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MEDIEVAL MYSTERIES

SLEUTHING IN THE MIDDLE AGES

AN OLD SCHOOL ROLE PLAYING GAME


BY SIMON WASHBOURNE
MEDIEVAL MYSTERIES
SLEUTHING IN THE
MIDDLE AGES
OLD SCHOOL RPG
© 2010 by Simon Washbourne

ACKNOWLEDGMENTS
GAME DESIGN
Simon Washbourne

ARTWORK
Darrel Miller
Other images: From the public domain

SPECIAL THANKS
Annette Washbourne, Nigel Uzzell, Janine Uzzell, Robert Irwin, Leigh
Wakefield, Paul Simonet, Ian Greenwood, Mike Richards,
Alison Richards, Mark George and Alyson George
Contents
I WHAT IS A ROLE PLAYING GAME? 1
II CREATING A CHARACTER 4
III CHARACTER CLASSES 9
IV SKILLS 32
V EQUIPMENT 38
VI THE GAME MASTER 43
VII THE GAME RULES 49
VII LIFE IN MEDIEVAL TIMES 65
IX ANIMALS, FOLK & NPCS 88
X MYSTERY: A VIAL MURDER 94
APPENDICES
CHARACTER SHEET
INSPIRATIONAL READING
OGL
WHAT IS A
ROLE PLAYING
GAME?

A
roleplaying game
(RPG) is, at its
heart, a game of
make-believe. The play-
ers all work to create a
story by talking to one The situations that the the game closer to im-
another, usually when characters become in- promptu theatre or
describing the actions of volved in are usually set storytelling. However,
their character and lis- up by one of the other most RPGs have rules
tening to each other, players who takes the for character creation
usually when the result role of the Game Master and for determining the
of those actions is being (GM). The GM designs course of actions
described. the adventures, details through the use of dice.
the towns and areas The Medieval Mysteries
The players create the where the adventures RPG uses this latter
characters in the game. take place and popu- method.
These characters under- lates it by creating and
take adventures, just speaking the parts of Thus, a RPG is a game
the same as characters the people that the in which the players as-
in a novel or a movie. characters meet during sume the roles of
Only rather than the the course of their ad- characters who have all
scenes and dialogue be- ventures. sorts of adventures, the
ing predetermined, the outcomes of which are
players get to speak for You can play RPGs subject to a degree of
their characters and de- freeform, that is to say chance. In these games
cide what their without rules or with there is no winner like
characters will do and very few rules and with- there is in a board
don’t need to write it out dice or any other game. The only aim of
down – it all happens, method of randomly de- the game is to create
develops and grows as termining the results of your own epic story of
the game is played. actions that characters wonder and excitement
might take. This makes and to have fun doing

1
MEDIEVAL MYSTERIES

so. There isn’t even nec- success, called a sided die and d10 repre-
essarily an ending to the critical success. sents the 10-sided die
game because even as  A natural 1 on the and so on. It is also
you complete an adven- die is always a fail- possible to generate
ture, another one might ure. Sometimes this random scores for which
arise in which the same can be a particularly no die exists. The most
cast of characters can bad failure, called a common are d2 and d3
feature. In this way, fumble in combat. respectively, both of
characters can grow which can be made by
with their experiences rolling a d6 and dividing
and develop in skill and
Dice by 2 or 3 and dropping
depth. Several different types of the fraction. To roll a d2
dice are needed to play using a 6-sided die, the
the Medieval Mysteries results 1-3 would be a
The core mechanic RPG. Dice with 4, 6, 8, score of 1 and the re-
Whenever you sults 4-6
attempt an ac- would equal 2.
tion that has
some chance When the rules
of failure, you require it, rolls
roll a twenty- of more than
sided die (d20).
one die will be
To determine if expressed by a
your character number in
succeeds at a front of the ‘d’,
task you do representing
this: the number of
dice to be
 Roll a d20. rolled. For ex-
 Add any ample in
relevant character crea-
modifiers. tion you need
 Compare
10, 12 and 20 sides are to roll three
the result to a target six-sided dice, which
number. used. There are various
notations in the rules would be shown as 3d6.
If the result equals or telling what type and
how many dice should A notation after the type
exceeds the target num- of dice would represent
ber, your character be rolled during play.
These notations may either an addition to, or
succeeds. If the result is a subtraction from, the
lower than the target appear cryptic to first-
time role players, but number generated by
number, you fail. the dice. So, 2d6-2
 A natural 20 on the they are easily learned.
would mean you roll two
die is always a suc-
Usually the type of dice six-sided dice and take
cess. Sometimes this
is designated with a‘d’ 2 from the result. 1d4+1
can also be a special would mean that you
followed by a number,
so d4 represents a 4-

