance. The Deep Ones have been living in the Bay for at least
And the commander of the Lancaster garrison, while seven hundred years. They originally came to the area
happy to prosecute miscreants brought before him, is with a group of Norsemen. The Norsemen were
unwilling to leave the confines of the castle to actually survivors of an ill-fated expedition to Greenland.
make arrests. With nowhere else to turn, Annie has Following in the wake of Gunnbjorn, who first
written to her cousin (adjust the precise relationship if discovered Greenland, Snæbjörn Galti led an
such a cousin doesn’t fit into the back-story of any of expedition of exploration and possible settlement.
the Adventurers), begging for assistance in finding her
lost husband. He landed and soon made contact with an Inuit tribe,
who were fleeing in terror from some unknown

What is Going On
enemy. Snæbjörn was undaunted by the apparent
panic amongst the natives, and decided to find out
what it was that frightened them so. Unable to
communicate effectively with the terrified natives, he
There are two main threats residing in and around the ordered his men to slay them all, and then went in
Bay. search of what he assumed was a fantastical beast,
perhaps a mighty bear or sea serpent, which he wished
Firstly, there is an enclave of Deep Ones, living out in to slay so that tales of his might would be related in
the Bay. For generations they have been breeding with future sagas.
the cultist inhabitants of Poulton. “The Arrival of the
Deep Ones”, below, explains how they came to be What his party found was another group of Inuit. But
living in the area. The cultists and Deep Ones are these natives had a strange look about them, and they
planning a ritual, to be performed when Venus hangs seemed to be enthralled in the worship of a strange and
above the Sands of the Bay at one of the lowest tides of terrible god. Snæbjörn was all for slaying this tribe too,
the year. This ritual might be the climax of the whole but his own crew, seduced by the peculiar natives,
adventure. The exact timing of the lowest tide should betrayed him. The Norsemen turned on each other,
be determined by the GM, but whenever you decide it and Snæbjörn was killed in the fight. The survivors
should take place the Adventurers should have a few stayed for a while, and were inducted further into the
days to conduct their investigations in the area first. secrets of the tribe. The tribe worshipped the great god,
Cthulhu, and were in contact with his Deep One
Note: Cthulhu and the Deep Ones are classic Lovecraft servants.
and amongst the best known Mythos stories. While the
players, if they are Lovecraft fans, might suspect Deep The surviving Norsemen decided to head back south.
Ones (just on account of the action taking place in a Depleted by in-fighting, they had not the strength of
Bay), the Adventurers shouldn’t. Ideally they should numbers to settle the new lands, and they were
be reeled in by the cult slowly, the story turning from reluctant (and unable) to fully integrate with their new
the macabre to the truly horrific as the action allies. They set off, with an escort; some of the Deep
intensifies and the adventure progresses. Ones left their frozen colony, and followed the
Norsemen southwards.
Secondly, there is a gigantic Stoorworm, which had
been sealed away beneath the sea. The Stoorworm has

87
The Bay of Terror
The Norsemen at first attempted to settle on the coast temple dedicated to Cthulhu, and the folk are
of Ireland, but were quickly expelled by the disgusted considered particularly ungodly. The inhabitants of
inhabitants. They crossed the Irish Sea to the coast of the surrounding villages would at one time have been
Lancashire. Heysham had already been settled by content to just mutter about their neighbours, and
Vikings generations before, but the Norsemen who avoid fishing too far from their own local shores.
survived the journey from Greenland formed a second Lately this disquiet has turned to fear – many of the
wave, settling in Poulton (a largely uninhabited and fisherfolk are avoiding the waters altogether, causing
isolated spot at the time, the few poor Farmers who hardship and, for some, near starvation.
already had holdings in the area were quickly
murdered or assimilated into the cult). While the Norse THE HEYSHAM WORM
built new homes on the land, their new compatriots
built a home out at sea, beneath the waves of the Bay. The Heysham Worm is an ancient Stoorworm. The
For centuries the enclave has survived, relatively Worm stalked the salt-marshes throughout the Bronze
isolated from the outside world. Some of the and Iron ages, killing at will. The tribes living in the
descendants of the original settlers have taken wives area knew to avoid the marshes, settling only on the
from the surrounding villages (they have been a lot less higher ground. When the chapel of St Patrick was built
willing to allow male outsiders into the area, with the (in the Dark Ages), the Worm was banished to the
occasional exception), and often these women have labyrinth (which also dated back to prehistoric times)
been delivered into the clutches of the Deep Ones. The beneath the chapel. Whether it was St Patrick himself
Deep Ones and the people of Poulton have a history of who actually commanded the beast out of the marshes
inter-breeding (which has affected the physical and into its prison has been largely lost to history, but
appearance of the locals to varying extents). The once the slabs of stone were placed over the ground,
Poulton folk have also acquired others (usually the Worm was trapped. The enchantment that
unwary travellers, but sometimes their own children) prevented the beast smashing the consecrated stones
for sacrifice in dark rituals that take place out in the held that only a holy man of the parish might approve
Bay at low-tide (some have died on a watery altar, the removal of the seal.
sacrificed to Cthulhu; others have been similarly The Worm has survived on a meagre diet over the
dedicated to the god but delivered to the Heysham centuries, spending most of its time dormant to
Worm, see below). conserve energy. There is one way into the central
This had been an occasional event, but lately there has chamber: a small pit out in the Bay leads down into the
been an increase in abductions. Not only has the middle of the labyrinth. It is too small for the
number of isolated disappearance increased, but the Stoorworm to navigate and causes the labyrinth to be
cultists have even ambushed small military scouting flooded most of the time. The water only drains away
parties – the need for more sacrifices has been due to at very low tides. Although the Worm is largely
an increase in the frequency and intensity of the rites inactive, it occasionally wakes up. If large enough prey
and rituals that the cult has been carrying out, and their enters its labyrinth, via the pit, it will smell the intruder
preparation for a forthcoming larger Low-tide Ritual and awaken to feed. Centuries ago the Stoorworm
designed to summon their god from his deep slumber. consumed a few wandering Deep Ones in this manner.
There has also been an increase in the fevered dreams Eventually the Deep Ones realised the manner of the
that the cultists share, pertaining to the coming of their beast lurking in the pit, and they decided to venerate it.
god, Cthulhu. It is not only the land dwelling cultists At very low tides they sacrifice human victims by
that think the time of Cthulhu’s coming is fast throwing them down the pit shaft.
approaching – there has been an accompanying In the process of renovating St Peter’s chapel (which is
increase in Deep One activity, and their generally very close to the ruins of the chapel of St Patrick), the
rapacious appetites have become even more frenzied Rector at Heysham, William Ward, decided to excavate
than usual. the ruins of St Patrick’s and re-use some of the stone.
For the most part, the residents of the surrounding William Ward’s predecessor had died suddenly, and
villages have just ignored Poulton. They are all was thus unable to hand over the sacred charge to
suspicious of the peculiar folk who live there, but leave the ruins alone (and the war has caused so much
would prefer to simply have nothing to do with them upheaval in the church hierarchy that William’s
(rather than investigate any further). Poulton has no superiors have also lost the details of the secret of St
Christian chapel, although there is a tiny underground Patrick’s). The seal is now broken, and the Stoorworm

88
The Bay of Terror
can leave the labyrinth. As of yet, the beast has only Crossing the bay directly in this way saves a long
made tentative forays into the outside world. It is still journey around the edge of the bay (it is half the
sluggish from centuries of imprisonment and reluctant distance from Poulton to the opposite Furness
to stray far from the labyrinth. The Stoorworm is a peninsula, travelling directly across the bay), but is
truly colossal specimen – once fully awake it will be extremely hazardous. The tide can come in at an
extremely difficult to stop. alarming rate from the west (“faster than a horse can
gallop”) and quick-sands suck under any who wander

The Bay from the correct path. And of course the Deep Ones
render the “safe” routes anything but safe. Most of the
shoreline is low-lying, consisting of muddy beaches
when the tide is out, but at Heysham there is a high
When the tide goes out, it can recede a full 12 km – rocky headland, with cliffs rising up to 30 metres
exposing the bottom of over half the entire bay. At such jutting out into the bay. The local fisherfolk harvest
low tides huge areas of mudflats, sands, meandering shellfish such as cockles when the tide is out, and
channels and tidal pools are revealed. The locals refer shrimp when the tide is in.
to this area as the “Sands” or the “Ken Sands”. It is
possible to cross the sands from south-east to north-
west (or vice versa) when the tide is low, although the
safe routes are known to just a few local guides.

n
Ke
FURNESS ve r
Ri

KEN SANDS
River Lune

Bare
Torrisholme
Poulton Lancaster
Heysham

89
The Bay of Terror
his patrol were captured rather than killed (the
SETTLEMENTS OF NOTE assailants threw nets over some of the soldiers),
but he can’t be certain, as he was too busy trying to
The small villages of Poulton and Heysham (where escape. He will describe his attackers as “mad
most of the action takes place) are located in peasants”, but doesn’t know for sure where they
Lancashire, along the eastern side of the bay. Heysham came from. Likewise, he will mention that the
is fairly isolated due to being surrounded by salt- assailants seemed like men possessed of an
marsh, although there is a raised trail, running unnatural strength, “verily, some fought with the
between ancient ditches, that links it with Poulton. strength of two”. If the Adventurers examine him
Most of the locals in Heysham also know the route (making a successful Healing roll) they will find
through the marshes from Heysham to Lancaster. that the stab marks on his back seem to have been
Poulton is just a couple of miles to the northeast of made by the raking of claws, rather than by a
Heysham, along the coast of the bay. A short distance man-made bladed weapon. The Adventurers
inland, to the east of Heysham (and southeast of might escort him to a nearby village to recuperate
Poulton), is the large town of Lancaster. Poulton’s (he will probably promptly expire) or relate the
nearest neighbours are the small hamlets of Bare and tale to the commander of Lancaster castle (who
Torrisholme. Bare lies above Poulton, further along the will probably just ask the Adventurers to
bay; while Torrisholme is inland, between Poulton and investigate further. If they complain that they can
Lancaster. See map, p.89. hardly be expected to take on such a task,
especially when the military is thus overwhelmed,
RANDOM ENCOUNTERS the commander will accuse them of exaggeration
and cowardice, and explain his hands are tied – he
AROUND THE BAY simply can’t spare the men to help, as he is
managing a Parliamentarian garrison in Royalist
territory).
The following encounters can be used to add
atmosphere to the adventure. They can take place at 2. A scruffy individual is swaying along the track. He
any time the Adventurers are wandering between the will possibly bump into the Adventurers or, if they
villages or around the Bay. There is no need to run are mounted, fail to get out of the way of their
them all. You can roll 1D6 to randomly determine the horses, stumbling into a hedgerow as they pass
encounter (discarding any results that seem him. If so, he’ll rant and rave that “yer no better’n me
inappropriate), and consult the appropriate table ye pompous prigs”. The man, George Kiffen, is
(Daytime or Dusk/Night-time Encounters), or simply wretchedly drunk. He is carrying a sack, in which
pick an encounter that you feel best suits the given are the tools of his meagre trade (he is a travelling
situation. cobbler, leather-worker and oddjob man). George
is drowning his sorrows. To be fair, although
Daytime Encounters
George has been overly fond of a tipple for a long
1. The party is hailed from the side of the track they time, he has been recently exposed to the shocking
are travelling upon. The person calling them is a sight of the Heysham Worm, stirring from its lair,
wounded and dying (unless, at your discretion, the and now simply wishes to blot the sight from his
party can heal him) Parliamentarian dragoon. The mind. George decided to camp out on Heysham
soldier, Christopher Mayburne, was on a scouting Head, sheltering in St Peter’s graveyard or the
mission just outside Poulton when villagers ruins of St Patrick’s (as he had done many times in
attacked his unit. The dragoons were dismounted the past, weather allowing, when travelling
when the attack began, but even so, normally such through Heysham hawking his trade). George
an attack would have been one-sided – the didn’t even get to setting up camp when he saw an
dragoons were tough military men, after all. impossible sight. Running along the edge of the
However, the villagers attacked with surprise on graveyard was a moving thing. It was higher than
their side, and with such ferocity and strength that the boundary wall and just seemed to go on
the dragoons were quickly overwhelmed. Only forever in either direction, along the length of the
Christopher managed to escape, dragging himself whole graveyard. George had already had a drink
to the hollow where he now lies. He is half-mad in the inn, so was uncertain exactly what it was he
with delirium from his now infected wounds. He had witnessed, but knew he had to leave
may be able to tell the party that he thinks some of immediately. He can best describe the sight as “a

90
The Bay of Terror
movin’ wall o’ chainmail, an unat’rel thing, all slinkin’ when he came to Heysham, and so they built a
along, stinkin’ o’ a bog”, but won’t readily offer that chapel in his honour, the ruins of which can still be
description unless the party takes time to find out seen. She will say that the chapel was built on a
what is wrong with the staggering sot. He has been special old spot, beloved of the folk that lived in
travelling and drinking all through the night, so is the area long before the Romans arrived to enslave
very worse for wear. everyone, and that the ancient pagans knew it as a
place of special power (if anyone in the party raises
3. On a successful Perception roll the Adventurers
eyebrows at this she will say it is just an old legend,
will notice a strange groove running along the
and that she is, of course, a good Christian
Sands (if they are on the coastline), or through the
woman). Goodwife Aldis will also gossip about
mud (if they are more inland). On further
the Rector of St Peter’s, saying he is a terrible man,
investigation they will note that it seems to form a
and that things have slid since he arrived at
trail, hundreds of metres long and several feet
Heysham and started to change things (the real
wide (although, after a while, it will disappear into
reason she doesn’t like the Rector is because he had
a channel or the salt marshes). Anyone passing a
been telling the villagers they shouldn’t go to
Hard Perception test (-40%) will detect the faint
Goodwife Aldis for remedies, but rather come to
whiff of sulphur in the air, lingering all around the
his church and pray for salvation in their times of
trail (it is the trail of the Heysham Worm).
need).
4. Goodwife Aldis steps out onto the trail as the party
5. The party meets a small group of peasants, who
approaches. Goodwife Aldis is a Wise Woman
will beg for alms. They are the families of fisherfolk
who lives alone in her shack in the salt-marshes.
and they are near the point of starvation. They are
People used to call for her in times of need,
women and children, who should be hard at work
although that has tailed off recently (as all the
mending nets, but their menfolk are off jobbing for
locals are scared of travelling about due to the
day labour at the local farms, as they refuse to set
abductions). Goodwife Aldis will tell the
their nets and traps in the Bay. The wretched
Adventurers that she “knew you were a’coming” and
villagers are extremely frightened. They don’t
offer them a drink and hot meal, if they want to
want to be on the roadside begging, as they know
come and stay at her home overnight. If the party
that people have disappeared in the locality, but
decides to take her up on her offer (and don’t
they are so hungry and desperate that they have
threaten to burn her as Witch, or simply ignore
decided to take the risk. If the party questions
her), she will be true to her word. The
them, and gives them some food or coin, they
accommodation will seem mean and
might reveal: “the men say the Bay is curs’d. T’ain’t
uncomfortable to any wealthy Adventurers, and
right, but they won’t catch us dinners.”; “They’re jus’
the food will all taste a little smoky. The shack is
afright o’ them Poulton buggers. Can’t says I blames
also fairly cluttered with bundles of strange herbs
‘em, they’re a rum bunch o’ bullies, but we ‘as to eat
(which Physicians will know as being common to
summat.”; and, “Not right we should ‘ave to be out a
most apothecaries). Note: Goodwife Aldis can be
beggin’. Folks gone missin in these parts.”
used to give the Adventurers whatever
information the GM thinks fit. She might know 6. The Adventurers will be greeted by a party of 3D4
that the folk of Poulton are all strange and vaguely Royalist scouts, led by their officer, Edward Bailey.
inhuman (for some reason they completely avoid
the Goodwife, rather than attempting to abduct ROYALIST SCOUTS
her), but doesn’t know the exact nature of their
STR 11 CON 11 SIZ 11 INT 10 POW 10 DEX 11 CHA 10
cult. She knows there is “summat strange” out in the
Bay and will have heard (or rather had passed DM 0 HP 11 MWL 6 AP 2/1
down to her the knowledge from former Wise Skills: Close Combat 40% (Mortuary Sword 1D8), Dodge
Women) that ”there are strange folks as wander out 40%, Gun Combat 50% (Carbine 2D6+1), Persistence 50%,
there at night, some of whom look mighty queerlike. Resilience 55%, Ride 60%, Unarmed Combat 50% (1D3)
T’ain’t nat’rel, cos the tides are terrible, and tis said
The scouts are out looking for information regarding
some din’t come back.” Goodwife Aldis might have
another unit of Royalists (who were slaughtered or
heard the Heysham Worm slithering through the
captured by the roughs in Poulton). Their leader is
salt-marsh. She may even recall an old legend
handy in a fight, but an incompetent commander,
regarding St Patrick – that he banished a dragon

91
The Bay of Terror
which is having an adverse effect on the morale of the opportunity she dispatched him to search for a lost
scouts. scouting party. Edward has spent most of his time split
between railing at the ignorance of the local peasantry
“MAJOR” EDWARD BAILEY and lying, to anyone who is of higher rank than
himself, about his achievements – he claims he is a
Major; he claims he killed a score of “Clockwork
Horsemen” at Naseby (he wasn’t there, and he has
never seen an Iron Horse, so his lies will be obvious to
anyone with any knowledge of the fact that a human
rider sits atop the machine); he even claims he is Lord
Derby’s favourite, and will no doubt be adopted by the
great man once the war is over. Edward’s men
intensely dislike their delusional and incompetent
Captain, and sneer at his affectations – they are for the
most part of similar social rank as their officer. Many
are seriously considering desertion.
On encountering the party, Edward will assume they
are potential murderers of his scouts (he doesn’t really
believe this, he thinks the troop probably just
deserted). He will also possibly accuse them of all
manner of other crimes – witchcraft, treason, or
whatever he thinks most appropriate. He will order his
men to “interrogate” the party, but will show no
Profession: Soldier Age: 26 interest in talking to them himself, unless there is
someone in the party of high status who is known to
Faction: Self Interest (Pride) RP: 90
Edward – in which case he will happily regale them
STR 14 CON 13 SIZ 13 INT 9 POW 10 DEX 12 CHA 10 with tales of his brave command.
DM +1D4 HP 13 MWL 7 AP 2/1 Despite the frustration that an encounter with Edward
Skills: Athletics 55%, Close Combat 60% (Sabre 1D6+1+1D4), should cause, there are some positives that the
Dodge 45%, Gun Combat 65% (Carbine 2D6+1), Persistence Adventurers might be able to take from the encounter.
40%, Resilience 50%, Ride 70%, Unarmed Combat 50% Information
(1D3+1D4)
Ÿ If suitably persuaded, the scouts will be able to tell
Edward Bailey is an arrogant bully. The younger son
the party that they have visited all the villages
of a gentleman farmer, Edward has spent most of his
surrounding Lancaster, and tell them a little about
life resenting his lack of position. Edward embraced
each one.
the coming of war, sensing an opportunity for
improving his lot. Sadly, though he might be good in a Ÿ The troopers are convinced that the inhabitants of
fight, his foolish pride and complete lack of tactical Bare, Poulton and Heysham are all a superstitious
awareness mean that he is not cut out for command. and strange bunch. On a successful Influence roll,
He was rejected at the outset of the war by Lord Derby, the Adventurers will be able to ascertain that the
who considered Edward unfit to serve due to his scouts found the inhabitants of Poulton
erratic nature. However, Lord Derby is away on particularly weird, aggressive, and peculiar to look
campaign and, wanting to ensure that his wife has at (although the troopers won’t be able to precisely
enough men at her disposal, he relented and put their finger on what it was that was so odd
commissioned Edward last year, assigning him a about them).
Captain’s rank and requesting that he mustered a
Ÿ The troopers haven’t found much evidence of their
troop to be put at Lady Derby’s disposal.
missing men, but suspect that they have met a
Edward’s father was unwilling to fund the troop, but nasty end. They have uncovered the corpse of one
didn’t wish to appear disloyal to Derby, so grudgingly horse that seemed to have been hacked and
set up his son with the necessaries. Edward quickly clawed, and though the branding wasn’t Derby’s,
alienated Lady Derby at Lathom House, and at the first it was probably a military beast. (It was in fact one

92
The Bay of Terror
of the Parliamentarian’s horses. The other beasts his family were accused of witchcraft, but Tom
have been dragged off and butchered by the managed to escape on the way to Lancaster Castle
cultists for consumption, the inedible parts (where he was to have been imprisoned and tried).
rendered down or thrown into the Bay). He is hoping to hide out with his sister, who
married a lad from Poulton. Whether Tom actually
Assistance
is a Satanic Witch is at the GM’s discretion.
Ÿ The Adventurers could try to get Edward and his
4. The Adventurers will hear horses galloping
men to assist them (most likely if the party
towards them. There are two riders, the Witch
encounters them after they have already visited
Finder Nehemiah Cast-Down-Thine-Eyes Bubbsy
Poulton and been threatened by the villagers, or
and his companion, Jamie Brown. They were
once the party has become aware of, or
transporting a prisoner, Tom Redfearne, from
encountered, the Heysham Worm). Edward will
Pendle to Lancaster Castle, to stand trial as a Witch
have no truck with such a notion, unless the party
(they have already searched and watched him, and
has concrete proof regarding the disappearance of
they are convinced of his guilt). Their prisoner
his men. His troops might be persuaded to help. If
escaped; he got free from his bonds and hopped
any of the Adventurers is of a higher rank than
out of a window while Nehemiah and Jamie were
Edward (higher than his real rank of Captain,
negotiating with a barkeep. They have followed
rather than his imagined rank as a Major) and
his trail for the last day, and into the night, and
makes a Difficult (-20%) Influence test, then the
they are sure that he has come this way. Have the
troopers will desert their commander and assist
Adventurers seen him?
the party. This will cause Edward to fly into a
temper and attempt to arrest everybody (he will 5. Looking out across the Bay the party can see lights.
need to make a Persistence test to stop short of There are figures crossing the Sands. They are too
attacking his own men!). far away to be identifiable, but it seems to be a
sizable party. After a time, as they near the centre
Dusk/Night-time Encounters
of the Bay, the lights flicker out, until eventually
1. The weather suddenly changes. The skies open nothing can be seen in the distance. Note: It would
and it rains with such intensity that the trail begins be extremely foolish for the Adventurers to
to disintegrate as the party progresses. Carts might investigate without a guide – they could be cut off
become stuck in the mud (Drive tests should be by the tide or fall into quicksand.
made), riding becomes difficult (Ride tests should
6. The party is assaulted by a group of 1D3 Deep
be made to avoid being thrown, having a a horse
Ones and 0-5 cultist villagers, determined to carry
injured as it loses its footing, etc.), and those on
the Adventurers off to the Deep Ones’ lair in the
foot will be reduced to a painful trudge. As the rain
Bay. For villager and Deep One statistics, see p.108
increases, so does the wind. Almost unnatural in
and p.117.
its intensity, it threatens to bowl the party over,

Torrisholme
and causes anything not tied down to be blow
away.
2. There is a small, ghostly figure wandering along
the track, ahead of the party. On closer
examination it is the luminescent shape of a young Torrisholme is a small hamlet, situated between
girl, stumbling along. If the party gets too close, the Lancaster and Poulton. Most of the locals are farmers,
child falls over and disappears as she hits the working for one of the larger farms (which were
ground. Once the party is far enough away the formed by dividing some of the old manorial lands,
scene repeats itself, and continues to do so although the manor itself is still intact). The people see
throughout the night. themselves as more respectable than those from the
3. The Adventurers see a frightened man running other nearby villages, and are largely happy to be
along the track toward them. He will simply dash away from the bustle and conflict in Lancaster (the
by, if the party lets him. He will explain he is in a nearest large town). The actual manor is called
hurry, needing to get to a sick relative in a nearby Torrisholme Hall. It’s fairly small, and the current
village. His name is Tom Redfearn, and he is owner, John Brockholes, is away. Most of the locals are
actually being pursued by a Witch Finder. He and supporters of the Royalist cause, and some of the men
have already gone off to fight. But while talk may

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The Bay of Terror
occasionally turn to muttering darkly about the castle GOODWIFE ANNIE HUNNING
being garrisoned for Parliament, those remaining are
mostly content to forget about the war and get on with
their lives. Otherwise, the villagers will be generally
polite to any visitors (unless the party goes out of their
way to be rude), and the Adventurers will have no
problem finding a small room in the inn.
The locals can offer the following gossip:
About Lancaster: “Thar don’t want to go there. Too much
rushin’ abaht, thar knows.”
About Bare: “Ah shouldn’t say it, but they’s an ignorant
bunch. Too near the waters and too far from the town, an
thar gets ign’rnt thar knows. They’re fair desprate a
t’minute, round ‘ere scroungin’ fer work where there is
none.”
About Heysham: “Not worth the bother. The new vicar’s
an odd sort. Thought as we should trek all the way to ‘is
church. If thar wants to get piss thru and muddy then walk
it, but Ah would rather stay indoors.”
About Poulton: “Ugly and as thievin’ a lot as live there,
If the Adventurers have come to Torrisholme at the
there i’nt, an no mistake. Steer clear if yer know what’s good
request of Annie, they will be offered comfortable
fer yuz.”
rooms in the pleasant farmhouse in which she resides.
About the Bay: “The fishes taste good, but we’ve not ‘ad Annie, while by no means actually wealthy, is
owt from Bare fer awhile, and Ah wouldn’t buy ‘em from reasonably well off. She is pretty, hard-working, and a
Poulton, as they’d rob yuz soon as look at yuz.” loyal wife. She will repeat the story of her husband,
It may be that the Adventurers have gone to meet with Stanley, acquiring lands on the outskirts of Poulton,
Goodwife Annie Hunning. If so, the villagers won’t be and reiterate her request that the party investigate his
able to offer much advice aside from: “Stanley were a disappearance. She will offer any reasonable assistance
good man. But ‘e should o’known better’n t’leave village. or payment, but will not accompany the Adventurers
Thar knows Poulton is a queer place, full o’ queer folk, an on their travels. She will tell the party that the farm her
thar should steer well clear o’ it.” husband purchased is called Green Farm, and that it is
located just outside of Poulton, to the southeast of the
If, following their investigations, the Adventurers coastal hamlet. She knows nothing about the area,
return to Torrisholme with evidence regarding the aside from the common gossip known by the other
cultists in Poulton, then the locals might (very Torrisholme locals.
reluctantly) rally round to help (they will need to be
lots of successful Influence tests, and Annie Hunning
will have to lay on the guilt convincingly). There aren’t
TORRISHOLME SIDE QUEST
many men left to assist, but 2D6 farm labourers and
Also located in Torrisholme, just to the north of the
one or two Farmers might help. They will urge the
hamlet, is a large hill, topped by a round barrow. It has
party to enlist the support of others, not believing that
nothing to do with the rest of the adventure. However,
such a small force will stand much chance against the
at your discretion, you might want to allow the
surly Poulton folk (who have the reputation of being
Adventurers to hear rumours of old treasures to be
good in a scrap).
found under the ground. The locals won’t want the site
disturbed, but perhaps one of the local Farmers will
mock his superstitious peers, and suggest that he
found something of value in the nearby fields (perhaps
a golden bracelet, or a ring). If you do let the party dig
about, they might find an entrance leading to tunnels
(and perhaps even a chamber containing a Barrow
Wight or two, animated once the burial chamber was

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The Bay of Terror
disturbed). If you are feeling generous there might disappearances; truth be told, they think that there is
even be some old ancient treasures. something otherworldly lurking out in the Bay.

BARROW WIGHTS Thanks to the loss of their trade, the locals are
wretchedly poor. They work the small strip farms, and
STR 20 CON 4 SIZ 13 INT 2 POW 2 DEX 12 CHA - the men have taken to wandering to find day work (but
not in the direction of Poulton – rather they head off to
DM +1D6 HP 9 MWL 5 AP 0/0 Move 15
the north and west), but they’re not having much
HR 0%/1D6 success.
Skills: Close Combat 55% (Long Sword 1D4+1+1D6), Dodge The locals can offer the following gossip:
48%, Persistence 76%, Resilience 49%, Unarmed 35%
(1D3+1D6) About Lancaster: “Aye, t’is the big city. What of it? Heard
as there’s bin all manner o’ trouble there, what with the war,
These are the ancient Bronze Age warriors, awoken n’ fightin’ an’ all.”
from the dead. They appear as black mummies, their
flesh preserved but darkened by the ages. Rags of About Bare: “I think we’re all accursed. Shame, t’was a
tattered clothing and bits of ragged armour (not pleasant enough place, but the times are hard.”; “Used to be
enough to provide protection) cling to them. They a grand spot fer a bit o’ fishin, but the boys don’t go out no
carry crumbling long daggers, which have a 25% more, n’ last winter were hard. Don’t think we can hang on
chance of breaking with every blow. (If the dagger here much longer.”; and “Place is all a bit tragic. Goodwife
breaks, the target takes only half the normal damage). Gwendin lost ‘er kiddies, drownded they reckon, and no-one
If their daggers break, they will attack with fists and wants to stay no more. It’s dangerous hereabouts these days.”
feet. They cannot be reasoned with. The Barrow Goodwife Gwendin’s three children were
Wights have night sight (Clockwork & Chivalry Core playing/working on the rocks by the beach, when they
Rulebook p.177). were abducted. She believes they must have wandered
The Barrow Wights are as fast as a normal human off and the tide must have come in and swept them
being and very much stronger. Thankfully, their CON away, although she doesn’t really understand how, as
is fairly low, so they have low Hit Points, but do not the tide was out when they left to play, and still out
have to make Resilience tests on receiving a Grave when she began to search for them. Although they had
Wound to an arm or leg – the limb is severed, but they played in the same spot many times with no problems,
just keep coming, crawling if necessary. It takes a Gwendin blames herself and her husband, who has
Grave Wound to the abdomen, chest or head (and a since perished in a “boating accident”, for not
failed Resilience roll) to kill one of these creatures. supervising the children. If pressed, the fishermen who
went to help in the search will say they think the

Bare
children were abducted – there were strange splayed
tracks in the sand, which indicated a struggle ending in
the children being hauled out into the Bay. The
fishermen are divided in their thinking: the kidnappers
A tiny hamlet, set above and just along the coast from may be from across the Bay; Martin Martindale (see
Poulton, Bare consists of a couple of farmhouses, some Guides to the Bay, below) might have had something to
small strip farms, a few other rough dwellings (tiny do with it, as he knows the Bay and its channels so
cottages, inhabited by farm labourers or fishermen and well; perhaps Goodwife Gwendin is a Witch who
their families), an old tithe barn, and a small manor cursed her children and her husband; or perhaps more
house (which is really no different from the other sinister supernatural forces are responsible.
farmhouses). The buildings are constructed from About Heysham: “It’s too far, and thars too much bog to
sandstone blocks, cobbles from the beach, and rough cross to git thar, t’bother with t’place.”
grey mortar.
About Poulton: Mainly the response to any enquiries
There has often been conflict between the fishermen of about Poulton will be a stream of invectives and curses,
Bare and those from Poulton, and the Bare folk have tinged with an undercurrent of fear. There has been a
invariably come off worse. The Bare fishermen have bitter feud between Poulton and Bare for a long time.
recently abandoned their boats and baulks (wooden If the Adventurers haven’t already been to Poulton,
fishing traps) after a spate of accidents and then the folk of Bare will warn them to be careful, and
if any of the Adventurers are people of status, they will

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The Bay of Terror
urge them to round up the inhabitants of Poulton and know the small area within which they are used to
take them all to the gallows. “Them’s all thugs and fishing. So, although they know their fishing grounds
roughs. Wouldn’ be surprised if they weren’t responsible fer extremely well, they will be reluctant to venture any
all the disappearances.”; “They are all accursed. They got no further. However, there are a few people who have the
church an’ they probably all worship Satan. Place needs knowledge required to cross the entire bay from one
burnin’ an’ all the folk with it.” (Incidentally, there is no coast to another. There are even routes that are safe for
church in Bare either. Anyone who points this out will horses and carriages but, without a guide, undertaking
get scowled at); and, “Truth is there’s bad blood ‘tween such a journey will no doubt end in tragedy. Over the
them an’ us. But there’s bad blood ‘tween them an all folks. past few years most of the guides have stopped
We avoid the place. Can’t ‘elp thinkin that some of ‘em are traversing the Bay. One or two had disappeared
throwin’ their weight around all the more since the war (abducted by Deep Ones), and the trade between the
start’d. No justices local at the minute see, an’ bastards like two shores was drying up anyway, as a consequence of
them’ll take advantage.” the war. The only guide left in Bare is Martin
About the Bay: “Used to be our livelihood. Nah it’s just a Martindale (though you may wish to have the party
reminder of all ‘a’ts wrong with the place. Sad it tis.”; “We encounter Martin elsewhere, perhaps in Heysham).
lost a boat last winter, ‘n them kiddies drownded out there.
The basterds from the next village ‘av been threatenin’ to
MARTIN MARTINDALE
stave us in if we keep fishin the waters, an’ with all the luck
as we’ve ‘ad, we’ve given it up fer no good.”; and, “Only
Martin’ll go out there now. The rest of us leave it to the
Devil, an’ ‘ees welcome to it.”
The locals have all witnessed unusual things out in the
Bay (the fishermen actually out in the Bay, or the other
villagers watching from the shore). Most of the time it
is just glimpses – shapes moving out in the Sands when
they shouldn’t be; overlarge fish that have become
adept at biting through nets or smashing baulks; the
sound of eldritch singing, travelling on the winds, in
the dead of night. A couple of the ex-fishermen might
tell a tale of a young Deep One (“’T’were a right queer
lookin’ mess. Some sort a’ cursed deformity. I reckon ‘t’were
a seal, born daft.”), trapped in the baulks, whom they
weren’t sure whether to bury or cook up. (They ended
up doing neither, abandoning the corpse to the
quicksand).
All the villagers have experienced a strange sensation
of late. The Bay projects a sense of foreboding and loss
Profession: Guide Age: 36
that makes everyone feel uneasy. At night, the locals
bolt their doors and avoid looking out to sea, not Faction: Laudian RP: 40
wanting to be reminded of recent tragedies. STR 17 CON 14 SIZ 11 INT 13 POW 11 DEX 17 CHA 12

GUIDES TO THE BAY DM +1D4 HP 13 MWL 7 AP 0/1


Skills: Athletics 90%, Close Combat 50% (Dagger
Traditionally there have always been guides who 1D4+1+1D4), Dodge 65%, First Aid 50%, Lore (Regional)
know the best route across the Sands when the tide 90%, Persistence 50%, Resilience 80%, Ride 50%, Sleight 83%,
Stealth 95%, Survival 82%, Track 84%, Unarmed Combat 60%
goes out. If ever the Adventurers do decide to venture
(1D3+1D4)
out into the Bay at low tide, they will either have to be
extremely lucky or will need to employ a guide to help Martin has been working as a guide since boyhood. He
them cross the Sands. The Sands are treacherous, even was trained by his father, who in turn had been trained
at the lowest tides. There are deadly channels, by his father before him. Once Martin was respected
quicksands, and thick sticky mud, and the tide hurtles locally, his expertise as a guide was valued, and his
in at an incredible rate. Most of the fisherfolk only opinion sought on many matters, but he has become

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The Bay of Terror
less popular of late – perhaps his association with the Bay anyway (as mentioned, to avoid the forbidden
Bay irritates his fellow villagers, or maybe they suspect dangerous area).
that he is up to no good while out exploring the Sands.
In all cases, Martin has also found a strange item while
Martin knows the Bay and the Sands so well that he
crossing the Bay. The item is a small statuette (no more
seems to navigate them by instinct – sensing the
than nine inches tall) carved in some unknown
incoming tides and always finding the safest paths (of
material best described as “a greenish-black
course, this is all experience and knowledge, but so
substance.” The statue depicts a strange figure with an
ingrained as to seem an intrinsic facility).
octopoid head, a dragon-like body, and powerful
You might want Martin to provide information to the clawed limbs. The statue is both incredibly intricate
Adventurers, particularly if they are struggling to and impossibly smooth. Martin won’t readily offer the
work out what is going on. Likewise, if he thinks they statuette for inspection, as he has no idea that it might
are serious in wanting to combat whatever threats are be relevant to anything. He might remember having it
out there in the Bay, Martin will offer to accompany the if Adventurers ask him if he has ever found anything
Adventurers if they decide to investigate the Sands, odd while out on the Sands. Anyone owning the statue
disrupt the Low-tide Ritual, or look for the Bay will be haunted by strange dreams all the while it is in
entrance to the Worm’s labyrinth. He won’t like going his or her possession. The dreams will all involve
into the centre of the Sands, and will even counsel drowning, and the drowning is accompanied by a
against it, but in his heart of hearts he knows that there strange and perverse feeling of exhilaration. The
is something out there that is too big a threat to ignore dreams will not be so pervasive as to cause Fatigue, nor
forever. so chilling as to routinely cause Mental Damage (the
first night the Adventurer should make a Persistence
Martin rarely goes out onto the Sands any more, but
roll. If the roll is fumbled then the statuette will have a
his expertise in stealth and tracking mean that he might
greater effect – causing Righteousness Points to slip
have have survived witnessing more of the strange
away at a rate of 1D4 per night. Eventually when RP hit
activities in the area than most (how much knowledge
zero the dreams will begin to reveal the underwater
he has is at the GM’s discretion). Martin might have
world of the Deep Ones and glimpses of Cthulhu
glimpsed the Deep Ones; though because he had the
himself, and the Adventurer will begin to worship the
sense to not get too near, he believes they are strangely
statue and the god it embodies, gaining
armoured soldiers (the silhouettes of their bulky forms
POW+CHA+1D6 RPs in the Cthulhu Cult faction,
mere shadows in the distance) that are up to no good.
p.27). Martin won’t be able to shed much light on the
He might have seen Deep One tracks, and if so he is
statuette, assuming it had been dropped overboard by
convinced that there is a strange species of giant frog
someone travelling on a boat out to sea and washed
living out at sea. He might have secret knowledge,
ashore over time. He will be happy enough to be rid of
handed down through the generations, that leads him
it, if any of the party wants to take it off his hands.
to believe that far out, in the centre of the Sands, there
are tunnels leading to secret caves (which he will have Martin will be very interested in the Adventurers,
avoided all his life; the knowledge that getting too particularly if they ask questions about the Bay. He is
close to the tunnels entrance is extremely dangerous torn – on the one hand he feels that the Bay has been
has been beaten into generation after generation of completely lost to respectable fisherfolk and legitimate
Martindales). Martin also might know that the trade, and that the disappearances in the locale are no
residents of Poulton go out into the centre of the Bay at doubt linked to some dark force out in the waters. On
low tide, and if so he will suspect that they are the other hand, he will not just offer up everything he
conducting Satanic rituals out there, near the ancient knows. He is wary of people generally, and is by
tunnel entrance. If you do want Martin to know this nature a quiet, solid, unassuming type, who just wants
much, then he will also know on which evenings of the to carry on his job as a guide and custodian of the
year to avoid going onto the Sands, so as to avoid the Sands.
“satanists”, though when taking people from Bare to
Furness he wouldn’t go that near the dead centre of the

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Heysham HEYSHAM VILLAGE


The people of Heysham are proudly independent, but
they are usually warm hosts. At the moment, the
Heysham (pronounced Hee-sham) village consists of village is in a state of fear. Similar to the residents of
two hamlets, Higher and Lower Heysham. Each Bare, the Heysham fisherfolk have become too scared
hamlet has a small manor, surrounded by the humbler to tend to their baulks. They are nearer the Deep One
dwellings of farm labourers, farmsteads, and settlement under the waves. Although, for the most
fisherfolk. The hamlets nestle atop a hill that is the only part, they haven’t witnessed the Deep Ones directly,
really suitable part of the parish for a village site. The they are aware that their traps seem to have been
local church, St Peter’s, is located a short walk from the smashed by something coming from the ocean beyond
main settlements, nearer to the cliff-edge. the Bay. They are also aware that there have been
strange gatherings out in the Bay. They suspect that the
The other, more outlying, buildings in the Parish
people of Poulton (whom they dislike and avoid,
belong to Farmers and are located at suitable breaks in
preferring to track across the salt-marshes to trade with
the mossy wetlands that surround the place. The
the Lancastrians, rather than venturing north along the
village of Poulton (and beyond Poulton, Bare) is above
coast) are up to no good; they suspect (rightly) that the
Heysham, along the coastline to the northeast.
night-time processions out into the Bay emanate from
Lancaster lies inland, to the east.
Poulton. But the main cause of the current atmosphere
Remember to create an atmosphere in keeping with the of terror concerns their Rector, and whatever evil he
relative isolation of the settlement. The track to Poulton has disturbed.
is in poor condition, although navigable. The route to
The Adventurers will be able to find good food and
Lancaster is more treacherous and boggy, ill-
lodgings available in the Inn in the village (although
maintained despite the importance of Lancaster in the
they may also be offered hospitality by Jane Leyburne
county. Without a local guide, the track is all but
or William Ward).
impassable. For centuries it has been the tradition that
officials from Lancaster should respect the The villagers might impart the following pieces of
independence of Heysham Parish and only cross the gossip:
Parish boundaries by invitation and with an escort –
“Thar’s bin folks goin’ missin’, thar knows. ‘Appen over
there is little complaint from the Lancastrians, as
past ten year or so there’s bin ‘alf a dozen just from ‘ere.
finding their way into the area alone is too dangerous.
Mostly they bin taken from t’road though. Curate
The weather is often windy, and the sea can very vanished last week, and he weren’t on t’road.”
quickly turn from relative calm to bleak storms. The “The Rector’s taken queer. ‘E locked ‘eself in ‘is house,
main village offers some protection from bad weather, and aint come out for o’er a week. Come t’think it, ‘e’s
but the cliff-edge feels very exposed to the elements. been locked in thar since t’curate vanish’d.”

POSSIBLE EVENTS “Thar should visit Lady Jane. She’s posh, thar knows.
She don’t have owt to do with us, save takes our rent.
She fell out with us, because she’s an ‘eathen.”
The Adventurers may encounter the Heysham Worm
while staying in the village. They might discover that “None o’ us’ll go to the ‘eadland. The vicar’s been up to
the Rector of the local church has inadvertently summat up there, and whate’er it is, we don’t want to
released the beast. They might discover information find out.”
about the beast from the lady of the manor, Jane “The vicar were getting this village into a fair ol’ shape.
Leyburne. And they might investigate the labyrinth But I reckon he is a flash in the pan, as they say. ‘E’s got
the creature has been living in for the past millennia. the money t’build ‘is house, but now he’s stopped
They may even attempt to lure the creature back into vicaring.”
the labyrinth and imprison it there once more. Or they
could just flee the village (perhaps only to encounter “At night we all keep our doors locked. Don’t like to
the creature later, out in the Bay). travel far in the day either. Between those queer folk
from Poulton, and whatever ‘tis that’s skulking round
here at night, t’ain’t safe out.”

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The Bay of Terror
THE CURATE’S WIFE JANE LEYBURNE

The wife of the missing curate will probably approach


the party (particularly if they aren’t heading to the
Rectory of their own accord). Goodwife Magot
Mitchell will be in tears. She will say that she hasn’t
seen her husband for the past two weeks. The morning
after her husband’s disappearance she asked the
Rector if he had seen him, and the Rector raved at her,
saying the curate had been “swallowed unto hell”. She
has asked the other villagers to help, and they have
turned up at the rectory to ask the Rector why he has
stopped delivering services, but so far they have been
unsuccessful in getting any sense out of him. She will
beg the party to speak with the Rector, and might even
reveal her secret worry that William Ward may have
murdered her poor husband and thrown him off the
cliff-side.

HEYSHAM MANOR
Heysham Manor is owned by Jane Leyburne. In fact,
she owns most of the area. Nearly everyone, aside from Profession: Lady Age: 67
the Rector, has to pay her some form of rent. She even Faction: Catholic RP: 76
owns the mill, the salt marshes and the fishing rights.
Jane married into the Catholic Leyburne family at the STR 10 CON 13 SIZ 10 INT 14 POW 14 DEX 10 CHA 13
turn of the century, and the manor came with her, as DM 0 HP 12 MWL 6 AP 0/0
part of the marriage deal. Since then, her husband has
Skills: Beliefs (Catholic) 60%, Commerce 65%, Courtesy 74%,
died (although not before fathering Jane’s four
Evaluate 66%, Lore (Regional) 80%, Persistence 60%,
children), and her son William was slain fighting for Resilience 40%, Ride 52%, Unarmed Combat 20% (1D3)
the Royalist cause, early in the war. An ardent Royalist
and devout Catholic, Jane is at loggerheads with the If the party has made the effort to meet Jane, how
rest of the village. Whereas many of the villagers have willing she will be to help them will depend on their
abandoned their Catholicism due to the hectoring of affiliations and their attitude towards her. She is
the Rector, Jane has not. She is the only resident who intensely proud, and very angry at what she considers
still pays a recusansy fine, due to her refusal to to be a series of betrayals – the betrayal of her faith by
worship at the local chapel. She despises the Rector for the village, the betrayal of the country by the
turning people against her and her faith. Roundheads, and the Rector’s betrayal of a sacred
trust. Jane doesn’t want harm to come to the village,
If the Adventurers arrive at the Manor and ask for an and she doesn’t want the Worm to remain at large. But
audience: she will need to be handled with diplomacy. If the
You are ushered in by the elderly retainer. He escorts you party offends her, threatens her, mocks her religion, or
into the main hall, then backs away deferentially. Sitting insults her in any way, she will order them to leave,
on a grand old chair is an elderly woman. She looks you and even if they don’t she will remain tight-lipped
up and down, and seems unimpressed. She asks, “And throughout. If the party can persuade her they are
who might you be?” friends, act respectfully, and avoid offence, she will
offer the following:
Successful Perception tests (and possibly Beliefs tests)
reveal that aside from family portraiture, there is also About Jane Leyburne: “I won’t pretend the last few years
a lot of Catholic art on display. have been easy. I lost my husband, but that was a while back,
and though I miss him, time has healed the wound, and I
have my faith. But my son...the loss of my son has been a

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The Bay of Terror
THE WORM PAPERS
The Worm
In ancient times a large Worm terrorised Heysham. It fed on the population, and none could stand before it.
Heysham was cut off from the rest of the country, as the Worm resided in the salt marshes that surrounded
the village and headland. Eventually St Patrick came to Heysham and drove out the Worm, imprisoning it in
an ancient labyrinth beneath the Bay.
The Seal
The Worm could not leave its watery prison because a chapel was built on top of the labyrinth and dedicated
to St Patrick. The floor of the chapel was sealed in a holy ceremony, using stones that had been blessed by
Patrick himself. From that day forth the seal could only be dismantled at the order of the priest of Heysham,
and each priest would be made aware of their sacred duty to keep the beast imprisoned, until the rule of the
saints, when the beast might be slain. There is a map of the labyrinth carved by the ancients onto a large rock,
just near the ruin of St Patrick’s.
The Relic
The owners of Heysham Manor would be forever entrusted with information regarding the secrets of the
village. They were also charged with the safety of an ancient relic; the artifact had once belonged to Patrick,
who used it to lure the Worm of Heysham to its prison. The documents suggest that the artifact is dangerous.
The Banishment Liturgy
The sacred words that Patrick used to banish the beast are inscribed on an old parchment. The words must be
read by the priest of the parish while the blessed stones are used to seal the pit in which the creature is to be
imprisoned.
(This last detail might cause some consternation, as the original flooring has crumbled. But the Hogback Stone
is still intact – and it is also imbued with the saint’s blessing, as well as the magickal Viking enchantment that
caused it to survive the demolition work. If the priest of the parish, William Ward, can be persuaded to read
the liturgy while the creature is in the labyrinth, when the stone is placed above the pit it will begin to glow
and transform, growing in size until it seals the entranceway once more.)

terrible sore blow. He fell fighting in the Queen’s Regiment About the Headland: “It’s an ancient place. It was
at the beginning of the war.” beloved by the people who were here before our Lord was
born. St Patrick, honour and thank him, knelt on the cliffs
About Heysham: “I have lived here all my life. My father
and consecrated them. And the invaders too knew that it was
bought the place, afore I was born. I loved it too, truth be
a special place, and left their markings for all to see. I visited
told. But much has changed. The people here have forgot the
the headland much as a girl. And of course, my family are the
old ways, like so many of their countrymen. More fool them.
new custodians of the headlands, and all its secrets.”
They’ll regret their betrayal now. Let’s see where their new
found faith gets them.” About the “Secrets”: If Jane has begun to trust the
party she will reveal more. “The Rector has opened a pit
About the Rector: “He is a disgusting man. An oafish
in the old chapel ruin. That is why he is afraid. And with
commoner who would never have been ordained in the old
good reason. I believed the villagers deserved their fate. But
times. He has bad-mouthed my family name, and turned my
I was angry, and would not wish real harm on another,
tenants against me. But he is not so sure of himself now. I
however they betrayed me. Does not our faith teach
believe he is locked away in his newly built home. Well, I
forgiveness and mercy? My family inherited custody of
have been ostracised these past two years, since his arrival,
papers, and of an item of which the papers speak. I have a
let’s see how he likes his own medicine.”
little Latin, enough to know that they relate to a creature
About the curate’s wife: “She is a shrew, and so is her banished long ago, but not enough to understand much
husband. But...if it’s true, I feel sorry for her loss. I wouldn’t more. Perhaps you will be able to decipher them?”
wish that on anybody.”

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The Bay of Terror
Like the church authorities, the Lords of the Manor of In addition to providing the above information Jane
Heysham have traditionally safeguarded knowledge might invite the party to stay for the night. If any of the
of the Heysham Worm. Whenever the manor has Adventurers are fellow Catholics, she will insist.
changed hands, so have the sacred secrets therein. Jane
knows that the Rector is responsible for releasing the THE RECTORY
Worm. She also has in her possession documents, and
an artifact, relating to the creature, although she The Rectory, when finished, will be a fine building, not
doesn’t realise the significance of them, beyond that quite as grandiose as the manor, but not far off. It is
they are to be kept safe and pertain to a creature currently unfinished, although the shell of the
beneath the waves that will return if the priest of structure is mostly in place. If the Adventurers try to
Heysham fails in his duty. rouse William he will try to ignore them. But he might
If Jane provides the party with the papers relating to be encouraged to open the doors if the party members
the Worm, successful Lore (Research) and Language have suitable authority, offer to bring him some
(Latin) tests will be required to decipher the supplies (he is nearly out of food), or are suitably
knowledge within. The papers contain the four pieces soothing in order to gain his trust.
of information showing in the “Worm Papers” box
(you might require separate rolls for each piece of
PASTOR WILLIAM WARD
information, or give all four on a critical success).
If the party shares their newfound knowledge with
Jane (and she will demand that they do), she will be
very amused to hear that the Rector will be required to
recite old exorcisms to reseal the pit. She might make
the connection (at the GM’s discretion) that the
Hogback Stone was part of St Patrick’s chapel floor,
and may be used to reseal it. She will be awed by the
fact that she has a relic of St Patrick, and will want to
examine it at once.
The artifact is in a very old lead-lined box. The relic is
Patrick’s bell. It is a small hand-bell, cheaply made, yet
it has survived the ages. It still rings. If the bell is taken
from the box, the creature will become aware of its
presence, but not its precise location. If the bell is rung
the creature will know exactly where it is and make all
speed for it. The creature is both attracted and
maddened by the ringing, and will stop at nothing to
destroy the bell and any who are near it.
If the Jane or the party takes the bell out of the box, they Profession: Rector Age: 40
will hear the sound of screams. The creature is abroad, Faction: Laudian RP: 12
and has begun attacking people on the outskirts of the
village (putting the bell back in its box will cause the STR 13 CON 13 SIZ 10 INT 13 POW 13 DEX 12 CHA 16
creature to lose interest in it for the moment, and it will DM 0 HP 12 MWL 6 AP 0/0
probably slink off back to the labyrinth, the Bay, or the
Skills: Beliefs (Laudian) 73%, Commerce 68%, Lore
marshes). If the bell is rung, the Worm will head (Regional) 30%, Lore (Theology) 73%, Persistence 40%,
directly for the source, assaulting the manor house and Resilience 45%, Unarmed Combat 20% (1D3)
trying to kill everyone within it (for stats, see p.106). If
it is prevented from entering (its sheer size means only The Rector at St Peters is a stern and devout Laudian,
the sturdy front door is a big enough access point), it William Ward. For the past two years he has
will circle the manor, smashing the windows and ministered to the people of Heysham (until his recent
churning up the flowerbeds, until just before dawn, crisis, see below), preaching with a charismatic
when again it will forget about the bell, and slink off. fanaticism that has scared the locals into conformity.
He hectored the people with such vigour that he has
even managed to dissuade Catholic sympathisers from

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non-attendance (with one exception, Jane Leyburne), much more assertive. But for now, he is a nervous
and he has preached a message of such stern austerity wreck. If the party gains enough of his trust to be
that the more Independent minded Puritans and allowed in, they might find out the following
Presbyterians feel at home (or at least that they can information. In each case the first piece of information
tolerate the Laudian ceremonialism that also features is delivered while William is still petrified and the
in his services). second after he has managed to calm down and
received some Healing:
He has also managed to enforce tithes (which
elsewhere in the country have broken down due to About William Ward: “It was a trifling doubt at first. But
their unpopularity). His fund-raising has been so now ‘tis a failing of my faculties. A fissure can become a
successful that he has been able to begin building a cavity with such little pressure, if that pressure be applied at
new rectory and carry out some restoration work at his a spot of particular weakness. I am broken, unhinged, a
chapel. The workers employed to carry out the fragmented shell. Oh, what to do?”; and, “I apologise. It is
improvements on the chapel have long since fled. They the strain. I saw...such a sight. Or did I dream it? A beast of
were excavating some old stone from the flooring of St seemingly infinite length, it rose from beneath the earth and
Patrick’s chapel. As they moved them, the large paving I fled.”
slabs crumbled into dust. Only one of the stones About Heysham: “The place is accursed, for I have ne’er
remained, an irregular piece called the Hogback stone, felt a lack of grip ‘pon my faculties till I came here and
which used to jaggedly poke out of the otherwise dream’d such madness as I saw that night.”; and, “I had
smooth floor – they dumped this surviving rock in St such high hopes. But how can any place survive when it is
Peter’s before they departed. Beneath the slabs was a imperilled by such a deadly foe?”
pit that led down under the headland and out to sea.
The pit stank of sulphur, and the workers believed they About St Peter’s: “Twas my sanctuary, but now my
had uncovered something unholy. Frustrated, the nemesis. I shan’t return, for twas there that my doings were
undone.”; “I wished to extend the place. My flock had grown
Rector, accompanied by his curate and the disgruntled
these two years past. But the builders heaved the old rock
builders, marched onto the headland to show the
into the church, and I with it, and such a chill and
workers they had nothing to fear.
loathesome night I had, the beast circling, that I can hardly
As they peered into the pit, a huge snake-like mouth bear the thought of returning to that hallowed place.”
loomed out of the darkness and swallowed the curate
About the work at St Patricks: “They say pride comes
whole. The workers ran off, never to be seen again, and
afore a fall. And what a fall unto the vision of a dark and
William spent the entire night ensconced in St Peter’s, ruinous pit.” He then wrings his hands and gibbers a little.
with the Worm sliding round and round the And, “I merely wished to utilise the stones. But when we
churchyard until it got bored and, mercifully, returned removed them they all crumbled, bar one. And the pit below
sluggishly to the labyrinth, rather than heading down was revealed. That was when the dragon, or serpent, revealed
the track to the village to eat more people. itself.”
William finally plucked up the courage to leave his About the curate: Mopping the sweat from his brow, and
chapel when the curate’s wife appeared. William paling considerably, he says, “I dreamt I saw him taken by
shouted at the poor woman that her husband had been the beast and plunged into the abyss.”; and, “Eaten whole.
“swallowed unto the bowels of hell”, and retired to his One gulp. Then gone.”
half-built rectory, from whence nothing has been heard
since. He has locked and bolted the doors and ignored The party might try to persuade William to take them
the pleas of the villagers and the curate’s wife to re- up onto the headland, for a look at the pit, to visit St
open them. Peter’s, etc. If he is suitably soothed and reassured (and
particularly if some successful Healing has been
Perversely, William is trying to convince himself that delivered) he will relent and face his fears. He might
he was just seeing things, but he is scared of returning even be persuaded that he should cast the Banishment
to the headland, for fear that the vision might return. ritual, if the party can lure the Worm into the labyrinth
He is just about to run out of food (he has no house- (or if it is in there anyway), and is prepared to lower
keeper, and his wife and children are currently living the stone in place, while he recites it.
in Lancaster until the building work is complete).
Aside from his involvement with the events
William is normally confident and charismatic, but his surrounding the Heysham Worm, William also knows
wits have temporarily deserted him. If they return about the timings of the Low-tide Rituals that the
(possibly with the Adventurers’ aid) he will become inhabitants of Poulton attend. He may have only been

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Graveyard

in the parish a couple of years, but he has noticed, from


the headland, that at particular low tides people stream
THE HEADLAND
out of Poulton and head into the centre of the Bay. He
The hamlets of Heysham terminate in a headland,
will even be able to hazard an educated (and correct)
jutting out into and overlooking the Bay. The headland
guess at when the next very low-tide will be. He will
is the site of the current parish church, St Peter’s, and
only impart this information if the party inquires, or if
beyond that, the ruins of the former parish church, St
he gets to know them better and it occurs to him that
Patrick’s. Just below St Patrick’s on a rocky plateau is
they might be interested.
the Labyrinth Stone, carved by the ancients. In St
Peter’s is the Hogback Stone, the only surviving piece
of St Patrick’s floor; it didn’t crumble when the seal
was broken due to the Viking magicks that protect it.

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The Bay of Terror
Under St Patrick’s, the entrance is now exposed to the to deliver services the last two weeks. Last time he was
long tunnel that leads to the labyrinth itself. there he witnessed the Worm devouring his curate.

ST PETER’S CHAPEL As a last act, before they abandoned the job for good,
the workers employed to demolish St Patrick’s, and
St Peter’s chapel is Heysham’s parish church. Some of extend St Peter’s, dumped the Hogback Stone in the
the other villages in the locality have no church, but South Aisle of the chapel.
Heysham has long been a holy place. The current The Hogback Stone is more than an interesting piece of
Rector has been appointed following his predecessor old masonry. It doesn’t merely tell an old Viking Saga
having an unexpected accident. Thanks to the Civil – it also contains the image of the Heysham Worm. The
War, the usual induction and advice from the Viking invaders were inducted into the secret of the
Bishopric has not been forthcoming, and William Ward beast below St Patrick’s chapel, and made their own
took up his post with no knowledge of the parish seal, adding it atop and merging it with the original
secrets. one. If the Adventurers inquire, the villagers, the
By force of personality, William united his flock and Rector, and Jane Leyburne all know the Hogback used
embarked on a building programme – he intended to to reside over the floor of St Patrick’s. Jane might
extend St Peter’s (using some of the masonry from St realise it could be used to reseal the pit.
Patrick’s in the project) and build himself a new If the party does head to the church, it might be a good
rectory. His grand plans have been derailed. time to have the Worm attack. Remember, it has a
The church itself is quite beautiful, and quite small fearsome breath weapon and can move fairly swiftly.
(which is why, now everyone is attending the church, It will hurtle toward the Adventurers, only just (if they
William wanted it extended). Recently, William has are lucky) giving them time to slam the door shut. How
been unwilling to visit the place, and has even refused long you want the beast to menace them is at your
discretion.