2
WHAT IS A ROLE PLAYING GAME?

roll a four-sided dice be sidekicks, friends,


and add 1 to the result. colleagues, apprentices,
bodyguards, clerks,
squires and assistants.
What is the Medieval How he or she became a
Mysteries RPG? sleuth depends on the
Medieval Mysteries is a game, the player’s
historical role-playing choice of character class
game set roughly in the and other factors. The
early middle-ages. It is character could simply
inspired by many works be personally involved in
the first investigation sheriff. There are other
of fiction, including the
and display such a possibilities and it’s up
Cadfael novels of Ellis
knack for solving mys- to you, the GM and oth-
Peters, the Crowner
teries that he or she is er players to decide
John novels of Bernard
approached by other what suits you.
Knight and the Matthew
Bartholomew novels of parties as and when
they need help. The Medieval Mysteries
Suzanne Gregory. A list-
RPG is a more cerebral
ing of other authors and
The character could be role-playing game than
inspirational works ap-
an appointed agent or many. The characters
pears at the end of this
representative of the are expected to use their
publication.
church or the king, like brains more than their
a spy or an archdea- brawn. That isn’t to say
In this game, generally
con’s summoner. there is no conflict in
speaking one of the
Maybe, the characters this game. The medieval
characters will be the
job is to investigate period was a dangerous
primary investigator and
crimes, like a coroner or time, and anyone poking
the other characters will
around and asking too
many questions is going
to run into trouble every
now and again. But the
game isn’t one where
the characters ‘go on
adventures’. Most of the
action will take place in
and around the city
where the characters
live. So, characters will
get to know the locality
pretty well, developing
friendships, contacts,
maybe even families. In
other words the charac-
ters have a proper
‘home-life’ too.

3
section.
Once you have your There are three types of
idea, you need to roll attributes: primary, sec-
dice to generate your six ondary and tertiary. Of
CREATING A attributes. These attrib-
utes are important in
the six attributes, the
first primary attribute is
CHARACTER defining your character,
his strengths, weak-
determined by the play-
er’s choice of character
nesses and outlook. class; the player selects

E
ach player in Medi- Once you have generat- his second primary at-
eval Mysteries RPG ed scores, you assign tribute and then
needs to create a the numbers to the at- chooses two as second-
character to use during tributes. Naturally, it ary and two as tertiary.
the game. The GM makes sense to place The distinction is im-
doesn’t need just one, the scores in a manner portant when
he needs several or that reflects your char- determining the out-
more, but we’ll come on acter concept and char- come of many actions in
to that later in these character class. the Medieval Mysteries
rules. To start with, you RPG.
need to think about the
type of character you Attributes When a character uses
want to play. You may Attributes represent a a class ability or a cho-
want to base your char- character’s physical and sen skill, such as a
acter on a favourite mental traits. All char- forester attempting to
character from a movie, acters in Medieval move silently or a mer-
TV series or book, you Mysteries RPG have six chant trying to haggle
may already have a pic- attributes: Strength
the best price for some
ture in your head of the (Str), Dexterity (Dex),
goods, an attribute
type of person you want Constitution (Con), In- check is rolled to deter-
to play, or you may telligence (Int), Wisdom mine if the action is
simply like the look of (Wis) and Charisma successful. Many class
one of the classes from (Cha). Each attribute abilities have an attrib-
the character classes has a numeric score ute check associated
ranging from 3 to 18. with it. If the class abil-
Each attribute also has ity or skill’s associated
a corresponding modi- attribute is one of the
fier, which is a bonus character’s primary at-
or penalty added to or
tributes, the character
subtracted from cer-
has a greater chance of
tain die rolls during successfully completing
the game. The times the task.
these details are used
are set out throughout
the rules.