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THE LABYRINTH STONE THE LABRYINTH
If the party decides to enter the labyrinth, they will find
it impossible at high tide, when the tunnels are totally
flooded. If they wait till low-tide, it is possible to
navigate the tunnels (although they will have to wade
through knee-high water, and when the tide advances
the tunnels will fill up extremely quickly! The tunnels
follow exactly the map etched onto the Labyrinth
Stone. The scale is quite incredible though – the long
straight tunnel stretches out for over two miles, in a
northerly direction, before the labyrinth begins to wind
into the pattern inscribed. The tunnel is roughly
rounded, three metres tall and three metres wide. The
Worm is so large that it almost fills the entire diameter
of the passage. If the Worm is between the party and
the entrance, then the party will feel the breeze behind
them drop, such is the creature’s girth.
At the centre of the maze is a chamber, not over-large,
but big enough for the Worm to manoeuvre itself
upward and twist about, so it might turn itself around.
Turning in this way is painful for the beast, for its coils
almost fill the space as it tangles itself around. This is
the only place the beast can change direction and head
back out of the labyrinth, anywhere else it is committed
Below St Patrick’s Chapel, just along the cliff-top and
to heading in the direction it is facing. The chamber has
stepped down on a ledge, is the curious Labyrinth
an access shaft at the top – big enough for a person (or
Stone. This prehistoric carving is actually an accurate
Deep One) to fit through, but too small for the Worm.
map of the labyrinth that can be accessed from St
It is through this shaft that the Deep Ones and cultists
Patrick’s Chapel (or from the pit in the centre of the
throw their sacrifices to the Worm. It might be possible
Bay).
to crawl up, out of the shaft, but without a ladder it is
THE RUINS OF ST PATRICK’S CHAPEL difficult to see how, as it is nearly five metres above the
floor of the maze.
St Patrick’s Chapel is little more than the ruined shell There is a sulphurous stink throughout the labyrinth.
of a tiny old chapel. It fell out of use centuries ago,
when St Peter’s was built – the latter being larger and HANDLING THE WORM
more sheltered from the elements. The Heysham
Worm had been trapped under a seal in the floor of the If they spend much time in Heysham, Adventurers will
chapel for centuries. Now that the seal has been lifted, probably eventually realise that there is a huge Worm
steps can be seen leading down into the labyrinth in the area, and that it has been released from its prison
below. When the party arrives, read or paraphrase the under the Bay. They might see the beast. And they may
following: learn more about it from Jane Leyburne. They may
even venture into its lair.
The tiny chapel is in ruins, just a few crumbling walls
remain. The detail on the archway of the rear wall is the The difficulty is going to be beating the beast. There
only indication that the spot was once a holy place. The will be little chance of the party being able to defeat it
floor of the ruin has been recently lifted, revealing a large in a straight fight, even if they have alchemical or
pit that stretches the width, if not the length, of the ruin. clockwork technology. If they persuade the Rector to
Steps head down into the abyss... reseal the labyrinth, with the creature in it, then they
will at least have restored the status quo.
Another, and potentially more interesting solution,
would be to lure the beast into the Bay at the time of the

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The Bay of Terror
Low-tide Ritual. The beast may have been fed by the
Deep Ones and cultists over the years, but it bears them
no loyalty. Luring it to the ceremony would be a neat
way of disrupting the ritual (the Adventurers escaping
Poulton
with their lives and sanity would be the icing on the
cake!). Even if the Adventurers don’t think of it The Adventurers will likely visit Poulton, either at the
themselves, the beast might still make an appearance. direct request of their patron, or simply because of the
A large gathering, in the open, might present too tasty things they have heard about the place during their
a treat for the creature to turn down. time in the Bay area.

Of course, averting the completion of the ritual is one One difficulty the Adventurers will face is gathering
thing. But leaving the Worm alive and on the loose any concrete information about Poulton before
might have further consequences. You might decide travelling to the area. The locals seldom leave (apart
that the Worm will head out, into the Irish Sea, and from late night forays out into the Bay or jaunts into the
concentrate its wrath on the Deep Ones who live out countryside to abduct travellers) and no-one visits,
there. Alternatively, it could come back to the land, such is the reputation of the place. The party may
making the salt-marshes outside Heysham its home know that Green Farm on the outskirts is the property
once more, in which case at some point the party might that Stanley Hunning purchased. They may have
need to defeat the beast, before it lays waste to all the heard people talking of a relative that left to marry
settlements around, feeding off the people of someone in Poulton (and that “they don’t visit us no
Lancashire. more. ‘N I ain’t gonna visit ‘em either. Shame, that.”).
Aside from that, they probably know little else.
THE HEYSHAM WORM/OUTSIZED
STOORWORM THE INHABITANTS OF
STR 60 CON 30 SIZ 64 INT 9 POW 15 DEX 7 CHA 3 POULTON
DM +4D6 HP 47 MWL 24 AP 7/3 Move 15
The locals are of two sorts: those living in the fishing
HR -20%/2D6 shacks/cottages near the shore are tough roughs who,
Skills: Athletics 30%, Persistence 40%, Resilience 25%, if they interact at all, will be aggressive towards the
Stealth 35% party; while the farmers, who live slightly away from
the shore, have been more accustomed to hiding their
Regeneration: A stoorworm regenerates two hit points per
Combat Round. Regeneration will cease if the stoorworm cultish ways, and will grudgingly try to cover up their
dies. activities and belay any suspicion. Remember, the
locals will know little of the world beyond their hamlet
Weapons: Bite 55% (1D10+4D6), Breath 100% (Poison)
and will be ignorant of, and disinterested in, current
Stoorworm breath is poisonous. events.
Stoorworm breath That said, all the locals are a generally rough and hardy
Type: Inhaled lot. Backing down from a fight is considered “soft”.
Although the wider country is currently in a state of
Delay: Immediate
lawlessness, Poulton has pretty much always been that
Duration: 1 Combat Round way. There are no Lords holding sway locally (the local
Potency: 72
manorial lands were divided generations ago, and now
are spread across a few mean farms – their holders are
Effect: 1D6 damage and -1 penalty to victim’s CON. The the nearest thing to gentry, although economically they
CON penalty is removed when the HP damage is healed. are hardly more than peasants. There is no religion,
The Heysham Worm looks like a gigantic snake, over aside from the cultists. Most of the menfolk are
twenty metres long, with a crested head. It is jet black ostensibly fishermen, rather than farmers, and most of
and covered in scummy mucous. It smells of the womenfolk spend their time tending to the nets
sulphurous pond water and its eyes are a virulent and traps.
green. The Worm can emit a cloud of poisonous gas All of the population are, to some extent or other,
once per round. The cloud remains for one round interbred with the Deep Ones. They carry various signs
before losing its effectiveness. of their genetic heritage. Mostly, these signs convey

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C B

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The Bay of Terror
just a hint of otherness, and are only really apparent
when the viewer actively looks for them – eyes that
bulge a little too much, a pallid colouring, a certain
scaliness (which might, at a pinch, be a skin condition).
Sometimes there will be more obvious signs, such as
webbed feet or hands, or fishlike eyes. In this case,
gloves, footwear or wide-brimmed hats or veils might
be used to disguise their piscine nature. Until recently,
those too deformed to pass as human were either
hidden or left the town to join their aquatic relatives.
Since the war, and the increased isolation of the hamlet
(not that it was ever particularly frequented by
strangers), things have become more lax.
The entire hamlet and its population smell faintly of
fish, which in itself is not surprising in a fishing
community living so close to the sea. But the scent is
cloying. In the farms there are no farm dogs or cats, just
a few miserable livestock confined to mean sheds,
swaying and groaning unhappily (they can sense, and
are terrified of, the Deep Ones). Generally, the villagers
will sullenly refuse to engage with the Adventurers, as
late, all of the villagers have been experiencing
much as possible, and the roughs will possibly look for
increasingly vivid dreams of their god, Cthulhu,
an opportunity to overpower them (if they do this,
calling to them in their sleep.
then Sammy will abandon all hope of keeping the
cult’s activities secret, and simply have them moved to
the Holding Chamber, accessible through the cellar in GREEN FARM (A)
his pub, in preparation for transfer to the Low-tide
Ritual). Ownership of Green Farm should never have been
offered outside of Poulton but through a serious of
The following statistics can be used for “average” adult misfortunes the death of the former occupant, Ranold,
villagers/cultists: ended with the property being sold at auction. Ranold
had married an outsider from Lancaster, who officially
DEEP ONE HYBRIDS/POULTON died childless (in fact, her children now live out in the
CULTISTS ocean) – as a result, his nearest legal relative was his
wife’s sister. She died alone in Lancaster shortly after
STR 13 CON 10 SIZ 13 INT 9 POW 11 DEX 9 coming into her inheritance, but papers suggesting that
CHA 8 she would have had an entitlement to Green Farm
were found by the executor of her estate. As there were
DM +1D4 HP 12 MWL 6 AP 0/0 Move 14 no surviving next of kin, this enterprising executor
Skills: Athletics 40%, Close Combat 35%, Dodge 30%, proposed the property should be sold by auction, and
Persistence 40%, Resilience 40%, Unarmed Combat the money raised should go to the town of Lancaster
35% (1D3+1D4) The cultists might have provided a host of fictitious
relatives to claim Ranold’s estate, had they known
Weapons: Claws 35% (1D6+1D4), Cosh (1D4+1D4), what was being planned, but they know little of the
Dagger (1D4+1+1D4) legal system, and the first they knew of the sale was
The people of Poulton are all to a greater or lesser when Stanley Hunning turned up to inspect his new
extent inbred with the Deep Ones, the only exception property.
being women who have married into (or been The old farm building looks dilapidated. Its rough walls
abducted to) the village. This manifests itself in a of mortar and cobbles are crumbling in places, and the
variety of ways – ridged features, wide lips, bulging roof is patched and scrappy. The farm itself is not
eyes, signs of gill development, webbed or clawed overlarge;, the small untended fields are located on both
fingers and toes, etc. All the villagers are strong sides of the main track to Poulton. The fields look as if
swimmers (+40% to Athletics tests for swimming). Of they have been neglected for a while. There is evidence

108
The Bay of Terror
that there was once a small vegetable plot, to the rear of farmers tend to be a little more accustomed to dealing
the building, but this too has been neglected and become with non-cultists, but will still be discomforted, and
overgrown. will head off to The Slit Gizzard to consult with Sammy
O’ Tutter on the best way to deal with the outsiders. He
Searching the farm will reveal signs of a struggle (e.g.,
will urge caution, for now, and will suggest that they
torn scraps of clothing, fingernail marks etched upon
try to get rid of the Adventurers, rather than trying to
the door-frame, blood on the floor of the cottage, the
murder them in their beds, unless the party appears to
door left open, Stanley’s knapsack with his lunch split
be particularly weak or of very low status.
and scattered). There are scuff and drag marks heading
a little way into Poulton. The Adventurers might get The farms are all small, but large enough to employ
the direction on an Easy Tracking test (+40%); on a and house a few day labourers, as well as all the family
Normal Tracking test they will be able to ascertain members. Conditions will be cramped and unhygienic,
there were about four assailants; but they will only be and the food and drink will be foul. Crops and
able to follow the tracks all the way to the entrance of livestock are distinctly unwholesome; the cloying
the Slit Gizzard Inn (run by Sammy O’Tutter) on a atmosphere in the hamlet seems to taint the land itself.
Very Hard (-60%) Tracking test. A Hard (-40%)
Tracking test will reveal that Stanley’s horse has been STAYING AT THE INN
led across the fields to Colin Butcher. If the party does
find leads to Sammy’s or Colin’s the local men will, of The Adventurers might decide to try to stay at the inn.
course, deny everything (well, truth be told, Colin will Sammy may allow them to do so, but they will find the
probably just assault them). place a dilapidated mess, ill-prepared for guests, and
Sammy will urge them to leave and “go back t’wherever
If the party searches the house they will find just a few it is you come from, as ye’ll be more comfort’ble.”
moulding possessions belonging to the former owner,
Ranold, and little else of interest. THE COASTAL HAMLET
STAYING IN POULTON If the Adventurers enter Poulton proper, either coming
from the farms inland or along the coast from north or
If the Adventurers decide to stay in Poulton (perhaps south, read or paraphrase the following:
to find out what has happened to Stanley Hunning, or
to investigate the disappearance of the troopers, or just Entering the bleak coastal hamlet you see the familiar
because they are intrigued about why the place has sight of ragged, dirty, children. They look up from where
they are playing some game in the mud, and briefly stare
such a bad reputation) they will be limited in their
at you with hungry eyes. They scatter, running back to
choices of where to stay. On the outskirts of the hamlet,
their mean little shacks, and the doors are shut firmly
assuming the party travels from inland there are a few
behind them, their mothers undoubtedly wary of
farms (Green Farm is the most outlying of these);
strangers. The only building of note, standing larger
Coming from up or down the coast, they will arrive at
than the ramshackle fishermen’s huts, is an inn. The inn
the fishing shacks and pub instead (see The Coastal
looks far from welcoming. A tattered wooden sign creaks
Hamlet, below). in the wind. The inn’s name is long washed away, the
faded picture of some slaughtered animal just discernible
STAYING AT GREEN FARM
on the salt-stained timber. The inn has tiny windows, too
They could stay at Green Farm, but they won’t learn thick and grimy to see through, and a solid, though
anything there, beyond those things already battered, wooden front door, from which old paintwork
also peels.
mentioned above. Either the villagers will ignore the
travellers staying at the farm (at least, until after the If the party thinks to investigate the place where the
ritual) or (if they think they are weak) they might children were playing, they will find a disturbing sight.
attempt to overwhelm them at the farmhouse. It seems the youngsters (who were all small infants)
had been playing with the dismembered remains of a
STAYING AT ANOTHER FARM baby pig.
If the Adventurers decide that they wish to avail If the Adventurers decide to try and gain access to the
themselves of the hospitality of one of the other small inn, by rousing the innkeeper, banging on the door,
farms in the area (of which there are only three), they etc., eventually Sammy will answer and let them in.
will find that their welcome is less than warm. The (He would like to assess the strangers and make a

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The Bay of Terror
decision whether to brazen things out with them, or SAMMY O’ TUTTER
allow the local toughs to attempt to overwhelm the
party, rather than letting them wander about prying
elsewhere). If the villagers see the Adventurers enter
the inn, it won’t be long before a couple or more toughs
enter the bar to check up on them as well.

THE SLIT GIZZARD (B)


If the Adventurers enter the bar, read or paraphrase
the following:
The first thing that hits you is the rancid smell. The fetid,
matted straw strewn over the floor looks dirtier than the
muddy track outside. There is little in the way of
furnishing, just some crude benches to squat on. There is
no back door, as far as you can see. A rough, open stair
leads up to the top floor. The room is dark, as the
windows are so tiny. There is a bar, also a ramshackle
looking affair that most landlords would be ashamed of,
and a space behind for the barman to stand. Your host is
an older man wearing workaday clothes and a grimy
apron. A small bunch of keys hang from his belt. He
Profession: Barman/Warlock Age: 36
retreats behind the bar and taps a keg. “Pint, is it?” he
asks, an obviously forced smile upon his lips. Faction: Cthulhu RP: 100

The Slit Gizzard is the only inn in town. It is a low-dive STR 13 CON 12 SIZ 13 INT 12 POW 13 DEX 10 CHA 9
where the cultists go when they want to meet together, DM +1D4 HP 13 MWL 7 AP 0/0 MAG: 7
have a brawl, or merely get blind drunk.
Skills: Athletics 60%, Close Combat 60% (Cudgel 1D6+1D4),
The barman, Sammy O’ Tutter, is also the High Priest Dodge 55%, Insight 59%, Lore (Cthulhu Mythos) 50%, Lore
and Warlock of the cult that is based in the hamlet. (Regional) 60%, Perception 62%, Persistence 50%, Resilience
Despite his status as High Priest, the Poulton dwellers 40%, Sleight 40%, Unarmed Combat 60% (1D3+1D4)
don’t afford each other a lot of respect, and this Spells: For to Call on the Power of a Coven, For to Catch the
indifference extends to their leader. They might Wind, For to Contact Cthulhu, For to Give a Withering Look,
grudgingly do as he tells them, but once out of sight are For to Smother the Gasping Victim, For the Summoning of
as likely to just ignore whatever instructions they have Cthulhu
been given. Sammy o’ Tutter is the Landlord of the “Slit Gizzard”,
There are no proper guest rooms at the inn. The filthy and is also the head Warlock and High Priest of the
upstairs rooms are little used, except by Sammy Poulton cultists. Sammy is cursed with being a bit of a
himself. The downstairs bar is undecorated, and the thinker. Although, on the one hand, he is a totally
filthy straw covering the floor stinks so badly that it crazed and fanatical worshipper of Cthulhu, on the
makes anyone unfamiliar with the smell retch (it smells other, Sammy is worried that if the “end days” are not
of urine, faeces, and dead rotten fish). The bar only upon the world then the actions of the local cultists will
offers one type of badly brewed beer (brewed on the result in the destruction of Poulton, the killing of all its
Poulton farms). There is no lit fire in the grate (nor sign inhabitants, and the hunting down of his Deep One kin.
there ever has been) and there is no food on offer (if Sammy realises that the increase in kidnappings, and
any Adventurers ask, Sammy will say they don’t do in particular the capturing of several scouts from both
food. If they insist, then he will get one of the other the Royalist and Parliamentarian sides (carried out by
villagers to bring some food in, made off-site in their some of the “hard boys” from the town), could
own fishing cottage. The meal will be fairly rancid and possibly result in an investigation by the authorities.
undercooked, and it will be impossible to tell what sort Sammy is keen that such an investigation should find
of animal the mystery meat in the cold pottage has nothing, and that anyone conducting such an
come from). investigation should not be harmed (unless it becomes
necessary to preserve the cult’s secrets). The only

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motive he has for such leniency is that he wants to The Other Villagers: “They work ‘ard and all they want
avoid a greater armed force coming to Poulton. The is to be left alone.”; “If yer not brought up next to the waves,
other cultists do what Sammy tells them, at least when yer won’t understand. They ‘is all ignor’nt, but they ‘ave
he is in earshot, though otherwise they do pretty much good hearts.”; and, “I’d just as well leave them be. They
as they please. don’t like strangers. Not surprisin’, outsiders are always
stirrin’ things up. We’re not int’rested. So bugger off and
Sammy is not helped in his strategising by his terrible
leave us to it.”
temper. One moment he is a calm and perfect host. The
next he becomes violently aggressive. The other Stanley Hunning: “Never ‘eard of ‘im.”; “Green Farm, yer
cultists are considering doing away with him – the say. Awld Ranold’s place, weren’t it? Ranold ne’er really fit
toughs think he is too timid, and the few calmer heads in. Lived too far out the village and married a Lancaster girl.
believe he is too erratic and temperamental. All that is Didn’t know it ‘ad bin sold.”; and, “Look, no-one round ‘ere
saving him is that he knows the complex Low-tide knows owt. Ye shouldn’t be a pokin’ yer noses in. He
Ritual better than anyone else. Sammy’s main objective probably just left an’ thought he’d see a bit o’ the world,
is to hold things together until the next Low-tide rather than get back to his wife and the daily grind. You
Ritual. He is intending for it to be bigger than ever – know what foreigners are like, can’t sit still.”; and, “I don’t
involving every villager (and hostage) in Poulton. He like yer tone. If you want to come back with a magistrate and
believes that with such a conclave the ritual might warrant, then we’ll all be happy to help. If not, I suggest yer
actually break through the veil, and result in the all bugger off and LEAVE US BE!”
summoning of his god to rule over the earth. Poulton: “Everyone’s gotta live somewhere, ain’t they?”;
“Nowt to it. Couple o’ farms, everyone else fishes. Good
HOSPITALITY views when it ain’t blowin’ a gale.”; and, “Nowt ever
‘appens here, and we’re happy ‘bout that.”
Sammy will try to find out what the Adventurers
intentions are, while giving nothing away. Remember, Bare: “Never bin. Can’t see the point, same as here, in’t it?”
he has a terrible temper, so he might have an outburst Torrisholme: “Never bin. Soft lot from what I ‘eard.””
even though he is trying not to. If the Adventurers ask
to stay overnight, he will attempt to put them off, say Heysham: “Been there. Not goin’ back. Can’t say as I
that there are no rooms to be had, etc. But he might remember owt about it.”
relent, if he thinks they are going to try and stay If the Adventurers are threatening, Sammy will weigh
elsewhere in the hamlet instead. He would rather he up his chances. He will be prepared to use spell For to
kept an eye on them, allayed their fears and persuaded Give a Withering Look and has a string prepared with
them to leave, instead of letting the thugs in the village three Magnitude 7 spells For to Catch the Wind which he
take matters into their own hands. That is, unless he will use; plus, he knows that if he shouts, the cultists
thinks the party particularly weak or believes that they would like nothing more than to bundle into a fight. If
won’t be missed. If there are no officials or military in he thinks the party is a pushover he will suggest they
the party, he will happily allow the cultists to kill or join in a night-time boxing match (see Fight Club,
capture the Adventurers. below). Otherwise he will try to put them off, tell them
He will have the following sort of things to say: to get a Royal Warrant, or grudgingly let them stay a
night (if they seem to be the sort of really important
The Adventurers: “So what brings you to these parts? We folk that could bring trouble to the cult) and get rid of
don’t get many visitors. An’ those we do don’t stay long.”; them in the morning (or through a night-time attack).
“Just be off wi’ you, there’s nowt fer you here. You hear me?
Go back to yer own place and LEAVE US BE!”; and, “Look,
I don’t want trouble. It’s just thar don’t want to bother with
UNDER THE SLIT GIZZARD
us. We ‘av our ways and like to be left alone. But tell me what
ye want, and I’ll try to help.” 1 – THE BEER CELLAR
The cellar of the Slit Gizzard is (strangely) only
Sammy: “Own t’pub. Work t’pub. It’s a job.”; “This place
accessible via the rear of the bar area (usually there
is just fer the fisherfolk. Not the likes of you. Take the
would be an access point from outside, so that barrels
warnin’ and LEAVE US BE!”; and, “I ‘ave no family. Just
of fresh beer could be delivered directly through the
this village. And I ‘as to look after it. Best if yer don’t
interfere.” cellar, rather than dragged through the snug bar).
Steps go down from the access hatch behind the bar,
leading to a damp and dirty beer cellar. (A successful

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Perception test will indicate that the cellar smells briny, book shelf is a letter, discarded onto the pile of
like the ocean). waterlogged tomes. The letter is from Alderman
Wilson, one of the members of The Order of Esoteric
Behind some old barrels, on the westerly wall, is a
Discoverie, based in Oxford. He seems to have
“secret” door. Well, it is moderately secret, but as there
stumbled on information about the cult and wants to
are seldom any visitors there is rarely much of an
know if they might help him in his own forbidden
attempt made to hide its location. If the Adventurers
researches. Unfortunately for Wilson, Sammy has no
have been sniffing about the hamlet, then Sammy will
intention of replying and no interest in the scholar’s
ensure that it is at least shut. Otherwise there is some
inquiries; the messenger sent with the letter was
battered wooden shelving, running across the door,
sacrificed weeks ago, having been captured after he
but it is chipped in such a way that it fails to completely
discharged his duties. The letter is reproduced on the
hide the door behind. If the Adventurers find the room
next page.
when the hamlet is deserted (on the night of the ritual)
the barrels won’t have been shifted back, and the door 3 – THE PASSAGEWAY
will be swung open.
This passageway links the Temple (2) with the Holding
2 – THE TEMPLE Chamber (4). Anyone entering the passage from the
Temple end might (on a successful Difficult (-20%)
Behind the “secret” door is a room, roughly the same
Perception roll) hear groaning sounds from the
size as the beer cellar. There are two doors to the
Holding Chamber.
Temple, the eastern “secret” door leading from the
beer cellar (1), and on the west wall is another door, 4 – THE HOLDING CHAMBER
behind which is a tunnel, leading further westward (3).
The temple is neglected and little used. The cultists There are two doors to the Holding Chamber – the
mainly fulfil their rituals out in the Bay, and seldom easterly door leading to 3, and the westerly door,
bother with the small shrine in Sammy’s basement. leading to 5. The room is 5 metres wide and 10 metres
Nevertheless there is a three foot statue of Cthulhu long.
(made of the same alien material as the statuette in The Holding Chamber is where the cultists keep those
Martin Martindale’s possession), resting on a small that they have abducted and intend to sacrifice at the
altar, against the north wall. There are a couple of Low-tide Ritual.
rough benches and a rotten mat in front of the shrine.
The Holding Chamber is only a few dozen meters from
There is also a bookshelf, on the south wall. One of the coast. Although underground, the tunnel slopes
Sammy’s predecessors was obviously more interested above the beach and is usually damp rather than
in occult writings than Sammy, but if the Adventurers flooded; when there are very high tides water pours in
examine the texts they will all be found to have under the western door, rising to a height of a couple
mushed together and rotted away. The old books are of feet. This is a further torture for the miserable
unreadable. On a successful Perception test the inhabitants, the freezing waters and threat of
Adventurers will notice that some of the books seem to drowning adding to their terror.
be bound in human skin, others in the skins of
unidentifiable animals. The only legible thing on the As long as the Adventurers reach it before the Low-
tide Ritual, there will be eleven people in the room –

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“Dear fellowes,

If my messenger has delivered my missive then he has confidence you are likened unto us. He will tell you more of
whom we are and our affairs shoulde you, as you undoubtedly will, require of it. Prithee indulge my requests and
read my pleas. I have heard tale that the peoples of Polton are wise in matters of interest to my friendes and
myself. This is written in sagas longe loste to all but a few scholars. The inn is the temple and the temple the keye.

We too are engaged in conducting great workes for the glories of our masters. We have at hand many learnings
and tomes, for we live in a towne of education, but withe regret our library is incomplete. The work of Ptolemy,
that is not widely known or listed in order, escapes us. Yet my friends believe this tome bears secretes which
mayhaps advance our science and researches and youre predecessor the innkeep and custodian Erasmus
Thorne of the century laste is said to have acquired a copy, transcribed from the lost Oxforde copy or otherwise.
If you have such a copy, then I would beg and implore you to loane or sale the item to your fellowes here.

We have great glories planned, and woulde do muche to advance our mutual cause. On receipt I can arrange for
the sum of fifty poundes to be sent to belay your inconveniences, and more to followe should the worke be sound,
but I knowe that such material concerns will pale as unto the delighte that the workes we do shall generate so
consider entrusting the tome to my faitheful messenger.

In your debt,

Tekeli-li,

B.W”

five manacled to the north wall, six to the south. Only degree or other, although all bar one require little more
nine of the occupants are alive, the other two have than First Aid, warming up, and a decent meal (Percy
already died in captivity (both soldiers, who have died is slowly dying of a wound to the head). Two of the
from their wounds). The prisoner’s manacles are other prisoners are travelling tinkers, Andrew Bird and
stretched so taut that they can barely lie, and mostly his daughter Rosie, both of whom are insensible with
they are slumped in seated positions around the edge fear. The remaining captive is Stanley Hunning, who
of the room. They are forced to relieve themselves was dragged to the cellars of the Slit Gizzard soon after
where they sit. his arrival in Poulton. Those captives who are able to
speak will mention that they overheard the cultists
One or two of the prisoners will shout if they can hear
saying that all the prisoners would be dead next low-
anyone approaching, but their voices are muted, as
tide, as they were going to be sacrificed in some sort of
they are so parched with thirst. The others are too
midnight ceremony.
shocked to do much other than to stare into space.
Sammy is a lax gaoler. The prisoners have been fed and It will be impossible to remove the manacles with bare
watered very infrequently, and they have taken to hands, but if the Adventurers don’t have Sammy’s
lapping at the condensation, which is so salty that it keys they might manage it with a knife, or some other
has made them delirious. Aside from the material suitable tool (but it will take 1D10 minutes per
conditions in the cell all of the prisoners are manacle).
traumatised by their abductions.
If the Adventurers find themselves in the Holding Cell,
Six of the living prisoners are soldiers (three as a result of being captured by the cultists, they will
Parliamentarian dragoons, John Carter, Matt Collins need to either find a way of engineering an escape, or
and Henry Clayton, and three Royalist scouts, wait until the Low-tide Ritual, when they will be
Humphrey Shorebrook, Cecil Glover and Percy escorted along with all the others out into the Bay to be
Partes). All of them have sustained wounds to one sacrificed (see “The Low-Tide Ritual”, below).

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5 - THE PASSAGE TO THE BEACH COLIN “THE BUTCHER” BUTCHER
There are two entrances to this passage. The eastern
one leads to the Holding Chamber (4). The other, to the
west, is concealed amongst the rocks at the top of the
shore, leading out onto the Sands (or sea, if there is a
high tide). The tunnel gradually descends downward
from east to west, until it terminates in a rusted gate.
The gate is not locked, although it is difficult to open
(and won’t fully open). The gate is half submerged at
high tide, but at low tide the top half is visible,
although the rocks help obscure it (at any distance
greater than 50 metres away from the entrance, a
successful Hard (-40%) Perception test is required to
notice it, and it is only noticeable from out on the
Sands, being completely hidden from the shore behind
or beach directly parallel). When a sacrificial ritual
takes place victims are led out of the gate, onto the
Sands. Some of the cultists accompany them, others
come directly from their shacks (they are a slovenly lot,
even when carrying out a ritual procession).

FIGHT CLUB Profession: Butcher/Cultist Age: 33


The local roughs enjoy nothing more than a fight. In Faction: Cthulhu RP: 100
the lead up to the Low-tide Ritual these fights take on STR 17 CON 14 SIZ 19 INT 9 POW 9 DEX 10 CHA 8
a more organised aspect. All the young men in the
hamlet (and some of the older ones) fight with each DM +1D6 HP 17 MWL 9 AP 0/1
other in a series of bouts, the idea being to determine Skills: Athletics 80%, Close Combat 60% (Large Meat
the strongest. If anybody loses too badly, they are Cleaver 1D6+1+1D4), Dodge 30%, Persistence 40%,
liable to be sacrificed to the Worm. The victors escort Resilience 80%, Unarmed Combat 68% (1D3+1D6)
any of the women who have been selected to mate with Armour: Leather Apron
the Deep Ones, and are permitted to join in carnal
festivities. The older cultists aren’t obliged to fight, Colin is a huge brute of a (fish)man. His webbed
having proved themselves as youths, but a few do, just fingers certainly don’t detract from the power of his
because they enjoy the violence. punch. He will keep fighting until he has demolished
his opponent (assuming he does). If Colin beats an
Every evening during the week or two before the Low- Adventurer it will be seen as a general cue for all the
tide Ritual, everyone gathers behind the line of villagers to rush the Adventurers and consign them (if
cottages, in front of the pub, and watches a few bouts. they survive!) to the Holding Room beneath the Slit
Weapons aren’t used, but otherwise there are no rules, Gizzard. If an Adventurer bests Colin, it will give the
and the ring is only defined by the circle of people cultists pause for thought. (One of the toughs might
surrounding the combatants. If the Adventurers get even take it into his head that the Adventurer is a most
drawn into watching, or even participating in, a fight, fine specimen, and offer for the Adventurer to join the
they will notice that the battle goes on up to the point villagers, for a “special celebration”).
where one or other fighter is knocked completely
unconscious!
THE FISHING COTTAGES
If an Adventurer has been brave (or stupid) enough to
take the challenge, then he will quickly realise that the (C)
villagers have no intention of playing fair. From
behind the huddled little crowd a giant of a man will The fishing cottages are little more than tumbledown
head toward the contender, clearly intending to wade shacks. One of them, on the edge of the coastal hamlet,
straight into melee. along the coast to the north, belongs to Colin “The

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Butcher” Butcher. If the party investigates the place BURN THE TOWN
(and don’t get attacked) they might find the
dismembered remains of a horse (Stanley’s). What will This ending doesn’t necessarily have to terminate in an
seem odd is that there are barrels and barrels of actual fire, but represents all the possible outcomes in
rendered remains (from the horses that belonged to the which the Adventurers manage to defeat the villagers
soldiers attacked by the cultists). Much of the actual before the evening of the ritual. To do this (unless they
meat has already been distributed, and the inedible, are a veritable host of super-powered Solomon Kanes),
unrenderable parts thrown out to sea, but there is still they will probably need to enlist some assistance. They
a lot left. The stench from the place is even more might be able to convince the local garrison in
revolting than that permeating the rest of the hamlet. Lancaster, or some of the locals from the nearby
villages, that the ritual has to be stopped or all will be
POSSIBLE ENDINGS lost. They might have their own allies close enough at
hand. Or they might be able to defeat the villagers
There is no set way to run the adventure in Poulton, or piecemeal, possibly by stealth, ensuring that the
to draw it to a conclusion. opposition is never sufficiently numerous to
overwhelm them. If it becomes apparent that the
The Adventurers might just poke about on the fringes,
village is under attack (perhaps due to being set alight,
and never get to the heart of the matter – in that case
perhaps due to the sounds of gunfire and battle), the
feel free to force their hand by sending a group of locals
Deep Ones will emerge from the water and rush to the
against them. Likely as not, they will investigate
defence of the inhabitants. Only if they too take a
enough to realise there is a dire threat. How they then
beating will they retreat, far out into the Bay, never to
handle the threat might vary.
be seen again (probably abandoning some of their
It is very possible that the Adventurers will be forced part-human kin in the process. Others villagers will
at some point during their stay into making a fighting flee into the waters with the Deep Ones, to start a new
retreat from Poulton. If they get out alive, they will aquatic life).
need to regroup and work out what to do next. If the
party is unaware of the ritual, but in the Bay area on the DISTURBING THE RITUAL
night it takes place, then Martin Martindale (p.96), or
Goodwife Aldis (p.91), might approach the If the Adventurers haven’t managed to intervene
Adventurers, concerned that they have seen a before the night of the Low-tide Ritual, they may on
procession heading into the centre of the Bay, leading that evening realise that the entire village is setting off
a group of what seem to be prisoners. But hopefully the on some peculiar errand. If they investigate the
party will have had a little time to recruit others to their Holding Chamber, then they will probably know that
cause, or formulate some kind of plan. a ritual is being attempted. If they haven’t realised the
danger themselves, they will be approached by Martin
The Adventurers may be able to investigate the cellar Martindale, who will inform them that “summat’s
under Sammy’s bar by stealth. If they visit the pub, afoot”. Without Martin, the Adventurers will have a
Sammy might be called off to attend to a quarrel difficult time crossing the bay.
outside. The party may then risk some exploring.
Likewise, if they stay in the pub overnight, and aren’t KIDNAPPED
attacked, they might sneak about once Sammy is
asleep. It might just have all gone horribly wrong for the party.
They might find themselves captured by the villagers,
Some possible outcomes resulting from the or Deep Ones. If so they will be locked in the Holding
Adventurer’s visit to Poulton are explored below, Chamber, in irons, until the night of the ritual. Then
followed by some more information about the Low- they will be hauled out along with the other prisoners,
tide Ritual, an event that you might want to run as the down the tunnel, to the gathering in the Bay. There
climax to the adventure. But be prepared to be flexible they will be thrown to the Stoorworm (if it is still alive)
and allow the Adventurers to make their own or sacrificed on an altar, as part of the ritual designed
mistakes, achieve their own successes and tell their to bring Cthulhu into the world. The party may have
own story. several opportunities to escape from captivity – they
Three possible “endings” are as follows: might escape in the tunnels, survive the Stoorworm
labyrinth, or flee from the Warlock at the altar. Or, they
might not!

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The Bay of Terror
You are cajoled forward to the centre of the vast Bay, the
THE LOW-TIDE RITUAL Irish Sea now visible. You seem to have reached your
destination. It seems that an entire village has gathered
Convinced that the stars are right, Sammy and the out in the darkness, forming a semi-circle around a lone
cultists have high hopes that the next Low-tide Ritual figure. The figure (you can tell the players it is
will be the one that successfully summons their god. Sammy, assuming they have encountered him
Venus is particularly bright, high in the west after already) stands on the slab of rock. Beside the low wet
sunset, which the Deep Ones see as a good omen. The platform is what looks to be a pit, descending down,
ritual involves going into the centre of the Bay, late at beneath the Bay.
night, on one of the lowest tides of the year. Usually the
As the Adventurers (and their allies) near the
cultists have contented themselves with a select few
gathered cultists, read or paraphrase the following:
going for some cavorting with their Deep One
relatives, and the tossing of a few innocents to the As the gathered semi-circle of people begin to chant, their
Heysham Worm. This time they are preparing to leader looks away from them now, out toward the sea.
attend en masse, and make a mass sacrifice to their Between the chanters stand small children; obviously the
god, Cthulhu. whole village is here. The other clustered group are lined
up near to the pit, guarded by more hooded figures. You
If the Adventurers try to venture out without a guide, witness an impossibly monstrous sight. As the cultists
then they should make successful Difficult Survival chant louder, “Ia! Ia! Cthulhu fhtagn!”, they are joined
tests (-20%) to avoid getting into trouble, as they move by creatures that are wading out of the ocean. The
out over the Sands. They will also need to dispense newcomers are strangely bloated and inhuman, yet these
with lanterns, if they want to avoid being spotted. giant fish are bipedal, hold spears, and gutturally croak
There is just enough light from Venus and the cultists in unison with the chanting throng. They form their own
are busy and distracted, but if the Adventurers carry semi-circle, joining up with the others to make a ring. As
lanterns or torches, or make too much noise, they will the circle is completed, there is a cry – the first of the
give themselves away, which will mean they have captives is hurled forward, into the pit.
much more of a fight on their hands if they want to get
Obviously, if the Adventurers are captives, adjust the
close enough to disrupt the ritual.
last scene appropriately, so that they are the subjected
At the outset of the Adventurers’ journey across the to the threat of sacrifice. (If you judge the Worm is not
Bay, read or paraphrase the following: in the labyrinth, and they survive the fall, then any
The mudflats are slick in the glimmering light of Venus, Adventurer tossed down the pit will have a chance of
the ground cloys at your boots, ever threatening to drag escaping through the tunnels, but they had better run
you under. In the distance you see a large group of – the waves come in very quickly.
people, in the centre of the Bay. They are arranged in a Stopping the Ritual
semi-circle, looking outward, towards the Irish Sea. You
spot another group, a ragged line, heading out from the Killing Sammy, delaying the ritual long enough to
coast, seemingly intent on joining with the others. allow the tide to come in, or summoning the
Stoorworm (or its independent decision to feed on the
If the Adventurers are prisoners of the cultists, read gathering), would all be enough to cause the ritual to
or paraphrase the following (obviously you might fail. Of course, if the Adventurers kill Sammy, they will
want to expand this whole scene, and adapt it still have to fight off the vengeful cultists and Deep
according to the party’s escape plans): Ones; if the tide comes in the Adventurers will be at a
A group of people, robed in coarse, black-hooded gowns, disadvantage fleeing, compared to the Deep Ones (and
burst into the fetid chamber and begin to remove the even the cultists, all of whom are strong natural
manacles fastening you to the walls. You are gripped by swimmers); and if the Worm arrives, the party had
the cowled figures, and bundled along a tunnel, and better run before it makes a meal of them as well.
through a rusty iron gate. Even the light of Venus,
If you decide the Worm should arrive of its own
hanging balefully in the west, seems bright after having
accord, you might want to read or paraphrase the
being held in dank darkness for so long. You are on a
following:
beach, but have little time to think, as you are dragged on,
out onto the mud of the Bay. The tide is out, so low that As the chanting increases in intensity, the sky begins to
it appears to have completely vanished, leaving the slick light up, lightning flashing almost in time with the
mudflats exposed for miles around. strange liturgy. There is a crackling in the air, a
humming, buzzing, painful noise. The cultists and the

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The Bay of Terror
gathered beasts look expectant, some of them have fallen sheer scale of the thing. The tentacles that writhe from its
to the floor, and are writhing together in a frenzy. The mouth, the claws that could scoop up a regiment, the
Warlock raises his voice in a perverse counter-chant, folded wings that threaten to envelop all things, and the
seemingly imbued with magicks. The gathering is screaming noise of its call. The call blots out all other
suddenly disturbed, however. Coming from the waves sensations, as it screams directly into you head; the
slithers a vast darkness. Before anyone can respond, the cultists murmurings are a mere echo of their master’s
creature, a dark, huge, crested snake, breathes a cloud of song. Your lips seem to move of their own accord, as you
sulphurous poison, opening its mouth, and swallowing feel yourself impelled to cry out, “Ia, Ia”, your knees are
one of the fish-beasts whole. It doesn’t even slow down as dragged impossibly down, and your every instinct is to
it turns to consume another victim...some of the strange worship your new master, whose coming will spell the
cultists attack the creature, others flee, abandoning the end of all days...
ritual.
The following statistics can be used for Deep One
If the ritual is delayed long enough for the tide to encounters:
come crashing in, read or paraphrase the following:
DEEP ONES
There is the noise of rushing. The
cultists curse and rage at the full STR 14 CON 10 SIZ 16 INT 13 POW 11
moon, rising in the east. It takes DEX 11/9* CHA 10
a while to work out what is
causing such *Dex is 11 underwater, 9 on land.
consternation, but it DM +1D4 HP 13 MWL 7 AP
soon becomes 0/1 Move 12 (18 in water)
apparent. You are
far out in the Bay, HR 0%/1D6
and the tide is
Skills: Athletics 65%,
coming in,
Close Combat 30%,
seemingly
Dodge 30%, Persistence
impossibly fast.
40%, Resilience 40%,
Abandoning their
Unarmed Combat
chanting, the gathering
turns, and all thought of 30% (1D3+1D4)
ceremony is lost as the Weapons: Claws 30%
gathered horde advance (1D6+1D4), Fish Spear 30%
toward you. (1D6+1D4)
If the Adventurers fail to When fighting on land the
disrupt the ritual, and you are Deep Ones are more
feeling particularly mean, you might want sluggish than when fighting
to read or paraphrase the following: underwater. This is reflected in their reduced Move
As the chant reaches its crescendo, the Warlock raises his and lower Dexterity while on land.
arms, his own discordant liturgy rising above the general The Deep Ones of the Bay live out in the Irish Sea, in
cacophony. Lightning begins flashing in the sky, causing their underwater home. They come to the Sands to
strange colours to stain the heavens. Out in the ocean meet, mate, and perform rituals with the cultists from
something impossible is starting to happen. You realise Poulton, and to feed the Heysham Worm. If the
that the bubbling and frothing are insignificant, the mere Poulton cultists are wiped out, the Deep Ones might
edge of a monstrous stirring. The waters of the Irish Sea
come ashore to wreak their revenge, but soon will
part, mighty waves being generated that threaten to
retire (defeated or not) to their watery homes, and
overwhelm the coastline. Somehow those gathered in the
won’t be seen again for a long time. It is unlikely the
Bay are protected from the tidal madness, although you
Adventurers will be able to completely wipe out the
see walls of water scoop distant villages from the
Deep Ones. The necessary flotilla and magicks to
coastline, leaving empty scars where people once lived.
actually penetrate their lair will be beyond most
It seems that a living island is rearing up, out of the adventuring parties (and indeed, be beyond anyone).
depths. The size of the monster would be enough to turn
a sane mind mad, but there are further terrors beyond the More about the Deep Ones can be found in the
Bestiary, on p.37.

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The Whisperers in Furness
The Whisperers in Furness

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The Whisperers in Furness

The Whisperers in Furness

While most counties of England are subdivided into

Introduction areas called “hundreds”, Cumberland and


Westmorland are divided into “wards”; this is a legacy
of the centuries-long military administration needed to
keep the area free of marauding Scots.
WHERE THE ADVENTURE IS SET The whole area is nominally Royalist, though there is
The Whisperers in Furness is set in the Lake District, a very little evidence that a civil war is going on at all,
remote, mountainous areas of England, where small outside of the major towns such as Carlisle and Kendal
villages huddle in isolated valleys, often cut off from the (neither of which are very close to the centre of this
outside world during the winter snows. The area is adventure).
divided into three counties. To the west and east,
Cumberland and Westmorland (51 and 12 on the map It should be remembered that in the 17th century the
on p.301 of the Clockwork & Chivalry Core Rulebook) take Lake District was not seen as a place of great natural
up the bulk of the area; the small area to the south, beauty as it is today – fashions in landscape aesthetics
known as Furness, is part of Lancashire. (The rest of were different then, and Daniel Defoe described it as
Lancashire is across the bay, opposite Furness, and is being “eminent only for being the wildest, most barren and
mostly not a part of the Lake District – 28 on the map). frightful of any that I have passed over in England, or even in
The area, as its name suggests, contains many long Wales itself.”
lakes, filling the valleys beneath mountains that,
although not tall by the standards of European peaks
ADVENTURE SUMMARY
such as the Alps, are nevertheless craggy, spectacular, The Adventurers are called in to find out what is going
and difficult to traverse. on in Keswick, after a rampaging mob destroys the
The adventure begins in the small town of Keswick copper smelting works. Following a sinister encounter
(beside Derwentwater), visits the ancient Castlerigg with changelings, they can begin their investigations.
Stone Circle, travels south to the village of Coniston on Blame is laid on the wives of a group of German miners
Lake Coniston, and comes to a grand finale in the mines who live on an island in Derwentwater. The
up in the hills above the lake, beside the small and Adventurers visit the island, where they discover that
sinister tarn known as Goats Water. the men were taken south to Coniston to do some
mining and have not returned – which is strange,
The area is an important mining area, mainly for copper. because the Adventurers will have been told by the staff
Keswick is the centre of this activity, being the home of of the smelting works that the mines closed at the
the smelters to which the products of the mines in the beginning of the war.
surrounding mountains are brought. Of course tourism
is not yet a factor in the life of the area, and the whole The miners’ wives tell the Adventurers about the mine
region will seem backward and somewhat barbaric to supervisor, James Nicholson, who recruited the miners,
anyone from more civilised parts of England. but further investigation will reveal that he died months

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The Whisperers in Furness
before he was last seen by the miners. If the Adventurers With the help of one of the mechanical miners, the
investigate his grave, they discover the rotting corpse of Adventurers travel through the mines –all the while
one of the Fair Folk in the coffin. avoiding Fair Folk, renegade Parliamentarian soldiers,
and insane mechanical miners – in a race to disrupt the
Someone sees Nicholson leaving town. If the
human/alien sabbat taking place at Goats Water, on the
Adventurers follow him, he leads them to Castlerigg
other side of the mountain.
Stone Circle, where he meets with a group of Fair Folk,
who may attack the Adventurers. If Nicholson is killed,
it is revealed that he has a Fair Folk brain inside his A LETTER
human skull.
One of the Adventurers receives a letter from an old
The Adventurers travel south toward Coniston, in friend in the Lake District (see next page).
search of the missing miners. Along the way they have

Keswick
various encounters and learn more of the peculiar
beliefs of local people. There is much talk of increased
Witchcraft in the area, and tales that a sabbat is to take
place somewhere near Coniston on the next dark of the
moon. Many speak of the changelings, those who “bear
Keswick (pronounced KEZ-ick), is a small and rather
the mark” of the Old Man. Shub-Niggurath, known
shabby market town with a population of about 600. It
locally as the Old Man, or the Old Man of Coniston,
nestles in a valley surrounded by spectacular
appears to the Witches as a dark-skinned man with the
mountains, about a mile from the northern shore of the
curled horns and horizontal-pupils of a goat. Many of
lake called Derwent Water. It is the centre of the mining
the Witches (and other local women) have borne him
trade, and until recently was home to the smelters that
children, strange swarthy babies with the power of the
took copper from all the mines round about, with ore
evil eye, many of whom are now in their late teens.
delivered by pack-horse from as far away as Coniston.
Everyone, it seems, knows a family who has one of these
There is a market along Main Street every Wednesday
children, who are known collectively as “the thousand
and Saturday, when farmers come from the
young.” (See the Shub-Niggurath Faction, p.28).
surrounding valley and hills to sell vegetables, meat,
Once in Coniston the Adventurers make the and the like.
acquaintance of Sir Daniel Fleming, a member of the
local gentry who has some knowledge of local legends THE KING’S ARMS
and the Cthulhu Mythos and can be a valuable ally.
They discover that the miners ventured up to the mines The King’s Arms is a coaching inn (see Clockwork &
in the hills above Lake Coniston, and have not been seen Chivalry Core Rulebook p.198) on the Main Street of
since, although there have been mysterious sightings of Keswick. It is a two-story white-washed building with a
flying creatures at night, and strange sounds from the snug eating area, a bar below, and rooms above. There
hills. are currently no coaches running in the area – they were
Venturing up into the mountains, the Adventurers find few and far between before the war, as the roads in the
the mines apparently deserted; certain clues lead them area are very poor, and since the conflict started, they
into the mines where they find the shocking truth – have ceased to run altogether. Trade is poor, and the
Parliamentarian clockwork engineers have teamed up landlord Geoffrey Standish, and his wife, Bess, rely
with a group of Fair Folk. Together they have created mostly on local drinkers and visitors to the market for
mechanical mining machines controlled by the custom these days.
disembodied brains of the German miners. The The owners of the inn can be questioned about events in
Parliamentarians may think the Fair Folk are on their the vicinity (see p.122), and there will be one strange
side, but these strange helpers have motives of their incident (see “Unsavoury Customers”, below) before
own. The Fair Folk are using the clockwork miners to Jack Parsons arrives to talk to the Adventurers about the
gather a peculiar, quintessence-rich ore that is found troubles in the town.
only beneath the local mountain known as “The Old
Man of Coniston”. With this ore, and the help of the
Thousand Young, they intend to summon Shub-
Niggurath.

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The Whisperers in Furness

My Deare Friend,

I write to you at somethinge of a loss, in the hope that you maye be moste disposed to assist me in my cause. The smelting workes at
Keswick (and alonge withe the same, my home) have been destroied, and I am currently without alle emploiment. Worry not on that
count, for my wife’s familie are more than generouse and have taken us under their roofe and provided us with divers generosities. It is the
cause and nature of the destruction that troubleth me.
As you probablie knowe (I am sure that I have bored you to deathe with the detail of my trade over divers ales ere nowe), the smelters
in Keswick take in ores (for the moste part copper) from throughout southern Cumberland and northern Furness. At the outset of the
current troubles, the mines throughout the area were closed down. I have kept the smelters going on ore already stockpiled, which has gone
to the Royalist war efforte, as the owners of the Companie of Mines Royal are loyal to the crown.
But on Friday laste, a mob did appeare at my gates. They bore lit brandes, and it was soon apparent, by their voices and the exclamations
made in broken English, that they were the wives of the colony of German miners who live upon Vicar’s Isle in the lake nearby. Before
I knew what happenstance was upon us, they had broken down the gates and set fire to the stores of firewood. It was not long before the
whole place was ablaze, and my familie and I were forced to flee, even for our lives.
One of the women was apprehended by the local watchman, and when questioned about the women’s unseemly and moste destructive behaviour,
said ‘twas revenge for the taking away of their husbands. It seems that, three months since, the mining companie representative, James
Nicholson, came to the miners with news that one of the local mines was to be re-opened, and all hands were needed for that task. The
miners went prompte away with him, and nothing hath been heard from them since.
The aspect that confoundes is as followes; although the miners’ wife swore it was James Nicholson who came to them and offered unto
them employmentes – I attended to his funeral in Keswick churchyard and saw him laid unto reste.
I fear there is foule witchery afoot, though I know not from what quarter.
The locals, already suspicious of the foreign workers living on said island, are now moste hostile to the Germans, and the Germans believe
they are being deceived by the authorities in Keswick, and will have nothing to do with theme. Mayhaps an outsider such as youreself
could untangle this moste strange and sinister puzzle. The coffers of the Companie of Mines Royal are deep, and all reasonable expense
will, of course, be reimbursed. The landlord of the King’s Arms on the Main Street should have ample accommodations for your
partie, and has been instructed to offer hospitalities should you arrive.
I hope you will be able to assist in this matter, and I look forwarde to seeing you withe haste,
As ever sincerely yours,
Jack Parsons

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The Whisperers in Furness

tolerant man, but refuses to serve anyone he suspects of


GEOFFREY STANDISH being a changeling.

Profession: Pub Landlord Age: 45 Geoffrey has opinions about various things:
Faction: Self Interest (Gluttony) RP: 70
STR 13 CON 11 SIZ 18 INT 11 POW 9 DEX 10 CHA 10
DM +1D6 HP 15 MWL 8 AP 0/0
Skills: Commerce 48%, Craft (Brewing) 55%, Close Combat
50% (Cudgel 1D6+1D6), Dodge 38%, Persistence 45%,
Resilience 40%, Unarmed 50% (1D3+1D6)

Geoffrey has been the landlord of the King’s Arms for


over twenty years. He is a large man in every
dimension, having partaken rather too much of his
wife’s excellent cooking and his own excellent beer.
With the current troubles, he has considered changing
the name of the coaching house to something more
neutral, but locals of all political persuasions know he
hasn’t a political bone in his body (some doubt whether
there are any bones in that mound of flesh at all!) and
there has been no trouble so far. He is a naturally

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The Whisperers in Furness
The wrecking of the smelters: “Ah, terrible do, that were.
As if there weren’t enough people without jobs as it is. Never
liked them forriners on th’island.”
About the “forriners”: “Dutchmen or summat, they say.
Brought ‘em over to work the mines, families an’ all. But they
never fitted in round ‘ere. They stay on their island an’ the
company provides everythin’ for ‘em.”
About James Nicholson: “Pleasant enough bloke. Died last
year sometime, some sort of rockfall, I think it were. Still
alive? Tup’s bollocks! They buried ‘im, an’ ‘ad the wake right
‘ere, afterwards. Cracked, them krauts, if you ask me.”
And after the Unsavoury Customers incident:
About changelings: “Changlings, them were. They say the
Fair Folk stole away the real children, and left them... people
(if you can call ‘em that)... in their place. There’s summat not
quite right about ‘em, summat... goatish an’ unnatural, like.
You wouldn’t know it, but one o’ them two is the youngest
son of Sir John de Muncaster – ‘e don’t look a bit like ‘is
brothers, I’ll tell you.”
suspect that they are all Witches, as no decent woman
About the Fair Folk: [whispering] “We don’t talk about would resort to such behaviour.
‘em much. Live up in the hills, they do, since time
Bess is much more opinionated than her husband:
immemorial. Best not to talk about ‘em, if you know what’s
good for you.” The wrecking of the smelters: “Its a flinkin’ scandal.
Ought to be burnt at the stake, the lot of ‘em. Bitches! Or
About the Fair Folk (if the Adventurers saw the
witches, more like. I ‘eard ‘em, chantin’ their ‘eathen chants
illusion): [obviously scared, and whispering] “One of the
as they wrecked the place.” [They were actually chanting
Fair Folk. Never seen one before, though I’ve ‘eard ‘em a-
buzzin’ in the hills at night. Let’s not talk about them, an’ “Where are our husbands? We want our husbands!” in
p’raps they’ll leave us alone.” German, but Bess won’t be convinced of that.]
About the “witches”: “Furrin devils. Proper women don’t
BESS STANDISH be’ave like that. Stands to reason there’s summat sinister
goin’ on – why else would they live on an island? An’ we
Profession: Pub Landlady Age: 38
never see ‘em in church of a Sunday.”
Faction: Self Interest (King’s Arms) RP: 60
About James Nicholson: “Still alive? No, ‘e died – last
STR 11 CON 13 SIZ 10 INT 12 POW 11 DEX 12 CHA 11 summer, it were. Gave ‘im a good sendin’ off in ‘ere, we did.
If ‘e’s walkin’ the streets again, it’s them kraut witches, risen
DM 0 HP 12 MWL 6 AP 0/0
‘im from the dead. Wouldn’t put owt past ‘em.”
Skills: Commerce 44%, Craft (Cooking) 50%, Close Combat
30% (Cudgel 1D6), Dodge 42%, Persistence 50%, Resilience And after the “Unsavoury Customers” incident
35%, Unarmed 30% (1D3) (assuming she’s well enough):

Landlady of the King’s Arms, Bess does most of the About changelings: “Scum! Evil scum at that. Burnin’s
cooking, and has charge of the staff (2 chambermaids too good for ‘em.”
and 2 barmaids), who she treats in a motherly fashion,
unless they show signs of dishonesty, in which case they UNSAVOURY CUSTOMERS
are sacked with no compunction. She is as thin as her
husband is fat. She shares his dislike of changelings, but The Adventurers are expected by Geoffrey, who greets
is more generally prejudiced, also strongly disliking the them warmly and says that Jack Parsons will be meeting
Germans who live on Vicar’s Isle (see p.128). (The them later. They are shown to private rooms on the first
Germans are known locally as “Dutchmen”, from floor, and then invited to eat in the main bar area.
Deutchman, the German word for “German”). She is
The bar of the King’s Arms is a pleasant place with a
convinced that they are somehow evil, and the recent
roaring fire and a scattering of tables and benches. There
attack by the women on the smelters leads her to
is no-one else there when the Adventurers arrive; if

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The Whisperers in Furness
questioned, Geoffrey will admit that this is not unusual If the party follows the two out into the street, they will
– custom has been poor since the war started. have mysteriously disappeared. There’s nothing
magickal about this, they’ve just ducked up an alley that
While the Adventurers are eating (a tasty mutton stew
isn’t apparent from the inn door, but by the time the
with fresh-baked bread), and the Standishes are busy,
Adventurers figure this out, they’ll be long gone.
two men come into the inn. Both are shabbily-dressed,
swarthy-skinned men, probably in their thirties, with an AN ALTERCATION
unsavoury look about them. They look at the party out
of the corners of their eyes, and slink away to the If the Adventurers attempt to attack the two
furthest table from the Adventurers. Both wear wide- changelings, they will quickly find things getting
brimmed hats pulled down low, making it difficult to unpleasant. Although the two are armed only with
see their faces properly. Have the Adventurers make a knives, they have some nasty Witchcraft spells, and the
Perception check – anyone who succeeds will notice that ability to cast them at a high level. As soon as the
one of the men appears to have eyes with horizontal slit Adventurers show hostile intent, de Muncaster will cast
pupils, like those of a goat. But it was only a quick the spell For to Create a Phantasm at Magnitude 6, making
glance, maybe the Adventurer was wrong? it appear that a Fair Folk (see p.39) has come through the
The two men sit muttering in a corner, and will pay no door from the kitchen. All players who see it must make
attention to the Adventurers, unless the Adventurers a Perception test at -20% to see if they disbelieve it; any
pay attention to them. If one of the Adventurers insists who fail think it is real and can be damaged by it. All
on staring at the newcomers, or goes over to engage seeing it must make a Sanity Check – even if they don’t
them in conversation, the one with the goat-eyes will believe it’s solid, it’s still a ghostly Fair Folk, and pretty
glare at the intruder, growl, “What you lookin’ at? Mind frightening.
your own farkin’ business!” and cast the spell For to Give a Both de Muncaster and Ludly will engage in fighting if
Withering Look at Magnitude 1. The Adventurer so necessary, but will cast For to Cause Great Fear or For to
struck must make a Resilience roll to avoid falling over, Bring Down the Curse of the Moon on anyone with whom
and must also make a Sanity Check with a HR 0%/1D4. they can make eye contact, and will do their best to
The strangers will then attempt to leave the inn, pushing escape, using their For to Run Like Unto a Hare talismans
past the Adventurers if necessary. If the Adventurers to hare off up the street with a Move of 45m!
are set on fighting the two, see “An Altercation”, below.
Otherwise go to “A Warning”. If possible, they should both get away, as they will be
met again at the end of the adventure – but if the players
If the Adventurers don’t bother the strangers, Bess will are too clever, don’t worry, as there many more of the
eventually go over to take their orders, at which point a Thousand Young who can take their place.
scene will ensue.
In the event that the Adventurers manage to capture
You see Bess, the landlady, go over to the strangers in the one or more of the changelings, they will get nothing
corner to take their orders. Suddenly she erupts. “Get out! coherent out of them, and the captives will do their best
I’ve told you two once before, I don’t serve your sort in to escape, using witchcraft until they are exhausted, and
‘ere!” then starting again when rested. If tested by a Witch
The two men stand up suddenly, and one of them glares at Finder, they both have undoubted features that could be
the woman. “Shut your mitherin’, you stupid woman,” he considered “witch marks” (de Muncaster has goat eyes,
growls, and she falls to the ground, twitching. The two Ludly has hooves) and they will be locked up, prior to
men then make for the door. being sent to Carlisle (the county city of Cumberland)
for trial.
Again, if the Adventurers are set on fighting the two, see
“An Altercation”, below. Otherwise go to “A Warning”. WILLIAM DE MUNCASTER
A WARNING Changeling and Noble Vagabond
The swarthy strangers turn in the doorway and look Profession: Noble Age: 35
around at you all. One of them points a finger at you. Faction: Shub-Niggurath RP: 85
“When the Lord of the Woods returns, you’ll treat us
differently, or not one stone of this place will be left STR 12 CON 11 SIZ 11 INT 11 POW 9 DEX 13 CHA 12
standing!” Before you can say anything in reply, they DM 0 HP 11 MWL 6 MAG 11
turn and leave.
Skills: Athletics 55%, Beliefs (Shub-Niggurath) 76%, Close
Combat 65% (Side Sword 1D8), Dodge 55%, Gun Combat