4
CREATING A CHARACTER

The same principle ability to make powerful bleness are most im-
holds true for Attribute attacks or lift and move portant.
checks are explained in heavy objects. The You apply your charac-
greater detail later. For modifier affects melee ter’s dexterity modifier
now, just remember that combat and damage and to:
the selection of primary, all checks for which  Ranged attack
secondary and tertiary strength is the primary rolls, including
attributes significantly influence. Characters those for attacks
affects the possibility of can military press 10x made with bows,
success for many ac- their strength and dead crossbows,
tions in the game. Those lift 15x their strength. throwing axes,
attribute checks associ- You apply your charac- and other ranged
ated with a primary ter’s strength modifier weapons.
attribute are more likely to:  Armour Class
to succeed than those  Melee attack (DC) provided
actions performed with rolls that the charac-
a secondary attribute  Damage rolls ter can react to
and even more so than when using a the attack.
melee weapon or  Saving throws,
a thrown weap- for avoiding rock
on. (Exceptions: falls, traps, and
Off-hand attacks other attacks
receive only one- that you can es-
half the charac- cape by moving
ter’s strength quickly.
bonus, while
two-handed at- Constitution (Con)
tacks receive one Constitution represents
and a half times your character’s health
those performed with a the strength bo- and stamina, the char-
tertiary attribute. nus acter’s ability to
 Strength checks withstand pain, suffer
(for breaking physical damage, avoid
The six attributes down doors and fatigue and fight off
Each ability partially the like) sickness or poison.
describes your character You apply your charac-
and affects some of his Dexterity (Dex) ter’s constitution
or her actions. Dexterity measures modifier to:
hand-eye coordination,  Each roll of a Hit
Strength (Str) agility, reflexes and bal- Die (though a
Strength measures your ance. It is useful for penalty can nev-
character’s muscle and getting out of the way of er drop a result
physical power. attacks, for hitting below 1 - that is,
Strength also limits the things with bow fire and a character al-
amount of equipment for many other abilities ways gains at
your character can car- where speed and nim- least 1 hit point
ry, your character’s each time he or

5
MEDIEVAL MYSTERIES

she advances in represents actual


level). strength of personality,
 Saving throws, presence or spirit, not
for resisting poi- merely how one is per-
son and similar ceived by others in a
threats. social setting.
If a character’s constitu- You apply your charac-
tion score changes ter’s charisma modifier
enough to alter his or to:
her constitution modifi-  Checks that rep-
er, the character’s hit resent attempts
points also increase or intelligence has a score to influence oth-
decrease accordingly. of at least 3. ers
 Saving throws
Intelligence (Int) against fear or
Intelligence determines Wisdom (Wis) morale effects
how well your character Wisdom describes a
learns and reasons. It character’s willpower, Generating attrib-
represents mental apti- common sense, percep-
tion, and intuition.
ute scores
tude, the character’s Attribute scores are
ability to learn quickly, While Intelligence repre-
generated by rolling
apply that learning ef- sents one’s ability to
3d6. The player adds
fectively and the analyse information,
the totals on all three
capacity of a character wisdom represents be-
dice together to create a
for deductive reasoning. ing in tune with and
total score of between 3
You apply your charac- aware of one’s sur-
and 18. The process is
ter’s Intelligence roundings.
repeated six times. Once
modifier to: You apply your charac-
the six scores are gener-
 The number of ter’s wisdom modifier to:
ated, you assign one
languages your  Saving throws
score to each attribute.
character knows where willpower
The scores may be as-
at the start of is important.
signed in any order or to
the game.  Checks made to
whichever attribute you
 Intelligence de- spot hidden or
like until all six attrib-
termines distant things
utes have a score.
whether a char-  Checks made to
A second option for the
acter has extra hear distant or
Medieval Mysteries RPG
skills beyond slight sounds
character creation is to
those normally distribute a set of scores
available for his Charisma (Cha)
between the attributes.
or her class at Charisma measures a
This way, every player
the start of the character’s force of per-
starts with the same set
game. sonality,
of scores. The recom-
An animal has an Intel- persuasiveness, person-
mended set of scores for
ligence score of 1 or 2. A al magnetism, ability to
this method of character
creature of humanlike lead, and physical at-
creation is 15, 14, 13,
tractiveness. This ability
12, 10 and 8.