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The Whisperers in Furness

65% (Flintlock Pistol 1D6+2), Insight 40%, Lore (Cthulhu


Mythos) 35%, Perception 50%, Persistence 50%, Resilience PRESTON LUDLY
60%, Ride 45%, Unarmed Combat 55% (1D3+1D4),
Witchcraft 65% Changeling and Townsman Vagabond
Changeling feature: goat eyes Changeling and Noble Vagabond
HR: 0%/1D4 (on seeing his eyes) Profession: Vagabond Age: 31
Spells: For to Call the Fair Folk, For to Call Shub-Niggurath, Faction: Shub-Niggurath RP: 65
For to Cause Great Fear, For to Contact Shub-Niggurath, For
STR 9 CON 10 SIZ 11 INT 8 POW 9 DEX 13 CHA 6
to Create a Phantasm, For to Dismiss shub-Niggurath, For to
Fly Through the Air, For to Give a Withering Look, For to See DM 0 HP 10 MWL 5 MAG 7
Visions in a Scrying Bowl Skills: Athletics 55%, Beliefs (Shub-Niggurath) 76%, Close
Witchcraft Items: A small talisman in the form of a Combat 65% (Cudgel 1D6), Dodge 45%, Lore (Cthulhu
hare’s legbone, enchanted with the spell For to Run Like Mythos) 15%, Perception 50%, Persistence 50%, Resilience
60%, Ride 45%, Unarmed Combat 55% (1D3+1D4),
Unto a Hare, Magnitude 6; a small talisman in the form
Witchcraft 40%
of a figurine of a Fair Folk, for use in the spell For to
Create a Phantasm Changeling Feature: goat hooves (hidden in special
shoes)
William de Muncaster is, despite his slovenly
appearance, the younger son of a noble family. At least, HR: 0%/1D4 (on seeing his feet)
that is what is believed; he is in fact one of the Thousand
Spells: For to Bring Down the Curse of the Moon, For to Fly
Young of Shub-Niggurath. His mother, Lady Elaine de
Through the Air, For to Give a Withering Look
Muncaster, swore an oath to the Lord of the Woods, in
return for the disposal of an inconvenient lover, and she Witchcraft Item: A small talisman in the form of a hare’s
subsequently bore the dark god’s child. William has legbone, enchanted with the spell For to Run Like Unto a
been a twisted individual ever since he was an infant; Hare, Magnitude 6
his penchant for torturing small animals, and later the
Preston Ludly comes from a family of Witches who
servants, led to him being cast out of the house by his
have terrorised the district for hundreds of years. His
father. He is now dedicated to returning his true father
mother was hanged for witchcraft when he was nine,
to the Earth.
and since then he has lived by his wits, running errands
for other Shub-Niggurath cultists. Although he has a
certain innate cunning, he looks up to de Muncaster and
has become, in effect, his servant. He constantly refers to

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The Whisperers in Furness
his master as “milord,” despite being told not to on Can we dig up Nicholson’s body?: [Parsons goes a bit
frequent occasions. pale] “I reckon it wouldn’t be a bad idea to ‘ave a look. But I
wouldn’t let the vicar know. ‘E wouldn’t like you diggin’ in
JACK PARSONS ARRIVES ‘is consecrated ground, ‘e’d ‘ave you up for ‘eresy and
witchcraft soon as look at you. Best do it at night, if you’re
About 10 minutes after the changelings leave, Jack goin’ to. Leave me out of it, though – if anyone asks, I know
nothin’. Since I lost me job, me reputation’s all I’ve got left.”
Parsons, the smelter manager and friend of one or more
of the Adventurers, arrives. He will talk to the Who saw James die?: “Couldn’t rightly say. Someone up at
Adventurers about the events of the night of the fire, but Manesty Vein, I guess – but the whole place is shut down for
has little to add that was not in the letter he sent. He will the duration, an’ I know for a fact the mine foreman went off
answer questions as follows: to Manchester to join the Round’eads, and took most of ‘is
lads with ‘im. Wasn’t an open coffin – thought at the time it
About the riot: “Terrible night, that were. All the women
must be ‘cause ‘ee were mangled in the accident. ‘Is widow
chantin’ and wavin’ brands, then the fire startin’ – I feared for
might ‘ave seen ‘is body, but she left town an’ went back to ‘er
me little ones’ lives, I can tell you. Little Jamie an’ Matthew
parents somewhere up near Penrith.”
were cryin’ and the smoke were everywhere, an’ me an’ the
missus tryin’ to get out o’ there before the gunpowder stores How much are we getting paid?: [If any of the
went up... terrible.” Adventurers are Nobles, Jack will look surprised that
money is even mentioned, but will continue anyway]
About the Germans: “Well, we’ve never ‘ad any trouble
“Well, I went down to Kendal an’ talked to the bosses at the
with them in the past. Good, ‘ard workin’ lot. Come from
company offices there – they’ve authorised 4 shillings a day
Augsberg they did, originally, back in old Queen Bess’s day.
each, plus reasonable expenses. I can give you an advance of
Three generations of ‘em been workin’ for the company now.
12 shillings each, but you only get the rest if you actually find
Keep ‘emselves to ‘emselves on that island o’ theirs. It’s not
the missin’ miners. Can’t haggle on that – that’s what the
that they’re a secretive lot, more that the folk round ‘ere never
Company of Mines Royal say, and that’s all I’m allowed to
took to ‘em.”
give.”
About the missing miners: “Don’t know what to make o’
that. All the mines round ‘ere shut down at the start of the JACK PARSONS
war – a lot of the men (not the Dutchmen, of course) went off
to fight – mostly for the King, though not all. The company
kept the Dutchmen on a retainer, but I never ‘eard anythin’
about the mines re-openin’. I’d ‘ave known if there were new
ore bein’ dug. It would ‘ave to come ‘ere for smeltin’. It’s
copper they were minin’ – mostly from close by, but there’s
one group of mines down in Furness, ‘round Coniston way,
an’ the miners from the island used to ‘ave to go and stay there
if they were workin’ that mine – two weeks on, a few days off,
usually.”
Can we talk to the miners’ wives?: “Course you can!
You’ll ‘ave to get out to the island, of course. They don’t often
come ashore, an’ them that was arrested was sent to the jail in
Carlisle to await trial. I’d take care, they’re a feisty lot. You’ll
need to get ferried out to the island – there’s an old bloke lives
in a shack down near the shore, ‘e’ll take you. ‘E’s a bit
peculiar, but ‘is boat’s sound enough, an’ that’s the main
thing.”
About James Nicholson: [Parsons crosses himself in a
Catholic manner, then looks nervous] “Sorry, force of
habit, somethin’ my old mum used to do. Poor old James –
died in a rockfall at Manesty Vein, over Borrowdale way.
Buried ‘im in the churchyard ‘ere, then ‘ad a wake for ‘im in Profession: Clerk Age: 40
this very inn. But, the thing is...” [he looks round Faction: Self Interest (Family) RP: 55
nervously, then whispers] “... if we didn’t bury James, ‘oo
STR 10 CON 11 SIZ 11 INT 13 POW 11 DEX 11 CHA 11
did we bury? I ‘elped carry the coffin, and there were
summat ‘eavy in it.” DM 0 HP 11 MWL 6 AP 0/0

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The Whisperers in Furness
Skills: Commerce 40%, Dodge 50%, Influence 45%, Lore
(Bureaucracy) 60%, Lore (Logistics) 60%, Lore (Mining) 50%,
Lore (Regional) 82%,Persistence 40%, Resilience 40%,
Unarmed Combat 35% (1D3)
On the Island
Jack has lived in Keswick all his life, working his way up
from lowly tea-boy to administrator of the smelting The Adventurers will probably want to visit Vicar’s Isle,
works – a livelihood which is now gone. He is plainly in Derwentwater, and visit the miners’ wives at some
dressed, although the quality of his clothing shows that point, probably the day after their arrival in Keswick,
he is reasonably well-off. He has a short, greying beard and maybe the night after digging up the grave of James
and a slightly worried expression. Although he is trying Nicholson. It is a fifteen minute walk from the town
to maintain an air of confidence, the fire at the smelters down to the edge of the lake.
and the loss of his job has severely shaken him, as he Derwentwater is a sinister sight – a long dark lake
knows he cannot live on his wife’s parents’ charity stretching off into the distance southwards, surrounded by
forever, and fears he will have difficulty in finding rugged blue-grey mountain peaks, and with a scattering
another job locally in these troubled times. He is also of forested islands in the foreground. A rowing boat is
spooked to hear that his dead colleague, James drawn up on the shingly shore nearby, near a ramshackle
Nicholson, might still be walking the earth. Although he hut, outside of which is an old man with a long white
will give the Adventurers any information he can, he beard, mending a fishing net.
will not join them in their investigations; he will claim
that this is because he does not want to prejudice
witnesses against him, but a successful Insight roll will
THE FERRYMAN
reveal that he is scared. The old man with the long white beard is Bill Skiddaw
(known locally as Old Bill Skiddaw, see below). When
WHAT NEXT? the Adventurers ask him to take them over to the island,
he will begin mumbling:
The Adventurers have two leads to follow – the German
“Over there? Arr... rumununum, yarbidy Dutchmen.
miner’s colony on Vicar’s Isle (“On the Island” p.127), or
Yarbidy funny lot. Ina boat. Twopence. Each, atis.
the grave of James Nicholson (“The Grave”, p.131). Masters’ll want to know. Ah tell ‘em.”
They may choose not to follow up on the second lead
(depending on how keen they are on grave-robbing!). Bill is asking for two pennies each for ferrying the
Either way, once these two investigations are out of the Adventurers to the island. Once they’ve paid up, he will
way (and any others the players come up with), move happily row them to the island. He will ply them with
onto “Among the Monoliths”, p.133. mostly incomprehensible questions along the way, and
might answer a few too.
THE MYSTERIOUS JAMES NICHOLSON “Not frum round ‘ere, are ye? Rumununum over
The truth is that James Nicholson did die in a mining t’mountains, what ye doin’ ‘ere? Masters’ll want to
know.”
accident, but his body was stolen by Fair Folk. The brain
was removed from the corpse and replaced with the In reply to questions, Bill will answer:
living brain of one of the Fair Folk. The Fair Folk knew
About the Germans: “Arr, Dutchmen. Yarbidy miners, lot
that there were no Germans at the Manesty Vein mine
of ‘em. Gone now. Masters took ‘em. Over them ‘ills an’ far
at the time of Nicholson’s death, and that the Germans
away.” [He waves in a vaguely southerly direction.]
keep to themselves, and would therefore not know of
“Poor buggers.”
the funeral. The alien/human construct, pretending to
be the company’s representative, approached the About the “Masters”: “Masters. Buzzy bodies.
miners with offers of more work in the Coniston mines, Whisperers... in Furness.” [He waves in a vaguely
and lured them away from the island. Nicholson’s body southerly direction.] “Ya, ya, shrub nonsense. Beware!
was replaced in the coffin by that of the headless Fair Beware the Black Goat! Yarbidy rumunununum! ...lousy
Folk, whose brain now inhabits Nicholson’s skull. beer.”
It takes about five minutes to get to the island. The boat
pulls up next to a rickety wooden landing stage, where
a muddy path leads off into the trees. If the Adventurers
don’t give Old Bill specific instructions to wait for them,
he will begin rowing back immediately and they will

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The Whisperers in Furness
have to spend a good deal of time later trying to attract the rest of which will probably sound like
his attention to get back to the mainland. incomprehensible mumbling.

BILL SKIDDAW THE ISLAND


Read or paraphrase the following:
The muddy path from the landing stage leads between the
trees to a clearing surrounded by a cluster of small wooden
shacks. A few chickens scratch about in the dirt and
grubby children chase each other. When they see you, the
children stop their playing, and with cries of “Achtung!
Achtung!” run for the safety of the houses. Soon, women
begin appearing from the houses. All are between the ages
of about 15 and 30, clad in shabby home-spun dresses,
and have an air of sadness and worry about them. Most
carry weapons of some kind – a rusty sword, a pitchfork,
a meat cleaver. They huddle together in the centre of the
clearing, behind a tall, thin woman with a long tangle of
brown hair, who holds a musket trained on you. She raises
her chin and looks at you challengingly. “Vhat you vant?”

PERSUADING THE WIVES TO TALK


The leader of the German miners’ wives (the one with
the musket) is Katrina Hoffmann, a woman in her late
Profession: Boatman Age: 65 twenties, and the mother of two young children. Since
the women’s husbands disappeared, Katrina has rallied
Faction: Self-Interest (Serve RP: 90
them, and she was instrumental in leading the attack on
Fair Folk) the smelters.
STR 13 CON 11 SIZ 11 INT 11 POW 10 DEX 12 CHA 10 The women’s lack of contact with the locals means that
DM 0 HP 11 MWL 6 AP 0/0 they have very little idea of what is happening in the
outside world – they vaguely know that there is a civil
Skills: Boating 80%, Lore (Cthulhu Mythos) 20%, Lore
war taking place, but don’t really know the issues
(Occult) 50%, Lore (Regional) 90%, Perception 60%,
involved. Their lives revolve around their families and
Persistence 50%, Resilience 52%, Unarmed Combat 45% (1D3)
their tiny island community, and the disappearance of
Old Bill Skiddaw is a peculiar man. With his sun- their husbands is by far the most important event in
darkened skin, straggly white beard and piercing blue their lives. At the moment, they trust no-one, and the
eyes, its possible the Adventurers might mistake him for Adventurers will have to gain at least a modicum of
a changeling. He isn’t, but he does work for the Fair Folk, trust before the women will open up and talk about
and this has had its effect on his sanity over the years. what has happened. A good beginning to the first
Seventeen years ago he stumbled upon a Fair Folk ritual meeting is essential if the party is to get any information
at an old stone circle, while poaching in the hills. The out of the Germans. The Games Master should ask for
Fair Folk captured him, and only let him go once he an opposed test of either Influence or Oratory against
promised to be a spy for them. He, terrified of the alien Katrina’s Righteousness in Self Interest (Protection of
creatures, agreed. As the main ferryman, who gets Family), with suitable modifiers based on the player’s
people to and from Vicar’s Isle, he has been spying on role-playing and how they try to win the women over.
the activities of the German miners for years. He meets If Katrina can be won over, the rest of the women will
with his alien masters up in the hills once a week to pass bow to her judgment. If one Adventurer fails to
on any information. He will often mumble things that persuade her, another may have ago, but with a -10%
seem on the verge of revealing vast secrets about the penalty. On a critical failure, Katrina will fire her
universe, but rarely make complete sense. Skiddaw has musket at the speaker, and the women will move in to
an almost impenetrable Cumberland accent; most non- attack. There are 43 women in total – use the statistics on
locals will probably only understand one word in three, p.130.

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The Whisperers in Furness

Some bonuses and penalties to the Influence/Oratory any meaningful way. The women’s intent is just to chase
roll are listed below – allow the player making the the Adventurers off the island – they will chase them to
speech to say a few sentences, then make the roll, and the edge of the trees by the landing stage, then hurl
see what Katrina thinks of it. Bonus and penalties are abuse (mostly in German). But if any of the women are
cumulative: killed, they will not stop, but will keep attacking with no
thought for their own lives. In the event of such a
Bonuses of +10% for each of these situations:
massacre, the Adventurers will need to make a Sanity
Ÿ The Adventurer speaking is a woman. Check with HR: -20%/D8 once they realise what they’ve
done.
Ÿ The speaker expresses sympathy for the loss of their
husbands. If the Adventurers fail to communicate meaningfully
with the women, they will find out nothing from them
Ÿ The speaker says he/she is investigating the
– the adventure should move on either to “The Grave”
disappearance of their husbands.
(p.131), if the players want to investigate James
Penalties of -10% for each of: Nicholson’s grave, or to “Among the Monoliths”
(p.133), if the Adventurers have run out of significant
Ÿ The speaker says they are working on behalf of the
other leads in Keswick.
mining company and/or Jack Parsons.
Hopefully though, the Adventurers will manage to
Ÿ The speaker shows prejudice against Germans.
persuade the women that they mean no harm, in which
Ÿ The speaker shows prejudice against women. case, move on to “The Tale of James Nicholson”, (p.130).
If the Adventurers find themselves in a fight with the
women, it could get unpleasant. There are a lot of
women, but they’re not very good fighters and it’s likely
to turn into a massacre if the Adventurers fight back in

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The Whisperers in Furness
THE TALE OF JAMES NICHOLSON
Assuming the Adventurers persuade the women to talk
to them, Katrina will take them back to her shack.
Despite its primitive construction, the one-room interior
is neat and tidy, with a small wood-stove, two neatly-
made beds and a small kitchen. Two slightly muddy
children, of about four and seven, run to hide behind
their mother’s skirt when the Adventurers arrive. The
Adventurers are invited to sit on the beds, while Katrina
makes a pot of coffee (luxury!), which she pours into
simple earthernware cups and gives to the Adventurers
before sitting cross-legged on the floor with her children
about her.
“Zo. You vill be vanting to know about our hussbants,
unt how zey came to disappear. It iss all becauss of James
Nicholson. He iss ze representative of ze Company of
Mines Royal...”
It’s possible that the Adventurers may interrupt her at
this point to tell her that he is dead, in which case she
will reply “Ah, zo. I susspected as much. Neffertheless, he
still valks ze Earth.
KATRINA HOFFMANN
“Nicholson came to us, three months ago, it vas. Our
Katrina is a determined woman. Despite having two hussbants had had no vork for a long time, since your
small children to look after, she has become a driving senseless var broke out. Ze company looked after uss,
force among the miners’ wives, determined to get her alzough ve vere fery short off food. I suppose ve shoult be
husband back from whoever has taken them. Unlike sankful zat zey looked after us at all, ven zey could haff left
many of the women on the island, she is not scared of us to starf.
the “foreigners” who surround their little German
Nicholson vas a changed man. He looked – ill, to say ze
enclave. Naturally vivacious, she can be charming, but
least. Ze flesh off his face vas pale unt vaxy, unt vhen he
does not suffer fools gladly. spoke, it vas in a vissper. Ve could see a scar at hiss throat,
Profession: Agitator Age: 28 below hiss... how you say? ...Adam’s apfel. He said zat he
had been in an accident, zat hiss neck had been badly
Faction: Self Interest (Family) RP: 80
injured, unt he had suffered from loss off memory. Ve vere
STR 14 CON 13 SIZ 12 INT 12 POW 13 DEX 13 CHA 13 sympathetic, becauss he had been gut to us in ze past. But
zere vas somesing - unnatürlich – about him. He moved
DM +1D4 HP 13 MWL 7 AP 0/0
clumsily, as zhough he vas unsure off how to use his limbs,
Skills: Athletics 50%, Close Combat 50% (Dagger and ze olt jovial fellow – ze olt James, who used to like to
1D4+1+1D4), Dodge 50%, Gun Combat 50% (Flintlock drink a beer mit our hussbants and sink our German folk
Musket 2D8+1), Insight 50%, Perception 50%, Persistence songs, fery badly – vas gone. Zis new James vas so...
60%, Resilience 55%, Unarmed Combat 29% (1D3+1D4) serious. I remember my hussbant, Hans, made a joke mit
him, but James just stared, as iff he didn’t understant,
GERMAN WIVES almost as iff... ja... almost as iff some alien creature, some
demonic spirit or elemental, looked out from behint his
STR 10 CON 9 SIZ 10 INT 9 POW 9 DEX 10 CHA 10
eyes. Unglaublich.
DM 0 HP 10 MWL 5 AP 0/0
He said zat zere vas vork for our hussbants. Ze company
Skills: Close Combat 35% (Club 1D6 or Dagger 1D4+1), vas re-openink ze Coniston copper mines, unt our
Dodge 36%, Persistence 38%, Resilience 29%, Survival 50%, hussbants vould haff to go avay for a vile. Zis vas normal,
Unarmed Combat 25% (1D3) off course – it iss over tventy miles from here to Coniston,
and ze miners usually stay up zere for two veeks, zen come
home for a few days before returnink. Ve sought zat vas all
it vas, zat zey vould be back soon – but ze veeks turnt into
months unt zey did not return. Ve dit not know vat to do

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The Whisperers in Furness
– ve hat no contact mit osser representatives of ze mining
company. Ve wrote letters to our hussbands, unt gave zem
to Olt Bill, ze ferryman, to delifer to ze post, but ve neffer
had any reply. I wrote to ze company headquarters, in
Kendal, but zey ignored my letter – or it did not arrive.
Finally, at our vits’ end, ve vent to ze smeltink vorks.
Vhen ze watchman zheresaid zat he dit not know vere our
hussbants vere, unt zat James Nicholson vas long in ze
grafe, I zink ve all vent a little crazy. Ve did not set out to
burn down ze smelters – but ve haff had nosink to do for
three months but sit on our island, unt look after our
kinder, unt vorry. Can you help us?”
Katrina can provide no more information than the
above. If the Adventurers agree to help – since they’re
already committed to looking for the missing miners,
this shouldn’t be difficult – she will be very grateful. She
regrets that she can offer no reward for this service. If
the Adventurers admit that they are working on behalf
of the Company she will be wary, but hopefully will
trust them enough by this stage to believe them when
they say that the mining company doesn’t know
REVEREND CHARLES RILESWORTH
anything about the whereabouts of the miners either.
Profession: Preacher Age: 35
The Adventurers now know that the miners were taken Faction: Paranoia RP: 40
to the Coniston copper mines, so should be ready to
head in that direction – a two day journey on the poor STR 11 CON 11 SIZ 11 INT 12 POW 13 DEX 11 CHA 11
roads of the area. (If they haven’t already checked out DM 0 HP 11 MWL 6 AP 0/0
James Nicholson’s grave and want to, run “The Grave”,
Skills: Beliefs (Presbyterian) 60%, Dodge 35%, Gun Combat
below). But before they get the chance to set off on the
22% (Pistol 1D6+2), Lore (Theology) 65%, Persistence 60%,
journey south, another incident takes place – see
Resilience 40%, Unarmed Combat 24% (1D3)
“Among the Monoliths”, p.133.
The Reverend Charles Rilesworth is not a sane man.

The Grave Always a passionate Presbyterian preacher, his sanity


has been tipped over the edge by a group of ghouls who
regularly dig up the graveyard at night, seeking the
fresh bodies from recent funerals. Having witnessed
James Nicholson’s grave lies in the churchyard of the one too many of these events, his mind has snapped,
Church of St Kentigern, on the northern edge of the and he has become convinced that the ghouls are
town. If the Adventurers have spoken to Jack Parsons actually Catholics, and that all Catholics rob graves and
about the possibility of checking out the grave, he will use human flesh and blood in the ritual of Mass. He has
likely have warned them against asking the vicar for taken to sleeping in his church at night, armed with a
permission; if not, they may decide to do so before going brace of pistols, ready to fight off any “Catholics” who
further. enter the graveyard. When not reminded of his
obsession, he is perfectly rational, and his services are
The church is a sturdy building with a small square still well-attended, but no-one believes the tales of
tower, about a hundred years old, with an extensive grave-robbing Catholics, putting the disturbed graves
graveyard around it. If the Adventurers visit during the down to wolves, which have been a problem for local
day, they will be able to find James Nicholson’s grave in sheep-farmers recently.
the graveyard, after a few minutes searching. If they
first come at night, see p.132. Rilesworth is the third son of a member of the Gentry.
He went into the ministry as a career move but found
his calling saving the souls of the rough and sinful
miners of his parish. His Presbyterian beliefs have not
gone down well with the more Laudian upper ranks of
the church in the area, and he has never been promoted

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The Whisperers in Furness
mercifully low, so he probably won’t hit! Even if they do
ADVENTURE SEED: SAM’S SPADES calm him down, he won’t give permission for the grave
to be exhumed – they may convince him that they are
This little side-jaunt has nothing to do with the main not Catholics, but they won’t persuade him that
adventure but might form an amusing interlude Catholics are not grave-robbing ritual cannibals.
from the horror:
It is unlikely that the Adventurers will have brought GRAVEDIGGING
spades or shovels with them, and if they’re planning
to dig up Nicholson’s grave, they’ll need some. A If the Adventurers decide to go grave-digging at night,
trip to Samuel Perkins’ ironmongers will be in order. they face two threats – the mad vicar (assuming he
There they will find a fine collection of spades, hasn’t in some way been “neutralised” in “Asking
shovels, mattocks, picks and the like – many of them Permission”, above) and a group of ghouls who will be
curiously smoke-blackened. Perkins actually looted attracted by the grave-digging activity and the prospect
them from the ruins of the smelting works. If any of of easy dead meat.
the Adventurers challenge him on this, he will look
The Adventurers will, of course, need lanterns and
shifty and be unable to come up with a reasonable
spades. Finding Nicholson’s grave in the dark (if they
explanation. If they press him, he will dash out of
haven’t already located it in daylight) will require five
the back of the shop and off down the street, where
minutes searching and a successful Perception roll.
he will attempt to seek “sanctuary” in the church. A
During this time, Stealth rolls may be necessary to avoid
comic scene may ensue, in which Sam confesses his
attracting the attention of the vicar, who is likely hiding
sins, the Reverend Rilesworth (see p.131) becomes
in the church porch, armed with two flintlock pistols.
suspicious of the Adventurers’ need for spades and
On a failed roll, the Reverend Rilesworth will come
accuses them of being Catholic graverobbers and
rushing out of the church and fire at the Adventurers –
heretics, and there is much confusion and
if the Adventurers fail to make a Perception roll to spot
misunderstanding. If you need statistics for Samuel
him, he will get one free shot at one of the Adventurers
Perkins, use those for a Merchant in the Clockwork &
before they spot him; otherwise combat rounds work as
Chivalry Core Rulebook, p.345.
normal. Once the Reverend has discharged both guns,
he will use them as clubs, beating his opponents over
the head while screaming “Damned cannibal Catholics!
Curse ye to hell, the lot of ye!”
from vicar of the small, poor parish. Apart from his Once the vicar has been subdued the Adventurers can
mental problems, he is a civilised, well-read man, fiery get on with the business of digging the grave. (If the
in the pulpit, but caring and compassionate to his flock. vicar escapes he will attempt to tell people in the town
what he has seen. He will knock on the doors and
ASKING PERMISSION scream about graverobbers, but this is a regular
occurrence, and the locals will just mutter about “that
During the day the Reverend Rilesworth will be damned mad vicar” and go back to sleep).
pottering about in the church and will welcome the
If the vicar hasn’t been alerted by the party wandering
Adventurers warmly. He is happy to see strangers,
round looking for the grave, he will certainly be alerted
particularly if any are high-born, and will be most
by the sound of digging. And so will a group of ghouls,
effusive – up until the point where he finds out that they
who have crept in from a small wood just beyond the
want to dig up a grave, at which point he will begin
graveyard. There are a number of ghouls equal to the
raving at them, calling them Catholics, and accusing
number of Adventurers -2. See the rulebook for details
them of being cannibals (see Rilesworth’s description,
of ghouls, and remember that in Clockwork & Cthulhu
p.131). If the Adventurers try to reason or argue with
seeing ghouls for the first time requires a HR -
him, he will pull out two flintlock pistols from beneath
20%/1D10 Sanity Check. If the vicar is still there, he will
his robes and begin waving them about wildly. An
see the Adventurers and the ghouls as being on the
Adventurer may try to calm him down by making an
same side (they’re all cannibal Catholic grave-robbers as
opposed test against the Reverend’s Righteousness with
far as he’s concerned), and he will attack both
either their Influence skill, or Righteousness in
indiscriminately. Once one ghoul is killed, the others
Presbyterian belief. If this is a failure, and the
will attempt to grab its body (for later eating) and retreat
Adventurers don’t withdraw from his church, he will
from the fight.
shoot at someone, though his Gun Combat skill is

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The Whisperers in Furness
Once the ghouls and the vicar have been dealt with, it’s
time to find out what’s in the grave. It takes about an Have seen James Nicholson! Leaving town on the
hour of digging to get down to the coffin – only one
person can fit in the hole at one time (more diggers just Penrith Roade. Not carrying any baggage, so don’t
results in the Adventurers getting in each others’ way).
Eventually, there will be a hollow boom as the digger’s think he’s travellinge far. Will try to keepe him in
spade hits wood, and the coffin will be found.
sight, catch up withe me if you can,
AN UNPLEASANT DISCOVERY
Jack
Once the lid has been removed from the coffin, the
Adventurers make a ghastly discovery:
As you pull off the lid, a horrendous stench rises from the If the party acts on the note, they may need to ask
coffin. Inside is nothing human. The thing has a pink directions as to where the Penrith road is. This is, in fact,
bloated body with far too many legs, and huge bat-like the main road (i.e. wide muddy track) leading out of
wings, wrapped about it like a cloak. Where its head town to the east. The road climbs up out of the Derwent
should be is the stump of a neck, sliced off in a surgically valley into the hills, with open moorland on either side,
precise fashion. [If the Adventurers saw the illusion in where hardy sheep graze. About 1km out of town the
the King’s Arms earlier, add the sentence: It resembles party comes across Jack Parsons, by a lone tree next to a
the creature you saw in the King’s Arms.] As the air hits road junction; if it is daylight, he will wave to them, if
the body it melts away before your eyes, leaving nothing it’s night he will open the shutter of a lantern to show
but a small pink stain on the bottom of the coffin. his whereabouts and call out softly.
Everyone must make a HR -20%/1D10 Sanity Check. Read or paraphrase the following:
What the Adventurers do next is up to them. The Jack looks a little shaken and very pleased to see you.
evidence of a Fair Folk body in the coffin has vanished, “Thank the Lord you’ve come! I saw ‘im – I’ll swear it was
and it’s unlikely that most people will believe them. James. I saw ‘im walkin’ through the town square, ‘is face
were as stiff as a wax doll. Put the fear of God into me, I’ll

Among the
tell you. I didn’t dare speak to ‘im – I followed him at a
distance; ‘e didn’t look back once, but walked up this hill.
He’s taken that lane, but there’s nothing up that way but
fields and moors. Except... there’s an old stone circle up

Monoliths there. Some say as Druids built it, some say it’s a witches’
sabbat that were turned to stone... an’ some say it were put
there by the Fair Folk.”
The tiny rutted track Jack is pointing to leads between
Sometime after the events of “On the Island” and “The dry stone walls southeastward from the main road. The
Grave”, but before the Adventurers set off for Coniston, lane goes over a steep rise, so the stone circle isn’t visible
the following event will take place. Ideally, it will from where the Adventurers stand; nor, of course, is
happen at night, but if this cannot be managed due to Nicholson. Jack urges the party to hurry – if James is at
the plans of the party, in can happen during the day, the stone circle, they need to see what he’s doing, and if
although the description of the site of the incident will he’s gone on, they need to catch up.
have to be amended accordingly.

A SURPRISING MESSAGE CASTLERIGG


Castlerigg is a circle of standing stones on a flat area of
A young man approaches the Adventurers with a ground surrounded by a vista of distant mountain
message, which he says Jack Parsons asked him to peaks. It consists of thirty-eight irregular stones in a
deliver. He hands over the letter and leaves, although if circle 30 metres in diameter, with a smaller circle of ten
the party wishes to question him, he will say that he is stones inside it. The tallest stone is 2.3 metres tall,
Jack’s brother-in-law, Peter Biggins, and that the letter though most are around 1.5 metres or less.
was given to him ten minutes ago.
As the Adventurers come over the rise (possibly
The note reads as follows: keeping low if they don’t want to risk being spotted),

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The Whisperers in Furness

they will see the stone circle about 50 metres away (by when the right ritual is performed (see the spell For the
the intermittent light of an almost full moon, if at Summoning of the Fair Folk, p.23). Out of the sky, from a
nighttime). In the centre of the circle, they can see James southerly direction, in answer to Nicholson’s summons,
Nicholson doing some sort of strange, unnatural dance. come eight Fair Folk. The Adventurers get to make
It is a weird, almost insectile, twitching. His mouth is Perception rolls to hear the buzzing of their wings, and
open and a strange, buzzing sound comes forth, like the another to see them as they approach (with a -20%
throbbing flutter of a large moth. Anyone who makes a penalty due to partial darkness, if it is a moonlit night
successful Perception roll must make an immediate rather than daytime). The creatures do not want their
sanity check (HR 0%/1D4) as they realise that his limbs presence known and will immediately move to attack
are bending in directions impossible for a normal the Adventurers. The party will have one combat round
human. to make ranged attacks before the creatures are upon
them – but they must first make the usual Sanity Check
Knowing Adventurers, someone may decide to shoot
required when seeing Fair Folk. The creatures will fight
him at this point – whatever the party’s response to
until only two of their number are left, at which point
what they see, the next event will happen whether
the survivors will flee southwards if possible. Use the
Nicholson is alive or dead.
guidelines in the rulebook bestiary for major wounds
ATTACK FROM THE SKY inflicted on the Fair Folk – a Fair Folk taking a major
wound will lose the ability to fly.
The Fair Folk brain within Nicholson’s body has been These Fair Folk are all fanatical Shub-Niggurath cultists,
performing a ritual to summon its Fair Folk who would rather die than be captured alive. They all
compatriots. The stone circle was built by the Fair Folk have implanted inside themselves a small explosive
in ages long gone, and serves to amplify the brain waves device, and if threatened with capture, will call out “Ia!
of the alien creatures, for communication purposes, Ia! Shub-Niggurath!” and explode, doing 3D6 damage to

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The Whisperers in Furness
anyone within 2m and showering everyone with slimy
alien flesh (Sanity Check, HR 0%/1D4).

“JAMES NICHOLSON”
A Journey
Fair Folk Puppet Thing The Adventurers should know by now that:
STR 7 CON 6 SIZ 10 INT 17 POW 15 DEX 6 CHA 4 Ÿ The miners were lured away from the island to the
DM 0 HP 8 MWL 4 AP 0/0 Coniston Copper Mines by James Nicholson.
Skills: Close Combat 30%, Dodge 40%, Lore (Cthulhu Ÿ James Nicholson was actually a Fair Folk agent, so
Mythos) 80%, Perception 30%, Persistence 45%, Resilience it is these creatures who have actually taken the
50%, Unarmed 30% (1D3) miners.
This is not James Nicholson, but the body of James Ÿ There are strange people in the area called
Nicholson into which the brain of one of the Fair Folk changelings, who are reputed to have some
has been transplanted. The brain has imperfect control connection with the Fair Folk.
of the human body’s nerves, making its actions appear
uncoordinated. On top of that, the body is slowly During the journey from Keswick to Coniston, the
transforming into the strange extra-terrene stuff of the Adventurers will encounter a pack of wolves, have
Fair Folk, allowing the joints to bend in unnatural disturbing dreams that come true, and hear more about
directions. Its face is strangely stiff, like a waxwork, only the sinister changelings.
the mouth and eyes moving, showing no expression at
all. If the party examines it, they will find a scar running THE ROAD SOUTH
right round the neck where the head has been removed
and reattached (worth a HR 0%/1D4Sanity Check). The road south from Coniston, while one of the better
highways in the area, is still very poor. The Adventurers
If “Nicholson” is killed, the skull will split open and the
are unlikely to make more than about 10km per day
writhing antennae of a Fair Folk will burst forth, waving
(less if the weather is bad). Parsons suggests that for the
like the tentacles of a sea-anemone and changing
first day, the party should try to make for the village of
colours rapidly before turning to a greyish-pink and
Wythburn at the south end of Wythburn Water, where
drooping in death. (Sanity Check, HR 0%/1D4). The
there is an inn. The second part of their journey can
body will evaporate in 1D3 hours, leaving nothing but a
either be made in two short days, with a stop at an inn
pink slimy stain.
in Grasmere, or in one long day, pushing on all the way
If “Nicholson” is captured alive, he is equipped with the to the village of Coniston. The party will travel a little
same explosive implant as the Fair Folk (see above) and faster on horseback than on foot, but not a great deal,
will explode in the same fashion. When his body and if they have a cart (e.g., if one of the party is an
evaporates, this will evaporate too. Alchemist with a portable laboratory), they will
probably need five or six days to make the journey. (The
AFTERMATH Games Master may wish to move the grand finale of the
adventure forward a few days if the party has a cart,
The main thing that the Adventurers will get out of this otherwise they will have no chance of preventing the
encounter is the knowledge than James Nicholson was summoning of Shub-Niggurath and there won’t be
in league with the Fair Folk, and that it is probable that much of an adventure!)
they have taken the miners off to Coniston. The stage is
set for a journey to the source of the troubles. The road winds through valley bottoms, or alongside
lakes, with mountainous country rising on either side.
Scattered farms dot the route, but they are few and far
between, and usually quite a way off the main road.
There are tiny hamlets (just a scattering of cottages close
to a small manor house) at the north end of Lethes
Water and the south end of Wythburn Water. Larger
settlements are marked on the map on p.136, though
none have populations larger than about 500. Games
Masters wishing to enliven the journey beyond the
events listed below can use the Encounter Tables in
Clockwork & Chivalry Core Rulebook pp.347-60.

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The Whisperers in Furness

136
The Whisperers in Furness
Along the way there are two fixed events. “Dreams of
The table below shows the activities of the group of
the Black Goat” takes place in the inn at Wythburn, and
changelings who are moving ahead of Adventurers,
“Grasmere” in the village of Grasmere. The third event,
and the likely position of the Adventurers
“The Company of Wolves” can take place at any point
themselves. If the party moves faster or slower than
in the journey that the Games Master sees fit – but it is
described here, adjust the table accordingly.
primarily a combat encounter (with a touch of horror),
and can be left out if the Games Master feels it is
superfluous to requirements. If your players are the sort Time Activity
who would be reluctant to stay at such a sinister inn as
Day 1 - morning Changelings leave the
the Black Goat (p.138), running “The Company of
Black Goat, Wythburn
Wolves” beforehand might make them more keen to
have stone walls between them and the beasts of the Adventurers leave Keswick
night. Day 1 - noon Changelings pass through
Grasmere
THE COMPANY OF WOLVES Day 1 - evening Changelings stay in
Coniston
This encounter can take place anywhere on the road Adventurers arrive at the
from Keswick to Coniston, as long as it is not too close Black Goat, Wythburn
to any settlements. If the Adventurers stay outdoors Day 2 - morning Changelings leave
overnight, rather than staying at an inn, it will happen Coniston
during the hours of darkness – otherwise it will happen Adventurers leave the Black
during the day, while the road is traversing a Goat, Wythburn
particularly dark pine forest. Day 2 - afternoon Changelings pass through
As the party is travelling (probably through poor Torver and head up into
weather!), they become aware (on a Perception roll) that the hills
sinister shapes are shadowing them in the trees on Adventurers pass through
either side. They are being followed by a pack of hungry Grassmere
wolves. There are a number of wolves equal to the Day 2 - evening Changelings arrive at
number of Adventurers +2, led by a horrific mutated Goats Water and begin to
creature. Whether this lead wolf has been affected by set up protective tornado
alchemical pollution or is some creation of the Fair Folk Adventurers arrive in
the Adventurers may never know – though the Games Coniston
Master could possibly create a sub-plot to explain its Day 3 - all day Changelings prepare for
presence; perhaps there is a mad Alchemist living in the ceremony
woods, in the manner of an evil sorcerer, performing
Adventurers visit copper
strange experiments on the local wildlife.
mines
The wolves will await an opportunity to pick off a Day 3 - midnight Ceremony to summon
straggler, or wait until the group stops for a rest. But Shub-Niggurath
they are sufficiently hungry that if such an opportunity
does not arrive, they will attack anyway – they will all
aim to attack the weakest-looking member of the party Skills: Athletics 30%, Dodge 40%, Perception 60%, Resilience
(the Adventurer with lowest SIZ). 55%, Stealth 25%, Survival 60%, Track 30%

For the normal wolves, use the average statistics of a The mutant wolf opens its mouth wide and a mass of
wolf, but the mutant wolf has the following statistics: writhing tentacles shoot out to a length of 2 metres,
attempting to grapple the intended victim. Anyone
MUTANT WOLF seeing this must make a Sanity Test or take 1D4 mental
damage; the person actually grappled (assuming the
STR 18 CON 21 SIZ 15 INT 5 POW 18 DEX 21 CHA 5 attack succeeds) must make a Sanity Test with a -20%
HP 18 MWL 9 DAM +1D6 penalty or take 1D6 mental damage, as they see the
horrific rings of teeth in the lamprey-like mouth at the
HR: 0%(-20%)/1D4(1D6) (see below)
centre of the tentacles. If the grapple is successful, the
Tentacles 70% (see below), Claw 50% (1D4+1D6) victim will take 1D4 damage from the tentacles, and on
the next round will be dragged toward the mouth, and

137
The Whisperers in Furness
take 1D6+2 damage from the teeth. If a character landlord will accuse them of being “one of the thousand”
chooses to make a targeted attack against the wolf’s and refuse to allow them in the inn.
tentacles, each 3 points of damage done will sever one
The truth is that for the last three nights the Black Goat
tentacle, and decrease the wolf’s Tentacles skill by -10%.
has been descended on by large groups of changelings,
heading south for some sort of gathering in the Coniston
DREAMS AT THE BLACK area. (There is to be a great ritual at Goats Water to
summon Shub-Niggurath – see “Goats Water”, p.150 –
GOAT but the landlord doesn’t know that).

It will probably be dusk as the Adventurers arrive at the Once the Adventurers have persuaded the landlord that
Black Goat Inn – a shabby, down-at-heel looking place they are not changelings, he will come downstairs and
set among a huddle of cottages, on a slight rise unlock his inn.
overlooking the southern end of Wythburn Water. There is a rattling of keys and sliding of bolts and the door
When the Adventurers first spot the village in the of the inn opens. The landlord peers out at you – his eyes
distance they will see welcoming lights shining out are red-rimmed with lack of sleep, his face unshaven, and
through the evening gloom, but as they get close he seems extremely nervous. He lets you in, then bolts the
enough for the villagers to hear their voices and door again behind you. “Sorry for all that fuss – but I ‘ad
footfalls, the lights will go out and shutters will be to be sure. Last three nights, it’s been ‘ell.” As you enter
closed over all the windows. the inn’s common room, a sight of devastation greets you
– the furniture lies smashed and broken, tankards and
The inn is a low, stone-built building with a grey slate
pools of spilt beer cover the floor. The landlord shakes his
roof; once its walls were whitewashed, but the paint has
head. “Sorry about the mess – I’d have cleared up, but I’ve
peeled and bubbled with age, and the whole place looks
been too tired – the dreams... the dreams keep coming...”
shabby and unloved. The inn sign swings forlornly in a
Abruptly, he seems to pull himself together. “I’ll get the
cold breeze off the lake, creaking slightly – it shows the face
fire lit, you’ll be wanting to eat.”
of a strange black creature with the curling horns and
slit-pupiled eyes of a goat, but with a muzzle too short to BARTHOLEMEW BREWSTER
be an animal and too long to be a human; in the
background is a vast dark forest. The inn is dark, its Profession: Pub Landlord Age: 33
shutters closed – but there are chinks of light coming
through the upstairs shutters showing that someone is at Faction: Self Interest (Survival) RP: 40
home. As you stand at the door, a curtain of cold rain STR 12 CON 13 SIZ 12 INT 12 POW 10 DEX 12 CHA 12
blows in from the lake, and the sound of wolves howling
DM 0 HP 13 MWL 7 AP 0/0
can be heard on the night air.
Skills: Close Combat 60% (Cudgel 1D6), Commerce 50%,
When the Adventurers first knock on the inn door, the
Craft (Brewing) 60%, Craft (Cooking) 65%, Dodge 55%, Gun
landlord pretends he hasn’t heard them. On a second Combat 60% (Donderbus 4D6), Persistence 55%, Resilience
knock, the shutters in the window above the door are 50%, Unarmed 50% (1D3)
flung open and a thin, stubble-faced man leans out,
holding a donderbus which he points at the party. He is Brewster is a man at the end of his tether. He and his
obviously surprised to see the Adventurers, as though wife moved here from Lancaster and took over the inn
he were expecting someone else. “I don’t want any of your five years ago, not realising the evil name and
sort round... who the hell are you?” reputation it had locally. Locals shun the place, and the
regular customers turned out to be the changelings, for
When the party explains their presence, he will put whom it is a central gathering point and meeting place
down his gun and bring a lantern to the window. “Let where they can plan their nefarious activities in the area.
me see your eyes!” He will not explain himself, but will Brewster’s wife, Ellie, died of a wasting disease two
insist that the Adventurers step into the light and look years ago, after ordering a group of changelings out of
up at him. He will then challenge them again – “Now say the inn. A few travellers (merchants and the like) have
the Lord’s Prayer – one at a time.” This should be no stumbled across the place, but never visit more than
trouble for anyone in the party who was brought up as once. Now the landlord has started having terrible
a Christian (which is likely to be everyone, even if they dreams of drowning, and has had no sleep for the last
don’t strictly believe). Have everyone make a Lore three nights.
(Regional) roll – they’ll get through the prayer unless
they fumble, in which case they will stumble, and the

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The Whisperers in Furness
THIRLMERE
There is some argument over the exact nature of the
two lakes, Wythburn Water and Lethes Water. They
could be considered one lake with a very narrow
middle (narrow enough to have a wooden bridge
over it), and some people insist on this and call the
whole body of water Thirlmere. Many locals
however, insist that the two sections are distinct
entities and give them names of their own. This will
all become academic in 1889, when the city council
of Manchester (160km away) buys the whole area,
builds a dam at the north end of the valley, and
turns the whole place into one huge reservoir –
called Thirlmere. The village of Wythburn will be
completely submerged, apart from the tiny church.
From such things are dreams made...

THE THOUSAND YOUNG Thousand Young.” Claim this demon of theirs... I won’t
say its name... is their father. Drove my poor Ellie to her
Brewster is alone in the inn and therefore can’t very well grave, they did – she wasted away before my eyes, after one
tidy up the common room and cook the Adventurers a of them looked at her funny. Men an’ women both come in
meal at the same time. If the party offers to tidy up the ‘ere – sinful the things they get up to, worse than Ranters,
room, Brewster will be grateful for this sign of human I’ll tell you. I’d have left long ago, but all my money’s tied
kindness and will visibly cheer up – the party’s meal, up in this place, and who’d buy a cursed inn?
when it arrives, will be a delicious mutton and vegetable
Anyway, these last three nights... I normally have three or
stew, seasoned to perfection. If the party just grumbles
four of them evil folk in a few times a week, but three
about the mess, Brewster will be surly and
nights ago they came in droves. Kept arriving in ones and
uncommunicative, and the meal will be a thin mutton
twos through the evening, till the place were packed with
stew, full of stringy meat and globules of fat. He will get
‘em. And they kept comin’ – took up all me rooms, were
a table together in one corner, banging the furniture
sleepin’ on the floors, even campin’ outside by the third
about irritably. night. Took no notice of me, an’ I gave up in the end, let
If in a good mood, the landlord will be happy and ‘em ‘ave the run of the place. Helped themselves to me
willing to tell the Adventurers of the terrible events of beer, took over the kitchen. I locked myself in my room an’
the last few days, and of his terrible dreams. Otherwise listened to ‘em trashing the place and toastin’ their
he will be surly and uncommunicative, and will only demon-father. An’ the dreams I ‘ad when I were sleepin’ –
talk if offered money for his story – he will demand at horrible dreams. The lake risin’, an... [He tails off and
least 20 shillings. shudders.]

If he is persuaded to tell his story, this is what he says: Then this mornin’ they all up sticks an’ left. The whole lot
of ‘em – ‘eading south, toward Grasmere, or Coniston.
“Ah, this place. [He gestures round at the walls of the They kept talkin’ about the Old Man of Coniston – but
inn.] Should have stayed in Lancaster. Witch-cursed that whether they were talking about their demon, or the
town might be, but the dark deeds plotted between these mountain that’s called that, I don’t know.
walls... makes me afraid for my very soul. Changelings...
you must have seen them in these parts. Swarthy, evil- Bin tryin’ to sleep since they left, but the dreams keep
eyed creatures, barely human, I reckon. In here all the comin’. I’ve about had it with this place. If you know
time... scared the locals away long ago. Plottin’ and anyone wants a demon-cursed inn, this one’s goin’ to be
schemin’ and toastin’ their dark demon. “To the Old Man empty. I’m ‘eadin’ north. Don’t know where them
of Coniston!” they shout, when they’re in their cups. And, changeling bastards have gone, but I aim to get as far
“To the Black Goat of the Woods with a Thousand away from them as possible. Scotland, I’m thinkin’. They
Young!” That’s what they call themselves, “The burn witches there.”

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The Whisperers in Furness
Brewster has nothing to add to this story. He will let the
Adventurers stay the night for a very small fee on ROLEPLAYING THE DREAM
account of the poor state of the place – 2 shillings per
head, to cover the cost of food. He will make them As an alternative to just reading the dream to the
breakfast in the morning, but he advises them not to players, the Games Master could play this scene out
wake too late, as he intends to be away from the place as if it were real – having the characters make
by 10am and does not intend to return. Athletics rolls for swimming, using the Suffocation
rules to see how long it takes to drown, having them
DREAMS make damage rolls to try to break the (unbreakable)
windows, etc. Only when all the players are dead do
In the night the Adventurers all have the same dream. you reveal that it was all a dream. Only do this if
You awake in the middle of the night, aware that you think your players will enjoy it. Some players,
something is wrong. You can hear the sound of water before they realise that this is a dream sequence,
lapping in your room, even though you are on the first might think that they’re being railroaded into a
floor. Getting out of bed, your feet splash into cold water, character death from which there seems to be no
rising above your ankles. You wade to the window and see escape and may get quite cross with you! On the
that the lake has risen in the night and is just below the other hand, if this works, it means that they’re never
first floor window-sills. Out in the lake, something churns going to be quite sure whether the events occurring
and writhes in the moonlight – something vast and around them are real or a dream – a nasty,
tentacled and yet difficult to make out. The water is rising nightmarish situation that fits the Lovecraft Mythos
rapidly. You attempt to get the window open but it is very well.
stuck. Opening your bedroom door, you see the water
welling up the stairs, rising. It is at your waist now, and
soon is at your neck. You attempt to swim, your head bedclothes will reveal the poor man’s night-shirt ripped
brushing the ceiling but the water is rising, cutting off the to ribbons, his body covered in large sucker-marks, and
last vestiges of air. You plunge beneath the black waters, his legs chewed off just below the knees. Another HR
your lungs bursting. Something brushes against your legs 0%/1D8 Sanity Check is called for!
then takes hold, dragging you down. The last air bubbles
from your lungs, and you black out – but not before you LEAVING
feel teeth, rows and rows of teeth, gnawing on your legs...
You awake again, and morning light is spilling into your Once the Adventurers realise that the landlord is dead
room through the torn curtains. It was just a dream. But they may be tempted to loot the inn of anything
the smell of lake water fills the room, and you find that you valuable, before moving on. Almost everything portable
are soaking wet, your skin wrinkled as if you have been in and of value was taken by the changelings when they
a bath... left, but in Brewster’s bedroom the Adventurers will
find some women’s jewellery worth about 100 shillings,
The Adventurers should make a Sanity Check on a flintlock pistol, a hangar sword, and a cache of silver
waking, with a HR 0%/1D6. Those who gain an beneath the bed, amounting to 336 shillings.
insanity, will gain the Nightmares insanity (number 5
on the table) and will continue to be haunted nightly, by
dreams that they are waking, wherever they are
GRASMERE
currently sleeping, with the water rising around them,
The journey from Wythburn to Grasmere will probably
until they are cured.
be without incident, unless you have yet to run “The
A GRIZZLY DISCOVERY Company of Wolves”. It’s also possible to throw in bad
weather (probably torrential rain with the chance of
When the players awake, they will discover that it is floods, washed out bridges, etc.), highwaymen, and the
morning, and that Brewster hasn’t come to wake them. like – but you might want to spare the Adventurers too
If they investigate, they will find the door to his room much excitement at this stage, as there will be plenty to
locked, and no amount of banging on it will wake him. come as the scenario moves toward its conclusion.
If they break down the door, they will find the landlord The Games Master need not linger long on scenes in
dead in his bed. He is soaking wet, his lungs full of Grasmere, unless the Adventurers insist. There’s not
water, as if he drowned. On a successful Perception roll, really anything more to learn about the changelings
someone will notice that the shape of his legs beneath other than what they learned at the Black Goat.
the bedclothes doesn’t seem quite right. Pulling back the

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The Whisperers in Furness

Coniston
THE TRAVELLERS’ REST
About a kilometre to the north of the village of
Grasmere, on the main road from Wythburn, there is a
coaching inn, the Travellers’ Rest. If the Adventurers
decide to visit it, they will find it is a state of some Coniston village is a scattering of houses, some white-
disarray. The very same changelings who ransacked the washed, some of grey slate, tumbling down the hills and
Black Goat descended on the inn the day before and spreading toward the flat shore of the eight kilometre-
treated it in very much the same way. The weary and long lake known as Coniston Water. Behind it stands the
worried landlord can provide very little in the way of high peak known as the Old Man of Coniston (or
food, since most of it was looted by the changelings on sometimes, Coniston Old Man). Largely a market centre
the way through. for the hill-farmers of the area, it also forms a focal point
for the Coniston Copper Mines in the hills above the
GRASMERE village. Just outside the settlement to the south lies
Coniston Hall, home of the local lord, a gentleman-
Grasmere is a slate-built village with a church, built alchemist by the name of Sir Daniel Fleming.
round a small square about a kilometre north of the
When the Adventurers arrive in the village, again they
small lake of the same name. When the Adventurers
find the locals clearing up after a visit by the
pass through, the inhabitants are clearing up after a
changelings.
brief but very destructive visit by the changelings.
Windows are broken and doors hang off their hinges. A scene of chaos, such as you are beginning to recognise,
According to the locals, the changelings “descended like a greets you as you arrive at the Black Bull Inn – a
swarm of locusts”, looting, threatening with curses and sprawling, whitewashed, slate-roofed building close to the
pistols, and stealing anything they wanted. A few centre of the scattered village. Windows are broken, and a
villagers were victims of “the evil eye” and a couple of group of people are busy clearing away smashed furniture,
the men were shot, but the changelings seemed more carrying it out of the inn and loading it into a wagon.
interested in looting food than causing wanton Among the peasants and servants is a young man in the
destruction for its own sake. dandified clothes of a cavalier, directing operations and
lending an undoubtedly sturdy shoulder when the
There is little else to be discovered in the village, and the proceedings need it. Glancing up, he sees you and breaks
Adventurers should be encouraged to move on to off what he is doing to come over and greet you. He keeps
Coniston. his hand close to the sword at his belt, and he wears a
bandoleer hung with what could either be gunpowder
CATCHING UP WITH THE CHANGELINGS charges or alchemical potions. He has an open, honest-
looking face, though his expression is currently
It is possible that the Adventurers will want to catch up suspicious. “What do you want here, strangers?” he asks.
with the changelings. This will be very difficult. Since
their run-in with de Muncaster and Ludley in Keswick, SIR DANIEL FLEMING
de Muncaster (who is in the changeling gang) has been
keeping an eye on the party through use of the spell For Profession: Lord Age: 23
to See Visions in a Scrying Bowl. If the Adventurers show Faction: Catholic RP: 60
any sign of trying to catch up with them, several of the
changelings will be tasked with slowing them down STR 10 CON 10 SIZ 11 INT 14 POW 13 DEX 12 CHA 15
with the spell For to Cause a Great Downpour. The DM 0 HP 11 MWL 6 AP 0/0
changeling on whom the spell is centred will take care
Skills: Alchemy 35%, Close Combat 60% (Hanger Sword
to stay out of sight of the Adventurers (not difficult in
1D8), Courtesy 60%, Dodge 55%, Elemental Casting (Earth)
such poor weather) – but if the Adventurers do manage 35%, Gun Combat 60% (Flintlock Pistol 1D6), Influence 50%,
to spot him, use statistics for Preston Ludley(see p.125) Lore (Cthulhu Mythos) 20%, Lore (Occult) 50%, Persistence
as generic changeling statistics, but with a different 55%, Resilience 50%, Unarmed 50% (1D3)
random changeling mutation for each. He will attempt
to escape rather than fight, but will have no hesitation in Spells: For to Bring the Touch of Healing, For to Impart
casting For to Give a Withering Look if he needs to. Great Might, For to Protect Against the Blows of the Enemy,
For to Sharpen a Blade, For to Uplift the Weary.
Philosopher’s Stones: Sir Daniel has 4 stones: 5 MP, 6
MP, 3 MP, 3 MP