6
CREATING A CHARACTER

particularly well Medieval Mysteries RPG


trained, disciplined or that have a chance of
experienced in using. failure and for which the
Secondary attributes GM deems a roll is nec-
are those where the essary to resolve, re-
character is less ex- require an attribute
perienced or check to determine the
disciplined and ter- outcome.
tiary ones are those Every check has an as-
that a character is sociated attribute.
only average at using. Whenever one of these
After generating at- checks is made, the
tribute scores, you need player rolls a d20. The
In the Medieval Myster-
to decide which of your attribute (and level)
ies RPG, attribute
attributes will be prima- modifier is added to the
scores don’t change very
ry, which will be result. If the final result
often. At 4th level and
secondary and which is equal to or greater
every four levels thereaf-
are tertiary. than a number generat-
ter, one of the
ed by the GM, called the
character’s attribute
Characters have two challenge class, then the
scores increases by 1.
attributes of each type, attribute check is suc-
The player chooses
primary secondary and cessful. The challenge
which attribute goes up.
tertiary. Each class pro- class is determined by
Sometimes an attribute
vides one of your two factors. The first is
might fall, as a result of
characters primary at- the challenge base. This
disease or injury. If an
tributes that cannot be depends on whether the
attribute changes to a
changed, so a cleric attribute being checked
point where the modifier
player character always is primary, secondary or
also changes, the modi-
has wisdom as one of tertiary. If the attribute
fier changes straight
his primes, for example. is primary, the chal-
away. Attributes in Me-
The cleric would then lenge base is 12. If the
dieval Mysteries RPG
have one more prime, attribute is secondary,
rarely exceed 18 and
selected by the player. the challenge base is 15.
only do so where a
Then the player chooses If the attribute is ter-
character is of a high
two attributes to be sec- tiary, the challenge base
level.
ondary and the re-
maining two are his
Primary, second- tertiary attributes by
ary and tertiary default.
attributes
There are three types of Attribute
attributes in Medieval checks
Mysteries RPG primary, The distinction be-
secondary and tertiary. tween attributes is
Primary attributes are important. Almost
those physical or mental all non-combat re-
abilities a character is lated actions in The

7
MEDIEVAL MYSTERIES

is 18.

Modifiers
The GM then adds any
modifiers to the chal-
lenge base that are
appropriate. These mod-
ifiers usually range
between 0 and 10, but
can go higher. The sum
total is the challenge
class and the player
needs to roll higher than
that to succeed his ac-
tion. For example, a
forester is tracking an
outlaw through a forest.
The player rolls a d20
(getting 15), adds the
forester’s level (2) and
the attribute modifier (1)
for a total of 18. The
challenge base is 15 as
wisdom is the forester’s
secondary attribute (in
this example) and there
are no other modifiers,
in this instance, so the
forester is keeping well
on the outlaw’s tail.

Attribute Modifier
1 -5
2-3 -4
4-5 -3
6-7 -2
8-9 -1
10-11 0
12-13 +1
14-15 +2
16-17 +3
18-19 +4
20-21 +5

8
will be ex-soldiers, phy- game needs to be con-
sicians, scholars or even structed quite carefully,
nobles. Your choice of with regard to the other
character helps get an characters in the group,
CHARACTER immediate handle on
the characters abilities,
so that everyone knows
what their role is in the
CLASSES but it is up to you as a
player to breathe some
group and why they all
work together. For ex-
life and personality into ample, it is probably

E
ach of the character the numbers and statis- best to have one charac-
classes represents a tics. ter who is the primary
broad archetype of investigator (although
typical investigators and There are nine character this isn’t strictly neces-
sleuths and their asso- classes in the Medieval sary). The others are
ciates, officers, Mysteries RPG as well then his or her assis-
colleagues and assis- as the option to take a tants, bodyguards,
tants found in medieval dual-class or multi- officers, clerks or asso-
mystery fiction. Whilst class. All of the players ciates. For instance, if
each class is bound by should consult with the primary investigator
certain limitations and each other and with the is a crowner, his specific
abilities, the classes GM throughout charac- duties entail that he
should not be viewed as ter generation, because looks into cases of un-
restrictive. Every rogue the style of game in the expected death, murder,
isn’t necessarily going to Medieval Mysteries RPG arson and so on. He is
be an uneducated peas- is very different to the naturally the primary
ant. Some will be con normal type of fantasy investigator. He needs a
men, wandering ped- or medieval role-playing clerk to accompany him
dlers, entertainers and game that you might be and record all the de-
even down on their luck used to. Characters do tails of his
gentry, turned to crimi- not ‘go an adventures’ investigations, the fines
nal activities to earn for example and as a imposed and so on, so
their crust. Some clerics rule will stay in or near naturally this falls to
their hometown. For someone who can read
another thing, the and write like a cleric or
characters will have a scholar. If another
jobs and responsibili- player wants a fighter
ties that do not allow character, the crowner
them to just suddenly could employ him to act
drop everything and as an officer and body-
go off on some quest. guard. If a player wants
a rogue character, the
A group of characters crowner could make use
in this roleplaying