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The Whisperers in Furness
and the evidence of lots of changelings descending on
the area.
It is likely that the Adventurers will be equally
suspicious of Sir Daniel initially, but his obvious dislike
of the changelings who have ransacked the village will
be obvious on a successful Insight roll. If the
Adventurers express their own dislike or distrust of the
changelings or tell him of their mission to find the
missing miners from Keswick, Sir Daniel will warm to
them immediately.
“These are troubling times, and there are urgent matters
it would be wise for us to discuss. You must be guests at
my house while you are in Coniston. The landlord of the
Black Bull will be disappointed, as he no doubt needs your
patronage, though I doubt he is in a position to offer much
comfort at the moment. I’ll slip him a small gratuity for
his loss of custom, and then we can be away.”
Coniston Hall, the Fleming family seat, was built in
1580; it is a compact two-storey stone-built manor house
Sir Daniel Fleming is the current incumbent of Coniston with slate-grey roof, its outline dominated by five
Hall, a manor that has been in the Fleming family for at curiously massive cylindrical chimneys (nothing
least five hundred years. He is not long returned from sinister there, the architect just liked that style of
Oxford University, where he was forced to break off his chimney!). It lies by the shore of Coniston Water,
studies in Alchemy on the unexpected death of his commanding fine views of the lake and the dark forests
father a month ago. Known to the locals as “the young on the far shore. After making sure that his guests are
squire”, he is widely respected and liked, despite his comfortable after their journey (he provides each with a
family’s Catholic recusansy and his championing of the separate room and provides hot water for baths and a
new science of Alchemy. His interest in all things hot meal), Sir Daniel asks that they join him in the library.
magickal has led him to dabble in the fringes of Mythos
lore, partly based on old documents handed down in DISCUSSIONS IN THE LIBRARY
the family pertaining to local legends and customs, and
partly through contacts in the Order of Esoteric Read or paraphrase the following:
Discoverie (see p.30) who were trying to persuade him
The library of Coniston Hall is a wonder to behold. One
join shortly before he was forced to return to Coniston wall is dominated by a huge south-facing window giving
to take over the running of the estate. However, unlike fine views over the lake, which stretches off into the
members of the OED, he has been appalled rather than distance, framed by craggy blue hills; another wall
fascinated by what he has learned, partly protected contains a massive fireplace in which a roaring log fire
from corruption by his strong Catholic faith. He is a burns. The other two walls are covered by floor-to-ceiling
charming, open-hearted individual, with a sharp mind shelves lined with leather-bound books. A number of
and a dexterous sword arm – the archetypal cavalier- chairs are scattered about the room, and Sir Daniel invites
alchemist, who would no doubt have been fighting for you to gather them around his desk, which is littered with
Prince Rupert if events at home hadn’t intervened. open volumes and antique looking papers, including what
appears to be a yellowing star chart, and a closely-written
A FRIEND IN NEED notebook beside which stands an ink pot and quill pen and,
rather curiously, a flintlock pistol.
Although Sir Daniel is initially suspicious of the While everyone is getting settled, Sir Daniel will order
Adventurers, he can quickly be won round to their side tea, and once everyone is seated, he dismisses the servants
if they are open with him. His wariness of strangers is and turns to you. His manner is friendly, but his first
engendered by the arrival of a large number of question is to the point: “What exactly brings you to
changelings in the town, and he fears that the Coniston?”
Adventurers may have something to do with the sabbat
that he has deduced must be imminent from his reading Sir Daniel is not hostile to the Adventurers, but he needs
to be sure what side they are on before he opens up to

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The Whisperers in Furness
them – he has been approached before by cultists trying on the tops of hills and creeps down into valleys, and that all
to get access to some of the more arcane books in his caught in that mist are overcome with madness – small
library. He knows quite a lot about what is currently wonder than the people of this land fear the high peaks, and
going on in the local area, partly from his research into huddle in their homes when the clouds come down over the
old legends and customs, and partly because he is mountains.”
friendly with his staff and local estate workers; he will About the fair folk: “A race of strange beings from a place
be happy to share this knowledge with the Adventurers, known as Yuggoth. It is said that they are so alien to this
and enlist their aid in foiling the plans of the followers world that they are not made of the common elements of earth,
of Shub-Niggurath, once he knows he can trust them. water, air and fire. They come to this land for minerals that
If the Adventurers are honest with Sir Daniel, he will be they cannot find in their own world. They too worship Shub-
honest with them – Jack Parsons’ recommendation back Niggurath, which makes them natural allies of the
in Keswick should help them decide to trust him, but changelings.”
even if they don’t think he’s part of the conspiracy About the mines: “This is where it gets complicated. The
behind the disappearance of the German miners, some mines were originally owned by the Company of Mines Royal,
members of the party may not trust him purely because as you probably know, but they were shut down at the start of
he is a Catholic. the war. About a year ago, though, new people came into the
area and started heading up to the mines. They were careful
WHAT SIR DANIEL KNOWS to stay away from me and my father, even though the mines
are officially on our land, and are now in my jurisdiction as
The order in which Sir Daniel reveals the following Justice of the Peace for the area. When I spoke to the people
information will depend on how the conversation goes concerned, they were very cagey about where their loyalties
with the Adventurers. If they ask him about the troubles lay, and said they were merely “doing some preliminary
at the village, he may reveal what he knows about the work” toward re-opening the mines. But they were a bit less
changelings before he tells them about the Fair Folk and secretive with some of the locals; it seems they were
the mines; if they tell him about their search for the mechanical preachers – Parliamentarian clockwork engineers
missing miners, he may tell them about the Fair Folk from Manchester way, nothing to do with the old mining
first. But he will make sure he tells them about the company at all. As soon as I heard this, I sent a letter to the
coming ceremony, and impresses upon them the need Royal government in Oxford, but I haven’t heard anything
to disrupt it before Shub-Niggurath is summoned (see back; whether the letter didn’t get through and was
“A Pillar of Cloud by Day”, p.144). The Games Master intercepted on the way, or whether Prince Rupert’s court
should probably read the sections on Shub-Niggurath didn’t care, I’ve no idea, but nothing came of it. But then they
(p.53), Fair Folk (p.39), and Changelings (p.34) in the started brining in the German miners from Keswick. We saw
Bestiary, and that on the Cult of Shub-Niggurath (p.28) them go up there, to the mines, but none of them ever came
in the Factions chapter before running this scene. back. And it seemed like no ore ever came out of the place,
despite the fact that there must be scores of people working up
Try to bring the following into the conversation there. And that’s when the sightings of fair folk began
naturally, rather than in the form of an “infodump”: increasing in the area. Their strange buzzing was heard in the
About the changelings: “Ah, the changelings. Some say hills at night, and whole swarms of them were seen,
they are left by the fair folk when they steal away a mother’s silhouetted against the moon, passing to and fro from the
real child, but sadly, that is not so. They are children born of mines up in the hills. You can draw your own conclusions,
mothers who have lain with the Lord of the Woods, a but my guess is that these mechanical preachers have made
lascivious manifestation of the great old evil known as Shub- some sort of unholy alliance with the fair folk, and are mining
Niggurath. Some of them have witches for mothers, some of the area on behalf of those winged monstrosities – though
them women who have been blackmailed or tricked into quite what they get out of the bargain, if it’s not minerals for
meeting the Lord of the Woods. All the children of the Lord of the war effort, is beyond me.”
the Woods bear his mark, all are powerful magicians, and all About his studies: “I’ve always been interested in the local
prepare for his coming, when he will return to the world in his folklore, ever since I was a child. Strange tales of witches’
true form, malignant and all-powerful.” sabbats around stone circles in the hills, curses put on people
About Shub-Niggurath: “An ancient and powerful being, by changelings, stories of the fair folk and their strange
a god some say – a great lord of fertility and an overbearing buzzing conversations with their human minions in dark
lust against which no man or woman can stand. He appears woods... It was only as I got older that I tied it in with some of
at witches’ sabbats as a dark and handsome man with the the myths and legends to be found in forbidden books of
horns, hooves, and eyes of a goat. Some mistake him for Satan, ancient lore – tales of the old gods of the land, worshipped
though it is said that in his true form he is a grey mist that sits before Joseph of Arimathea brought Christianity to this island.

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The Whisperers in Furness
Shub-Niggurath, the god of fertility and madness; Great
Cthulhu, whose sleeping dreams call out to the folk on the ANTIQUITIES AND CUSTOMS OF
shores around the Ken Sands; Nyarlathotep of the many faces, NORTHERN ENGLAND
who spreads chaos in his wake. Few speak of them openly, but
there are books in my family library that would probably cause Antiquities and Customs of Northern England (author
my excommunication if the Catholic Church were to find out unknown) was published in 1602 in Kendal, and
I had them. I have always believed that one must know one’s contains much information about ancient sites and
enemy in order to fight him, and that there are things worse
the local beliefs of the country people of northern
than Satan, things of which the Bible only hints. That thought
England, with particular emphasis on Cumberland,
in itself probably brands me a heretic, but I know what I have
Westmorland and north Lancashire. It was
seen.”
published in a very small print run of which very
About the ceremony: “The changelings are gathering for few remain, as it was almost immediately banned on
something, something terrible. They’ve been arriving for the orders of King James. It contains much lore and
days. I’m told they’re heading south of here to Torver, then up information about changelings, fair folk and the cult
into the hills, toward that ancient and sinister tarn, the dark of Shub-Niggurath, and the spells For to Call on the
lake known as Goats Water, in the shadow of the Old Man of Power of Human Sacrifice, For to Contact Shub-
Coniston. It’s been associated with the Lord of the Woods for Niggurath, For the Dismissal of Shub-Niggurath, For the
centuries, and they say that witches perform unholy Summoning of Shub-Niggurath, and For the
ceremonies there on the dark of the moon. But if my occult Summoning of the Fair Folk.
books are right, there is a conjunction of the stars
approaching, and if the correct rites are performed, Shub- This is the book that Sir Daniel has brought with
Niggurath can be brought back to the world in his true form, him. He will not let the Adventurers see it, nor will
a cloud of madness that will make the current war seem like he tell them much about its contents, though he will
the Garden of Eden. tell them that it contains a ritual formula for the
dismissing of Shub-Niggurath, and indeed that
Once Sir Daniel has imparted most of this information, page is bookmarked.
there is an interruption...
Reading Time: 20 weeks to study and comprehend
A PILLAR OF CLOUD BY properly.
Spells: All Mythos spells described above.
DAY Skill Bonuses: Lore (Cthulhu Mythos) +10%
Read or paraphrase the following: HR: -10%/1D10
Your conversation is suddenly interrupted, as a servant
bursts into the library without even knocking. He is a
middle-aged butler, and there is fear in his eyes. “Sir, sir, would be obliged if you would pack my knap-sack with
begging your pardon, but there’s something you must see, several days’ worth of provisions and my usual travelling
something terrible, sir!” equipment – it seems that I must make a journey.
Sir Daniel leaps up at once, obviously unperturbed by his When the servant has gone, Sir Daniel turns to you. “It is
servant’s somewhat forward behaviour. “Lead the way, as I feared, and as my books predicted. The changelings
Holworthy, lead the way.” He turns to you. “I think you’d have put a wind of protection about the site of their rituals
better come too.” at Goats Water, hoping thereby to prevent disruption.
Even the strongest spells or elementals would have trouble
The servant leads you outside, and points toward the west.
getting through such a barrier, summoned by the might of
You immediately see what is causing his agitation. The
the Thousand Young of Shub-Niggurath.”
high and sinister peak of the Old Man of Coniston looms
from the lower foothills on the western side of Coniston “I can see but one hope of preventing the doom that will
Water. From beyond the left shoulder of the mountain, a inevitably fall upon us if we do nothing. There is an old
vast pillar of swirling grey cloud, a massive cyclone, passage that leads through the copper mines, beneath the
reaches up to the low grey clouds that now blanket the sky. Old Man of Coniston, and comes out close to the shores of
It sits in one place, undulating slightly, the violence of its Goats Water. I would guess that the opening will be
winds not even a murmur at this distance. within the circle of the whirlwind that we can see. You
wanted to investigate the mines – if you will come with
Sir Daniel turns to his servant. “Thank you, Holworthy.
me, you will perhaps see more of the mines than you ever
Do not worry, we are not in any immediate danger. But I
hoped to, and at the end of them stands at least a chance of

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The Whisperers in Furness
disrupting the summoning of Shub-Niggurath. If you will down as far as this. There are hints at some sort of metallic
not come, then I will go alone and probably fail – but if you carapace, almost like that of a beetle, a scattering of cogs
do not come, I advise you to get as far away from here as such as are used in the Parliamentarian clockwork devices,
possible, as far away from England as possible. Perhaps in a powerful-looking drill-bit, perhaps from some sort of
the distant Indies you will be able to live out your lives mining machine – and beneath the water, connected by
before the inevitable madness of Shub-Niggurath spreads thin leathery tubes to the wrecked machine, a half-rotted
so far, but for your children there will be nothing – human head.
nothing but the insane depravity of wild beasts rutting in
Everyone who sees this head will realise it was joined to
a cold mist forever.
a clockwork body, and must make a Sanity Check, HR
“Are you with me?” 0%/1D8.

PREPARATIONS Any Mechanical Preacher or other clockwork engineer


present will recognise the cogs as standard parts (worth
The journey from Coniston Hall to Goats Water is, Sir about 10D6 shillings on the black market) manufactured
Daniel explains, about eight miles (13 km), the first three in the Parliamentarian weapon shops in Cambridge.
of which are up the valley of the Levers Water Beck on
a rough pack-horse track, and the rest of which are THE JOURNEY CONTINUES
underground – and the way may be longer if they get
After this strange discovery, the journey up the valley
lost in the mines, or are waylaid by miners or fair folk.
continues. Read or paraphrase the following:
He suggests they take food for two days, along with
weapons, lanterns, and ropes (all of which he can The path climbs out of the valley onto a plateau
supply). Astute observers (Perception -40%) may see Sir surrounded by high hills and dominated by the louring
Daniel pack what appears to be a book, carefully peak of the Old Man of Coniston. Scattered slate-built
wrapped in waxed cloth, in his sack. If questioned on industrial buildings huddle on the flat ground, dwarfed by
this, he will say “I’ll explain as we go.” He suggests that the surrounding peaks and surrounded by ugly spoil
the party don’t take more than an hour to get ready – heaps. All is quiet – the massive mill wheel on one of the
“The sooner we set off, the less likely we are to arrive too late. buildings is the only sign of movement.
Time is of the essence.”
The Adventurers may wish to search the mine buildings
for evidence, but Sir Daniel will encourage them to head
JOURNEY TO THE MINES straight for the mines. If the party insists on searching
the buildings first, they will find them deserted of
Sir Daniel leads the party through back lanes from people. 1D20 minutes of searching and a successful
Coniston Hall, avoiding the village of Coniston itself. “I Perception roll will reveal papers implicating the higher
don’t want the villagers speculating on where I’m going. echelons of the Parliamentarian cause in the mining
They’ll be fearful enough with that blasphemous vortex efforts, including a damning snippet in a partially-
hanging in the sky, without seeing their lord abandoning written report addressed to the Committee of Safety (see
them.” Soon the party is heading up a rough track beside box on next page).
a tumbling stream, in the bottom of a rocky, v-shaped
valley. Note that this piece of text will not have any further
bearing on the current adventure, but could be the basis
A STRANGE DISCOVERY of further adventures as the Adventurers investigate the
deep links between the Parliamentarian cause and the
After heading uphill for about half an hour, assuming it creatures of the Mythos.
is daylight, the Adventurers make a strange discovery.
As you are climbing the steep rocky path that leads toward
the mines, you notice something peculiar in the stream
that rushes down from the high dark peak of Coniston Old
The Mines
Man. There appears to be some sort of broken machine in
the water. Once the Adventurers have finished exploring the
abandoned buildings, Sir Daniel will point out to them
Assuming the Adventurers decide to investigate, they the entrance to the mines – a stone-bordered archway
will discover the following: about two metres high and two metres wide, which
The machine seems only partially intact, as though it leads into the hillside to the west of the buildings. There
broke further upstream and only parts of it have washed

145
The Whisperers in Furness
The Lord Protector is of the belief that our RUNNING THE MINES
mountain-dwelling allies’ knowledge of the
There is a map of the mines on p.147. As can be seen, the
mineral wealth below our feet, together
map is quite simple, but the players shouldn’t know
with their profound understanding of all that. They should be under the impression that they are
things mechanical, will be a great boon in in an endless maze of narrow passageways and wide
open caverns, complex and ever-branching,
our fight against the Royalists. He is no
disorienting and creepy. The “coffin levels” (see below)
doubt correct, although his assertion that are claustrophobic, there are deep drops over
they can be brought to see the truth of the mysterious depths, and there are terrifying creatures
lurking in the dark. There should be plenty of
Christian faith is a rather more dubious opportunity for Sanity Checks, and the characters may
proposition – the Fair Folk worship strange well be nervous wrecks by the time they get to the other
and sinister gods whose powers appear all too side of the mountain – if they all survive at all.

real. Perhaps, as Cromwell says, they can be


hounded from this island when their
MINE LOCATIONS
usefulness is over, as the Jews were driven The following locations are shown on the map on p.147.
out before them – though I much fear that 1. MINE ENTRANCE
their powers and numbers are far greater
than they currently admit and such a course The mine entrance is a wide archway into the hillside;
rows of picks, shovels, ropes, lanterns and other such
of action may prove to be beyond our abilities. mining equipments are arrayed along the walls, either
stacked on the floor and leaning against the wall, or
hung on iron hooks hammered into the wall itself. After
is no sign of any light from within, so the Adventurers about five metres, the passage narrows abruptly into a
must light their lanterns before proceeding further. coffin level (see text box, p.148)

Sir Daniel knows his geography well, and knows they 2. TO GAUNT’S LEVEL
should be heading in a south-westerly direction to get to
the Goats Water exit; he will tell the Adventurers this This long coffin level (with occasional passing places),
before they go underground, in case he is killed on the leads to a different section of the mine known as Gaunt’s
way. From this information, the party should be able to Level. It is beyond the scope of this adventure, but could
figure out that they need to take the South Vein passage be developed by a Games Master wishing to further
(p.149) on leaving the Great Open, but who’s to say develop the mines as an adventure location. Quite why
what route they will actually take? the mine has this name is mysterious – but since Winged
Things (p.44) are sometimes known as Night Gaunts,
MINE BACKGROUND that could be a clue...

The copper mines have been re-opened by


3. HOSPITAL LEVEL
Parliamentarian clockwork engineers, working together
This coffin level runs from the fork in the tunnel near the
with the fair folk. Tempted at first by the possibility of
entrance to the Great Open, crossing the Deep.
learning about the fair folk’s advanced technology, they
have been corrupted into worship of Shub-Niggurath. There are two important locations in this tunnel:
The German miners from Keswick, lured to Coniston by
3a. Bridge: At this point the floor of the tunnel has
James Nicholson, were quickly rounded up by the fair
collapsed, leaving a shaft leading to unknown depths
folk. The fair folk and clockwork engineers, working
below. The shaft has been bridged by jamming logs
together, have created the dreadful clockwork miners
across the tunnel; there’s no danger of falling, though
(p.35), which have been mining for a vein of
the logs do shift a little when stepped on, which will
quintessence beneath the Old Man of Coniston.
cause the first person to cross a HR 0%/1D4 Sanity
Check.

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The Whisperers in Furness
7 6
8

2
9 4a

3b

3 3a

3b. Rickety Bridge: This bridge is much like the one 4. THE DEEP
above, except this really will collapse if too much weight
is put upon it. One of the logs in the middle has shifted At this point, a huge ravine crosses the path of the
loose, and will fall into the depths if someone of SIZ 10 Hospital Level tunnel. Hundreds of feet below, the fair
or greater steps on it. The person who this happens to folk have their main base of operations in England, and
gets an Athletics roll to grab the next log and avoid a constant buzzing drifts up from below. Lights can be
falling into the depths, never to be seen again – the fall seen, twinkling on and off in the depths and moving
will inevitably kill them. (Note: a Hero Point can be slowly about, and occasionally a human scream will
spent to avoid the character falling, but not to prevent echo up from below, echoing strangely about the walls.
death from falling – anyone who falls through this shaft, A strange musty smell – the scent of thousands of fair
in the unlikely event that they survive the fall, will be folk – hits the Adventurers if they lean over the edge.
captured by the fair folk and turned into a clockwork Characters must make a HR -20%/1D6 Sanity Check as
miner, causing total sanity loss). The person hanging by they realise the awful implications of how many fair
their hands will need to make a HR -20%/1D6 Sanity folk there are, living in the depths.
Check, as they realise they can hear the sound of fair
folk buzzing far, far below. Once the log has fallen out A narrow wooden bridge, with a handrail on one side
of the bridge, further characters trying to cross will need only, crosses the ravine at this point. It is perfectly safe
to make an Athletics roll to jump the gap; sensible but rather nerve-wracking to cross.
characters will rope themselves together before It’s entirely likely that a group of Adventurers may
jumping, just in case. think it a good idea to throw explosives into the depths,
or perform some other hostile act. If they do so, they
may well kill dozens of fair folk, but there are many

147
The Whisperers in Furness
New Model Army uniforms. The Shub-Niggurath
COFFIN LEVELS cultists have recently had a purge of non-believers in the
run-up to the summoning ceremony. Someone had the
Coffin levels are tunnels dug through solid rock, bright idea of flinging the bodies into the Deep, but the
which gain their name from their slightly coffin- fair folk below objected in no uncertain terms, so the
shaped cross section. They are only just wide bodies have just been stacked here and left to rot. There
enough for a single person to walk, and are are probably forty bodies here, and the sight of them
generally around 1.5m high, meaning that all but the requires a HR -20%/1D6 Sanity Check.
tallest must stoop. It is very difficult for two people
to pass each other in a coffin level, and this can only 5. THE GREAT OPEN
be done if their combined SIZ doesn’t exceed 24,
otherwise it is impossible; it will take 1D4 combat This is the heart of the fair folk/Parliamentarian mining
rounds for two people to squeeze past each other. effort in the area. Although the activity here is far less
All Close Combat skills are at -20% due to the than it was at the height of the fair folk’s efforts to mine
confined space (and may also be at an additional the seam of quintessence below the mountain, there is
-20% due to partial darkness if the person fighting is still sufficient quintessence ore here to continue the
not the person holding the lantern). operations. As the Adventurers approach, they will be
able to see a glimmer of light coming down the passage,
and hear sounds of drilling and hammering.
The Great Open is a massive cavern, 500 metres long,
and with a ceiling lost in gloom. The cave is easily big
enough to fit a cathedral in, spires and all. Its walls are
streaked with turquoise from copper ore. Wooden
walkways are fixed to the walls in six levels all round
the cavern, and clockwork miners (see p.35) are at work
here, drilling and hammering away at the rock with
their built-in tools, while fair folk buzz around the
cavern, supervising the activity. A couple of cultists in
New Model Army uniforms guard the entrance, armed
with swords and pistols, though they are not paying
particular attention.
The whole cavern is dimly lit by floating blue-green
globes that hover about 10 metres from the ground.
(These are created by fair folk technology; if anyone
decides to shoot one of these, it will implode with a pop
showering those below with spots of a harmless sticky
glowing liquid, which will continue to emit light for D4
hours).
In the centre of the cavern is a large, peculiar machine
that hums gently. It is composed of a tangle of tubes and
glowing bulbs and is powered by fair folk technology,
beyond the understanding of humans in this age; but it
serves the purpose of a winding station for the
clockwork miners, who visit it once a day to rewind
their clockwork mechanisms (see p.35). The floor of the
cavern is littered with empty mine carts, crates of
equipment, and the like, which can provide cover for
more where they came from, and 50+3D20 of them will anyone trying to cross the open space. The edges of the
rise from the depths to attack; it is unlikely that the cavern are in deep shadow beneath the lowest of the
Adventurers will survive such an onslaught. wooden wall platforms, which juts out from the cavern
4a. Body Disposal: A terrible stench comes from this side about 1.2 metres above the ground; anyone
passageway. As the Adventurers get further into the creeping beneath these low platforms is at -20% to be
passage, they will find a stack of decomposing bodies in

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The Whisperers in Furness
“Bitte, bitte... please. Mich killen. Ich not do you nein
THE REAL COPPER MINES harm. Mich killen. Give mein liebe... my love... to Katrina.
Und mich killen. Kill me, bitte.
There really are copper mines at Coniston, though
the ones mapped here are only loosely based on The quickest way to kill the clockwork miner (who is
reality; while the names of the various places on the actually the husband of Katrina Hoffman, who they met
mine map are all real, they’ve been re-arranged for on the island in Derwent Water) is to sever his human
artistic reasons, and some are anachronistic. It is head from his clockwork body. If they do this, however,
possible to get guided tours of these mines, and local the body will go into convulsions, skittering around
caving groups venture in from time to time with the mindlessly, like a dying fly, while the head (whether
proper equipment. Needless to say, they are not to disconnected or not) screams soundlessly, its eyes wide
be explored by the inexperienced, especially not and horror-stricken, for D6+3 combat rounds. This will
with this map! There might not be any fair folk or allow the fair folk and clockwork miners on the ground
clockwork miners down there (we hope!), but the a further chance to make a Perception roll to spot the
dangers of collapsed bridges and deep shafts is just Adventurers. It will also induce a HR -20%/1D8 Sanity
as real. Games Masters wishing to develop the Check in the Adventurers.
mines further for the purpose of running a 17th Note: At the Games Master’s discretion, Adventurers
century Mythos dungeon (could be fun!) should try may be able to get hold of fragments of quintessence
to get hold of Coniston Copper Mines: A Field Guide by from the mining activities here, which can be used in
Eric G. Holland (2000), which contains enough mine alchemy. Quintessence magick is described in Kingdom
maps to keep a campaign going for quite some time! & Commonwealth Omnibus II.

6. PADDY END
spotted by a Perception roll, as long as they are not This cave leads to the clockwork miners’ sleeping
carrying a light. quarters (or should that be stables? Or hive?). It is
guarded at all times by a clockwork miner, whose
The Adventurers must first of all get past the soldiers in presence completely blocks the passage. If it is killed,
the entrance, who are not paying particular attention, another will take its place. This will continue until the
and are at -20% to Perception rolls to notice the passage is completely blocked by dead machinery (and
Adventurers - the Games Master may alter this penalty, possibly Adventurers).
depending on how stealthy the Adventurers are being.
If they manage to get past these guards without any 7. CAVE-IN
alarm being raised, they stand some chance of getting
across the cavern without being spotted. This passage recently caved in while a clockwork miner
was excavating it. Anyone who makes a successful
At any one time, there are 1D4+2 fair folk in the air and Perception roll and spends five minutes searching will
D4 clockwork miners queuing up to be wound at the be able to find 10D6 shillings worth of clockwork parts
winding station. Make a single Perception roll for the and a partially decomposed human head (HR 0%/1D4).
fair folk, and another for the clockwork miners, based
on how sneaky the Adventurers are being; if either 8. SOUTH VEIN
group spots them, they will raise the alarm, and an
attack will ensue. There are a further 3D6+6 clockwork This coffin level leads directly to Goats Water. It runs
miners working on the platforms; if there is a big fight, steadily south-west, and comes out on the north east
these will begin arriving 1D3 at a time, each combat slopes of the Old Man of Coniston, above the dark and
round after the fourth. Don’t forget that this will be the sinister tarn of Goats Water. Go to the next section,
first time the Adventurers have seen the clockwork “Goats Water”, p.150.
miners, so Sanity Checks will be called for.
9. BRIM FELL CROSS-CUT
Meeting a lone clockwork miner: If the Adventurers
are managing to make their way across the cavern This passage (another coffin level) goes on for
without alerting either the clockwork miners or the fair approximately 1 km before bringing the Adventurers
folk, they may encounter a lone clockwork miner, either out on a hillside through an entrance hidden behind a
under the work platform or among the carts and crates. clump of gorse bushes (ouch, prickly!). Unfortunately,
This one will not raise the alarm, but plead with them to it’s brought them out on the southern slopes of the Old
kill him, in a garbled mix of English and German: Man of Coniston, and there’s a steep, scree-covered, 400

149
The Whisperers in Furness
MINE ENCOUNTERS their bodies thrown into the Great Abyss (see Location
7).
There are probably enough encounters to be had in the STR 10 CON 11 SIZ 11 INT 9 POW 11 DEX 12 CHA 7
mines just from the described locations. But if the
DM 0 HP 11 MWL 6 AP 0/0
Adventurers insist on lingering, or stop for a rest,
there is a chance that they might randomly encounter Skills: Close Combat 50% (Short Sword 1D6+2), Dodge
someone. If you decide the characters have been 45%, Lore (Cthulhu Mythos) 20%, Perception 50%,
lingering long enough, roll on the following table: Persistence 45%, Resilience 55%, Unarmed 50% (1D3)
Fair Folk
D6 Encounter
Most of the fair folk who were in the mine have gone
1 1D3 Cultists to the ceremony at Goats Water, but a few have been
2-3 1D4 Fair Folk left behind to supervise the miners. If encountered in
an enclosed space such as a coffin level, they will tend
4-6 1 Clockwork Miner to retreat, but in an open space such as the Great
Open, they will attack without restraint, flying around
in the open space, emerging out of the darkness to
There are three types of intelligent beings who may be attack with pincers before disappearing into the
met within the mines: gloom again.
Cultists Statistics of fair folk can be found on p.39.
These are Parliamentarian soldiers who have become Clockwork Miners
members of the cult of Shub-Niggurath (see p.28).
They will be dressed in the uniform of the New Model The clockwork miners are almost all insane, and will
Army, but are utterly devoted to their dark god and attack the Adventurers on sight, wherever they are
have orders to kill intruders on sight. They cannot be found. Being attacked by one of these monstrosities
reasoned with, and will laugh maniacally while while in a coffin level should be a terrifying (and
fighting (HR 0%/1D4 for a person fighting such a possibly fatal) experience; in an enclosed space, raise
soldier) – they are all insane by any reasonable the HR to -40%/1D10.
standards. Parliamentarians who failed to be Statistics for clockwork miners can be found on p.35.
converted to the cause have been slaughtered, and

metre high ridge between them and place they actually wind-ruffled water, held by men and women who dance
want to be – plus the whirlwind, of course. The outer and whirl like proverbial dervishes around the shore, while
edges of the whirlwind batter at them as they leave the fair folk buzz in circles overhead. The entire scene is
shelter of the tunnel, but it soon becomes apparent that encapsulated in a wall of screaming cloud, the centre of the
the storm is on the other side of the hill behind them, cyclone. At the south end of the tarn there is a small piece
and they’re still outside its circle of protection. They’ll of land, almost like a natural stage, and the land drops
need to retrace their steps if they hope to get to Goats away behind toward Torver and Coniston Water, though
Water before the ceremony... the view is lost in cloud and darkness. On that stage a
ritual is being played out; on a stone altar, a young woman

Goats Water
lies naked while a dark-skinned man, also naked, stands
holding a knife, flanked by two male figures in dark hoods
with deep cowls. But is it a man? The more you look at
him, the less human he appears...
Read or paraphrase the following: Have all the characters make a Perception roll – those
who pass see the figure for what he really is: the avatar
As you approach the end of the tunnel, you can hear the
of Shub-Niggurath (see p.53). Read or paraphrase the
sound of howling wind intermixed with the raised voices
of hundreds of people chanting: “Ia! Ia! Shub-Niggurath! following to those who passed the roll (and maybe show
Ia! Ia! Shub-Niggurath!...” The tunnel exit opens onto a them the picure on p.53):
steep scree slope, which drops down to a small oval lake You realise that the figure with the knife is not human at
cupped between high, craggy cliffs. It is dark, but the scene all. Goat-like horns curl from his head, and he exudes a
is lit by hundreds of burning brands that reflect off the power and presence that transcends humanity. He is a

150
The Whisperers in Furness

primal figure, a force of nature, a creature of potent beneath their feet. There are dozens of chanting,
sexuality. dancing cultists between the Adventurers and the altar,
and they will not hesitate to attack the Adventurers if
At this point, any male characters must make a HR
they see them.
-20%/D8 Sanity Check, while women must make a
Persistence check (with a bonus of one tenth of their
Righteousness score if they belong to a religious THE CEREMONY
Faction) or be overcome with desire for the figure. If any
Female character fails the roll, her player should be So far, the cultists below have not seen the Adventurers,
shown the following text (without the other players being too busy performing the ceremony of summoning
seeing it): the true form of Shub-Niggurath. From the moment the
party arrives in the tunnel entrance and sees Shub-
You greatly desire the handsome man leading the Niggurath’s avatar, they are on a very short timetable. If
ceremony and wish to be by his side. This is a dark desire, the ceremony is not interrupted in any way, it will go as
which you know must be hidden from your companions – follows (combat rounds are counted from the moment
you will not do anything sudden or drastic, but will characters make Sanity Checks):
attempt to get close to him if you can, and will do your best
to prevent him coming to any harm. Round 10 (1 minute): The two figures standing to either
side of the avatar throw back their hoods, revealing
Note that it is about 200 metres diagonally down a steep
themselves to be William de Muncaster and Preston
scree slope from where the Adventurers are standing to
Ludley, who the Adventurers met in the King’s Arms in
the site of the sacrificial altar - far beyond gun range,
Keswick at the beginning of the adventure. (If these
though within maximum range of a crossbow, longbow
characters were killed, the characters removing their
or recurved bow. Movement on the treacherous slope is
hoods are simply revealed as people with pronounced
halved, and characters must make an Athletics test
changeling characteristics – horn nubs and goat eyes).
when moving to avoid falling as the small stones shift

151
The Whisperers in Furness
Round 11 (1 minute 6 seconds): The avatar raises his KILLING THE AVATAR
knife in preparation for plunging it into the heart of the
sacrificial victim. The avatar of Shub-Niggurath (see p.53) can be killed, if
Round 12 (1 minute 12 seconds): All the dancers anyone has a suitable ranged weapon or spell, although
become still and turn toward the altar, though they do it’s not easy. He’s pretty much immune to pain (he
not cease their chanting of “Ia! Ia! Shub-Niggurath!” might even enjoy it!), and a ranged attack will only
cause the ceremony to be disrupted for a single combat
Round 13 (1 minute 18 seconds): The avatar brings the round before the avatar recovers and continues. In the
knife down in the heart of the woman, who arches her unlikely event that a character does get close enough to
back and screams. fight in close combat, the avatar will fight hand to hand
Round 14 (1 minute 24 seconds): The dancers begin using his Unarmed Combat skill, and the two
whirling again, even more frenziedly than before. The changelings will join in, using their magick (see p.125
avatar raises him arms triumphantly – and vanishes! At for their statistics).
the same moment, the whirlwind dies away to nothing, If the Avatar is killed, the ceremony will not be
revealing a clear sky scattered with stars, which seem to completed, the whirlwind will die, and the Adventurers
twinkle balefully with an almost greenish tinge. will face approximately 300 angry cultists...
Round 15 (1 minute 30 seconds): Those making
Perception rolls see a cloud of mist begin to pour out of
DISRUPTING THE DANCERS
the wound in the sacrificial victim’s chest.
The dancers are in something of a frenzy, their whirling
Round 18 (1 minute 48 seconds): Even those who failed and chanting adding to the magickal power of the
their Perception rolls cannot fail to see the cloud of mist avatar as he summons his own true form. If the dancers
that is pouring from the corpse’s wound and spreading are attacked, they will at first not defend themselves,
slowly across the area. This is the true form of Shub- and the death of each cultist will delay the arrival of
Niggurath (see p.54). It quickly spreads to a diameter of Shub-Niggurath in his true form by one combat round.
100m, blanketing the southern half of the lake. After However, after ten cultists have been killed or disabled,
that, its diameter will only increase by 1m per combat the rest will notice, and begin attacking the Adventurers
round in all directions, which means that if the in return, using their bare hands. One in five of the
Adventurers are still at the entrance to the mine, it will cultists is a changeling with the spell For to Give a
take 10 minutes to reach them. Withering Look, which they will use. Every cultist
attacking the characters is one less taking part in the
Subsequent rounds: The dancers who have not already
ceremony, so the conclusion will again be delayed by
been engulfed in the mist will run into it willingly now,
one combat round for each person not taking part – but
and sounds of lustful encounters will rise to the ears of
there will still be plenty left to finish the ceremony,
the Adventurers. Any female characters who failed their
unless they are being killed with major magickal power
above Persistence roll when seeing the Shub-Niggurath
or explosives.
must make another Persistence roll (again with a tenth
of their Righteousness if applicable), or run willingly DISMISSING SHUB-NIGGURATH
into the mist, if not restrained. If restrained, this desire
will remain for 1D10 minutes, and then the character This is probably the Adventurers’ best bet if they are to
must make a HR -20%/D8 Sanity Check as they realise prevent the summoning and escape with their lives. Sir
what they were about to do. Daniel explains (if he hasn’t already done so):

DISRUPTING THE I have with me a book, Antiquities and Customs of


Northern England, which has in it a formula for
CEREMONY dismissing Shub-Niggurath back to whatever loathsome
hell it normally inhabits. It will take four of us ten minutes
to perform, and it is important that we are not interrupted
There are probably as many ways of disrupting the while we are performing it.
ceremony as there are groups of Adventurers. The
following are some guidelines for the Games Master on Casting the spell involves standing in a circle with their
how best to deal with plans the characters may have. hands on each others’ shoulders, repeating various
arcane chants in an unknown tongue that Sir Daniel
reads from the book. The spell will work if it is not
interrupted; Sir Daniel has studied this spell well

152
The Whisperers in Furness
enough to know how to cast it, since he has been It will not be immediately apparent, but Shub-
expecting this day to come for some months. In the Niggurath’s avatar will no longer appear to covens; no
event that Sir Daniel is dead, another character may cast further changelings will be born, and those who exist
the spell, though they must spend a minute reading will lose a great deal of their magical power – their
through the instructions first, and must make a MAG attribute will drop to its minimum
Persistence roll at the end of the casting to see if the spell ((INT+POW)/10 rounded up) and they will no longer
actually works. Everyone involved in the spell casting be able to perform powerful spells.
will lose a level of Fatigue at the end of the process,
On the evening following the failed summoning, a vast
whether it works or not.
swarm of fair folk will rise from tunnels all around the
If the Adventurers do begin to cast this spell, it will not Old Man of Coniston, mass in a great black cloud in the
begin to take effect until after the woman has been sky, then fly away upward, away from the earth. The
sacrificed, the avatar has vanished, and Shub- sight of this will cause everyone who sees it to heal 1D6
Niggurath’s true form has begun to materialise. The lost Sanity Points as they realise that the hold of the fair
mist of his presence will be creeping up the hill toward folk on this part of the world has been broken... for the
the Adventurers, and they may well panic and flee – if moment, at least.
the mist gets within 5 metres of them, have everyone
involved in the ceremony make a HR -20%/D8 Sanity
Check; anyone who fails will break the ritual circle and
IF THE ADVENTURERS FAIL
flee the mist, causing the spell to fail automatically. If the Adventurers fail, Shub-Niggurath will manifest
upon Earth, and will spread slowly, as described on

Aftermath p.54. The party will be able to stay ahead of the cloud as
long as they keep moving, but it will engulf the villages
of Torver and Coniston within a few days. The Games
Master should roll to see how long Shub-Niggurath
IF THE ADVENTURERS remains on Earth, and estimate how far across England
he spreads before leaving. Within this zone, everyone
SUCCEED will be insane, and the Royalists and Parliamentarians
may well co-operate on sending their armies in to “cull”
the survivors.
If the Adventurers succeed in disrupting the ceremony,
they will be left to face hundreds of angry cultists. Their
best bet might well be to flee back into the mines, as the FOLLOW-UP
cultists will be less likely to follow them up narrow
passages en masse, and will be more likely disperse to The Adventurers will probably want to send a report of
their homes. their findings back to Jack Parsons, so that he can let the
miners’ wives know what has happened to their
If the Adventurers succeed in dismissing Shub- husbands. Whether they tell him the truth is entirely up
Niggurath after he has been summoned, the cultists will to them!
be less likely to want revenge. Those who remained
outside the mist will be demoralised, those who went
into the mist will be insane.

153
WIDOW FRANNY TRAVERS
Nationality: English Homeland: Manchester Age: 22
Gender: Female Hero Points: 2
Social Class: Middle Profession: Merchant
Religion: Presbyterian
Faction: Self-interest (Ambition) RPs: 62
STR: 6 CON: 11 SIZ: 11 INT: 18 POW: 16 DEX: 11 CHA: 13
HPs: 11 MWL: 6 Damage Modifier: 0 Move: 15m
Combat Order: 11 Spellcasting Order: - APs: 0/0
Common Skills: Athletics 17%, Close Combat 24%, Culture (Own) 66%, Dance 41%, Dodge 42%, Drive 27%, Evaluate 91%,
First Aid 29%, Gun Combat 49%, Influence 81%, Insight 54%, Lore (Regional) 71%, Perception 54%, Persistence 57%,
Ranged Combat 29%, Resilience 22%, Ride 37%, Sing 29%, Sleight 44%, Stealth 39%, Unarmed Combat 17%
Advanced Skills: Art (Poetry) 29%, Beliefs (Presbyterian) 46%, Commerce 71%, Courtesy 71%, Craft (Printing) 29%,
Language (Dutch) 31%, Language (English) 81%, Language (French) 31%, Language (Latin) 36%, Lore (Antiquities) 56%,
Lore (Logistics) 66%, Lore (Occult) 36%, Lore (Research) 36%, Shiphandling 29%
Armour: Padded linen jacket and hat (Very Light 1/0)
Weapons: Pair of Pistols* (Skill: 49% Damage: 1D6+1 Range: 10m Loading: 2)
Unarmed (Skill: 17% Size: S Damage: 1D3)
*Franny has two bespoke pistols. They are smaller than standard duelling pistols and pack less of a punch.
Wealth: 240 shillings
Equipment: 3 sets of clothes (2 Superior Respectable sets, 1 Luxurious Flamboyant set), 100 shilling wedding ring
Franny was married, at a very young age, to a wealthy Merchant. Her husband died less than a year ago, leaving Franny
with a successful business and comfortable townhouse. Many women in such a position would have sold up, or employed
an agent to manage the business, but not Franny. Acutely intelligent, Franny has spent the past twelve months learning
everything she can about the business and taking charge of the operation herself.
Franny was surprised to learn that her husband had been dealing in curious antiquities from around the world, procured
at considerable expense, and sold for an even more considerable profit. Her warehouse also deals in standard trade goods,
but she still sources these exotic ancient items, selling them to a few wealthy collectors.
Having mastered the business side of things, in a very short space of time, Franny is on the look out for fresh challenges.
She is fiercely independent and determined that if she is to settle down again it will be on her terms, and certainly not until
she has seen a little more of the world beyond Manchester. Because of her gender, Franny is not really respected by the other
Merchants. They are jealous of her considerable wealth and success. But, they are all suitably polite to her face, perhaps
hoping a little of her success might rub off on them. Franny is also besieged by suitors (who bore her to tears) hoping to
marry into her wealth, and villains who think there is an opportunity to be had exploiting a vulnerable woman engaged in
business. She has come to rely on Charlie, an ex-apprentice turned bodyguard, to deal with overbearing suitors and ruffian
chancers alike.
Possible connections with other characters: Franny knows Charlie, because he works for her. Franny (or, before he died,
her husband) may well know Sir Sidney, Ambrose, or Henry, as they may all have bought or sold things to her company.
Sir Sidney may well be an old associate, as he is an important member of the local aristocracy. Franny might know Lydia
through one of the other characters, or simply because she has needed a healer at some point.
SIR SIDNEY SPANKER
Nationality: English Homeland: Manchester Age: 26
Gender: Male Hero Points: 2
Social Class: Noble Profession: Scholar
Religion: Laudian
Faction: Self Interest (Acquisition of Knowledge) RPs: 53
STR: 14 CON: 12 SIZ: 13 INT: 15 POW: 14 DEX: 9 CHA: 11
HPs: 13 MWL: 7 Damage Modifier: +1D4 Move: 15m
Combat Order: 9 Spellcasting Order: 15 APs: 0/0
Common Skills: Athletics 33%, Close Combat 39%, Culture (Own) 80%, Dance 30%, Dodge 38%, Drive 23%, Evaluate 61%,
First Aid 24%, Gun Combat 24%, Influence 62%, Insight 49%, Lore (Regional) 65%, Perception 39%, Persistence 63%,
Ranged Combat 24%, Resilience 34%, Ride 43%, Sing 25%, Sleight 30%, Stealth 34%, Unarmed Combat 63%
Advanced Skills: Alchemy 39%, Beliefs (Laudian) 40%, Courtesy 26%, Craft (Engraver) 24%, Elemental Casting (Air) 39%,
Gambling 46%, Language (English) 89%, Language (Latin) 56%, Lore (Occult) 40%, Lore (Research) 60%, Oratory 45%
Spells: For To Discover Magick, For to Cause a Person to Speak with Authority, For to Reveal the Secrets of the Heart
Armour: None
Weapons: Rapier (Skill: 39% Size: M Damage: 1D8+1D4)
Unarmed (Skill: 63% Size: S Damage: 1D3+1D4)
Wealth: 540 shillings
Equipment: 3 sets of clothes (2 Respectable Superior sets, 1 Regal Flamboyant set), writing kit, a stabled horse, 2X2 point
Philosopher’s Stones, 1X4 point Philosopher’s Stone
Sir Sidney is of high rank, inheriting his lands due to his father’s death at Naseby. But Sir Sidney has no interest in his title,
estates, the war, or politics. He has spent most of his adult life in Oxford pursuing his real passions – academic and practical
research and gambling on (and sometimes fighting in) boxing matches. Lately though, he has been considering leaving the
college. He is under increasing pressure to become more active in court and to join the Battle Alchemists in Prince Rupert’s
army. Whereas Sir Sidney is happy to mumble platitudes in support of the Royalist cause, he has no wish to be involved
with the military. His sole martial interest is in bare knuckle fighting. Sir Sidney believes it would be a lot cheaper and
simpler for Prince Rupert and Oliver Cromwell to sort out their differences in a fistfight and then everything could get back
to normal.
Sir Sidney has been studying magickal theory, convinced that Alchemical research is too focussed on the practical
applications of magick and that greater powers would be achievable, if only the fundamental principles of the art could be
properly explained. (Sir Sidney is a little concerned that he will prove himself right. He would feel obliged to publish his
findings, but realises that he would be unleashing knowledge that might be used for evil purposes). To this end, Sir Sidney
has accumulated a library containing a variety of esoteric tomes dealing with the occult, magick, and ancient lore.
Possible connections with other characters: Sir Sidney might have met Franny because he has purchased esoteric items
from her company, or simply because she also grew up in Manchester. He will likely know Charlie through her. Sir Sidney
may have been consulted by Ambrose about some occult matter, or Ambrose may have asked Sir Sidney for access to his
books. Sir Sidney might have met Henry in an Oxford bar and found that they both shared an interest in the unusual, or
Henry might have consulted Sir Sidney in connection with a story. Sir Sidney may have consulted Lydia, interested in her
powers, or met her in connection with another character, or availed himself of her healing salves after a bruising boxing
match.
LYDIA BARROW
Nationality: English Homeland: East Anglia Age: 27
Gender: Female Hero Points: 2
Social Class: Peasant Profession: Wise Woman

Religion: Deist

Faction: Deist RPs: 54

STR: 9 CON: 14 SIZ: 13 INT: 15 POW: 16 DEX: 11 CHA: 13

HPs: 14 MWL: 7 Damage Modifier: 0 Move: 15m

Combat Order: 11 Spellcasting Order: 14 APs: 1/0

Common Skills: Athletics 40%, Close Combat 34%, Culture (Own) 85%, Dance 34%, Dodge 42%, Drive 37%, Evaluate 58%,
First Aid 66%, Gun Combat 26%, Influence 76%, Insight 81%, Lore (Regional) 85%, Perception 51%, Persistence 52%,
Ranged Combat 34%, Resilience 48%, Ride 27%, Sing 39%, Sleight 24%, Stealth 26%, Unarmed Combat 30%

Advanced Skills: Beliefs (Deism) 55%, Craft (Brewer) 36%, Craft (Poisons) 46%, Healing (Herbalist) 51%, Language
(English) 78%, Lore (Agriculture) 40%, Lore (Animals) 40%, Lore (Occult) 40%, Lore (Plants) 40%, Lore (Witchcraft) 30%,
Play Instrument (Drum) 34%, Survival 60%, Track 49%, Witchcraft 60%

Spells: For the Abjuration of Air, For the Abjuration of Sleep, For to Bless Crops, For to Bless Livestock, For to Bring the Touch of
Healing, For to Cure a Disease or Counteract a Poison, For to Increase the Deadliness of a Weapon, For to Intuit the Emotions of
Another, For to Make an Object Glow, For to Give a Withering Look

Armour: Soft leather jerkin (Very Light 1/0)

Weapons: Dagger (Skill: 34% Size: S Damage: 1D4+1)

Unarmed (Skill: 30% Size: S Damage: 1D3)

Wealth: 20 shillings

Equipment: 1 set of clothes (Rugged), backpack, one week’s rations, bedroll, travelling Healer’s kit (bundle of herbs, mortar
and pestle, ointments and bandages), pipe and tobacco

Lydia grew up in the Norfolk village of Bacton. She was the daughter of the local Wise Woman and fully expected to take
on the role herself one day. But the Witch Finders came to Bacton and arrested, tried, and hanged her family. Lydia herself
only just managed to flee.

Her mother had trained her well, and instilled in her daughter the principle that she should only use her knowledge for
good; despite her dreadful experiences, Lydia has stayed true to her path. Indeed, she feels that the Witch Finders who
killed her family did so not out of Christian ire, but rather as a service to some unholy power. Lydia herself has little time
for god, but she doesn’t resent those that do, understanding that they just strive for meaning in a difficult world.

Lydia has been wandering awhile, away from East Anglia. She drifts without much purpose and still hasn’t decided where
to set up a more permanent home.

Possible connections with other characters: Lydia may well have met any of the other characters in connection with her
abilities as a Herbalist (she might have tended them when ill). She might be a companion of Ambrose, helping him with his
researches into occultist malpractice (she senses his aims are noble). Henry or Sir Sidney might have come to Lydia, Henry
probably to seek advice on some outlandish story, Sir Sidney to ask her about her powers.
FATHER AMBROSE NUTT
Nationality: English Homeland: East Anglia Age: 27
Gender: Male Hero Points: 2
Social Class: Gentry Profession: Preacher
Religion: Catholic
Faction: The New Mission RPs: 55
STR: 12 CON: 9 SIZ: 11 INT: 16 POW: 14 DEX: 12 CHA: 11
HPs: 10 MWL: 5 Damage Modifier: 0 Move: 15m
Combat Order: 12 Spellcasting Order: - APs 0/0
Common Skills: Athletics 24%, Close Combat 38%, Culture (Own) 72%, Dance 23%, Dodge 24%, Drive 26%, Evaluate 57%,
First Aid 28%, Gun Combat 68%, Influence 67%, Insight 50%, Lore (Regional) 67%, Perception 50%, Persistence 68%,
Ranged Combat 28%, Resilience 28%, Ride 46%, Sing 25%, Sleight 23%, Stealth 28%, Unarmed Combat 24%
Advanced Skills: Art (Calligraphy) 45%, Beliefs (Catholic) 57%, Beliefs (The New Mission) 77%, Courtesy 27%, Language
(English) 75%, Language (French) 52%, Language (Latin) 52%, Lore (Agriculture) 28%, Lore (Cthulhu Mythos) 23%, Lore
(Occult) 42%, Lore (Theology) 52%, Oratory 55%, Perform Exorcism 50%
Armour: None
Weapons: Pair of Pistols (Flintlock) (Skill: 68% Damage: 1D6+2 Range: 5m Loading: 3)
Unarmed (Skill: 24% Size: S Damage: 1D3)
Wealth: 80 shillings
Equipment: 2 sets of clothes (1 Respectable, 1 priestly garb), 1 week’s rations, bed roll, cross, bible
At a tender age Ambrose was sent from his hometown in Cambridgeshire to secretly train at a Jesuit seminary in France.
When Ambrose’s parents sent him away they thought he would likely return to England one day to preach the true gospel,
and possibly end his days a martyr. Little did they suspect that he would return with a different mission – tasked with
seeking out and expunging occult heresies.
The Vicar General of the small college that Ambrose attended, operated outside the usual parameters of his faith. He was
obsessed with the notion that the Reformation is a distraction and that a more significant threat to all of humanity is posed
by a web of ancient secret societies and unholy orders. To this end, he trained his acolytes to search and root out hidden
heresies. Ambrose is one such acolyte.
Rather than recruit people to Catholicism, Ambrose has been charged with hunting down secret societies. He has been
given permission to recruit others to his cause, but was urged to act with extreme caution, as the knowledge he uncovers
might shake the faithful and should be suppressed, rather than revealed. Ambrose was sent to England to carry out his
duties. In any case, he dare not return to mainland Europe, as his seminary is currently under investigation by both the
Jesuit Superior General and the Pope.
Possible connections with other characters: Although he probably hasn’t revealed that he is an ordained Catholic Priest
(still punishable by death in England), Ambrose may have met and worked with any of the other characters. He might have
asked Lydia to work with him (he realises she has strange powers, but believes she is a good person); he may well have
consulted Sir Sidney (or asked for access to his extensive library on the subject) or Henry, on a matter concerning the occult;
he may have made a purchase from Franny (possibly delivered by Charlie).
HENRY RINGHAM
Nationality: English Homeland: London Age: 24
Gender: Male Hero Points: 2
Social Class: Middle Profession: Journalist
Religion: Presbyterian
Faction: Presbyterian RPs: 53
STR: 13 CON: 10 SIZ: 13 INT: 17 POW: 13 DEX: 8 CHA: 15
HPs: 12 MWL: 6 Damage Modifier: +1D4 Move: 15m
Combat Order: 8 Spellcasting Order: - APs: 0/0
Common Skills: Athletics 31%, Close Combat 70%, Culture (Own) 84%, Dance 23%, Dodge 36%, Drive 21%, Evaluate 62%,
First Aid 25%, Gun Combat 45%, Influence 70%, Insight 70%, Lore (Regional) 79%, Perception 60%, Persistence 61%,
Ranged Combat 25%, Resilience 20%, Ride 38%, Sing 28%, Sleight 33%, Stealth 35%, Unarmed Combat 21%
Advanced Skills: Art (Writing) 68%, Beliefs (Presbyterian) 59%, Commerce 32%, Courtesy 32%, Craft (Printing) 65%,
Language (English) 92%, Lore (Occult) 54%, Lore (Politics) 44%, Lore (Research) 44%
Armour: None
Weapons: Pistol (duelling) (Skill: 45% Damage: 2D4+1 Range: 10m Loading: 2)
Rapier (Skill: 70% Size: M Damage: 1D8+1D4)
Unarmed (Skill: 21% Size: S Damage: 1D3+1D4)
Wealth: 110 shillings
Equipment: 2 sets of clothes (1 Rugged, 1 Superior Respectable), one week’s rations, flask of good wine, tobacco and clay
pipes, writing set
Henry was a Journalist, working for a notorious printing house with a reputation for producing lurid and scandalous
literature. Henry specialised in accounts of Witch trials, strange country magicks and uncanny happenings. His editorials
tended to have a theme – since the civil war and the rise of clockwork technology and alchemical science, the order of things
has dissolved to such an extent that reality itself is dissolving. Thus he is quick to investigate any uncanny accounts.
Henry has had to leave London – Cromwell has had his print shop shut down and the Journalists associated with the place
have been warned to look for other work. Furthermore, Henry has taken part in a number of duels, some of which were
with opponents considered above his station. In order to avoid the angry relatives of those that he has dispatched, he
decided discretion was the better part of valour. He has moved to Oxford, where he has survived by being occasionally
employed as a researcher, between selling various freelance articles to local pamphleteers.
Possible connections with other characters: Henry might have been directly employed by Ambrose Nutt or Sir Sidney
Spanker to do some research, or simply met them in a tavern and realised that they had a common interest in the unusual.
He might have met Lydia through his connection with Ambrose, and Franny and Charlie through his connection with Sir
Sidney. He also might have met Franny and Charlie as a result of investigating strange goings on (perhaps one of their
customers was a subject of one of Henry’s exposés).
CHARLIE BEANS
Nationality: English Homeland: Manchester Age: 20
Gender: Male Hero Points: 2
Social Class: Townsman Profession: Mercenary
Religion: Puritan
Faction: Puritan RPs: 55
STR: 15 CON: 11 SIZ: 16 INT: 9 POW: 8 DEX: 13 CHA: 7
HPs: 14 MWL: 7 Damage Modifier: +1D6 Move: 15m
Combat Order: 11 Spellcasting Order: - APs: 2/1
Common Skills: Athletics 78%, Close Combat 74%, Culture (Own) 48%, Dance 20%, Dodge 56%, Drive 61%, Evaluate 46%,
First Aid 32%, Gun Combat 42%, Influence 44%, Insight 17%, Lore (Regional) 58%, Perception 27%, Persistence 26%,
Ranged Combat 51%, Resilience 52%, Ride 31%, Sing 15%, Sleight 20%, Stealth 22%, Unarmed Combat 68%
Advanced Skills: Beliefs (Puritan) 43%, Close Combat (Polearms) 74%, Commerce 16%, Language (English) 66%, Lore
(Siegeworks) 28%, Play Instrument (Recorder) 40%, Streetwise 45%
Armour: Pot helmet, leather jerkin and trousers
Weapons: Cudgel (Skill: 74% Size: L Damage: 1D6+1D6)
Hatchets (Skill: 74/51%* Size: S Damage: 1D6+1D6 Range: 15m)
Pistol (Flintlock) (Skill: 42% Damage: 1D6+2 Range: 5m Loading: 3)
Unarmed (Skill: 68% Size: S Damage: 1D3+1D6)
*51% when used as a Ranged Weapon
Wealth: 30 shillings
Equipment: 1 set of clothes (Rugged), bible, one week’s rations, bedroll
Charlie is cursed with an unfortunate appearance. He’s scruffy and has the kind of face that only a mother could love.
What’s more, he is none too bright and not very adept at hiding the fact. But he has a heart of gold and is honest to the core.
Charlie was apprenticed as a child to a Merchant, Ralph Travers. Charlie’s dad died soon after his son’s apprenticeship
began. Charlie still visits his mother every week, accompanying her to church. Originally a messenger boy, as he filled out
(and began drilling alongside the other apprentices in the Manchester Trained Band), Charlie was employed as a
guard/driver, accompanying his Master on business. At the outbreak of war, Charlie briefly joined Cromwell’s cause, but
when the Parliamentarian army was expelled from Manchester (after months of bloody street fighting), he handed in his
pike and promised not to take up arms for Parliament again. He kept his promise, returning to his former employer.
Although a devout Puritan, Charlie doesn’t really know the first thing about politics, or quite why there is a war on.
When his Master died, Charlie was kept on. He now works for Franny Travers (who took over her husband’s business).
Charlie is loyal to Franny, and to her associates, seeing nothing strange in the company she keeps. In a fight, Charlie prefers
to use his throwing hatchets, or a sturdy cudgel (he doesn’t like the loud bang his gun makes when fired). Charlie would
like to be more than hired muscle. He wishes he could be a trader himself, but he simply hasn’t got the aptitude for it. He
often begs Franny to teach him about the business side of her dealings.
Possible connections with other characters: Charlie knows Franny because he is employed by her. Likewise he might have
met any of the other characters in connection with his former master’s business – delivering rare books and the like to them.
He also might have been previously assigned to work for Ambrose, Sir Sidney, or even Henry for a while, aiding them to
acquire an item.
OPEN GAME LICENSE
Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (‘Wizards’). All Rights Reserved.

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15. COPYRIGHT NOTICE

Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.

Modern System Reference Document Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan
Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins and JD Wiker.

System Reference Document Copyright 2000–2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich baker, Andy Collins, David Noonan,
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RuneQuest System Reference Document Copyright 2006, Mongoose Publishing; Author Matthew Sprange, based on original material by Greg Stafford.

RuneQuest Companion System Reference Document Copyright 2006, Mongoose Publishing; Author Greg Lynch et al., based on original material by Greg Stafford.

RuneQuest Monster System Reference Document Copyright 2006, Mongoose Publishing; Author Greg Lynch et al., based on original material by Greg Stafford.

OpenQuest Copyright 2009, D101 Games ;Author Newt Newport.

Renaissance System Reference Document Copyright 2011, Cakebread & Walton; Authors Peter Cakebread and Ken Walton, based on original material by Greg Stafford,
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Clockwork & Cthulhu Copyright 2012, Cakebread & Walton; Authors Peter Cakebread and Ken Walton.

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