9
MEDIEVAL MYSTERIES

his ‘street’ skills in his Hit Die (HD) Skills


investigations. This is the type of die Besides class abilities,
rolled to determine the each character class has
Another campaign pos- character’s hit points. a choice of skills. Once
sibility would be to have To the number generat- chosen, the skills be-
characters all of the ed by the die, you add a come ‘class abilities’ and
same class, like all cler- modifier based on the all attribute checks are
ics, for example. They character’s constitution. made as appropriate for
could have slightly dif- You stop rolling for ex- a class ability. Each
ferent positions within tra hit points after level character also gains an
the clergy, but it would 4 and simply add the additional skill at levels
certainly be a reason number to your charac- 3, 6, 9 and 12.
they know each other ter’s constitution
and do their sleuthing modifier for each addi- Level
as a team. Each cleric tional level. Your Characters advance in
character can be con- character always re- levels as they complete
structed slightly ceives a minimum of 1 their adventures and
differently, so as to give hit point per level, gain experience. As they
them their own speciali- whatever his or her con- gain levels, their chance
ties. For example one stitution modifier. to hit, hit points and
could be a monk apoth- defence bonus improve.
ecary, another could be Weapons They may also gain new
a scholar (librarian), These are the weapons abilities or extra uses of
there could be a friar that can be used with- an ability they already
with some slightly dubi- out penalty by have. The experience
ous skills and one could characters of that class. required by each class
be the team’s strong- If a character uses a to gain levels differs.
arm, for when things go weapon that is not on
wrong - a proctor or an the list, he uses it with a
ex-soldier perhaps.
Bonus to Hit (BtH)
–4 penalty to all attack This is the modifier that
rolls to hit. is added to a ‘hit roll’
CLASS DESCRIPTION when making a melee,
TERMINOLOGY Abilities ranged or firearm at-
This is a list of abilities tack.
possessed by members
Prime attribute of the character class. Experience point
Each character class Some abilities are not
has one primary attrib- table (EPP)
gained until a certain This is the number of
ute that is most closely level is achieved, some
associated with that experience points that
are automatic and some members of that class
class. This is the prima- require an attribute
ry attribute. It cannot be use to determine how
check. The description many experience points
changed. in the text tells you all (XP) they need to go up
about this. to the next level.

10
CHARACTER CLASSES

er in the period, at uni- tice the trade but do not


APOTHECARY versity) before taking a operate out of a shop. In
The apothecary is a dis- more secular path. An addition to dispensing
penser of medicines and apothecary character is medicines, they provid-
remedies and most ex- automatically able both ed some surgical,
tend these skills into to read and write. midwifery, dental, and
those of physician and Apothecaries can get a general medical ser-
doctor too. Medicine bad press, because of vices.
wasn’t a very scientific the charlatans and
technique in the middle rogues who travel from Apothecaries as
ages. village to village selling investigators
coloured water and pro- Apothecaries are astute,
Many physicians and posing ridiculous patient and educated
apothecaries still con- treatments as the next and this makes them
sidered that illnesses ‘great cure’ for all ail- very good investigators.
depended on the phases ments. Of course, during the
of the moon, the hu- course of their work,
mours and so on. Most operate apothecary they will often be deal-
Bleeding was a com- shops in cities and ing with patients who
monly practised method towns but others prac- were the victims of
to cure most ailments. various crimes and
this may lead them
This class really rep- into investigation
resents the few, more work too. They are
enlightened of the also very good sup-
apothecaries and doc- porting characters,
tors of the time - being able to read and
those who believe that write and knowing
clean water, a good what they do of ail-
diet and so on are vi- ments, injuries, dead
tal to good health. bodies, and poisons.
They combine sensi-
ble advice with some Skills
of the most effective
Apothecaries can
techniques of the day
choose 3 (+ Int mod)
and, combined with
skills from the follow-
some of the herbal
ing list as class
remedies that actually
abilities; Gossip, heal,
work, make these
knowledge (choose
physicians highly
any), languages
sought after.
(choose any), listen,
notice, search, sense
Apothecaries are intel-
motive.
ligent, educated men,
often having learned Abilities
their arts in the minor Literate (Int): Apothe-
clerical orders (or, lat- caries are educated

11
MEDIEVAL MYSTERIES

men and need to be able his save against a dis- attribute check, once he
to read & write. Any ease or illness that he has identified the poison
character of this class is has contracted. This that he is trying to ne-
automatically consid- bonus increases to +3 if gate.
ered literate in any the Physician is 4th lev- Pain relief potion: At
language he or she can el, +4 at 8th level and 2nd level, the apothe-
speak. An attribute +5 at 12th level. cary can make potions
check would normally Sleeping Draught: An that dull the pain from
be required to read apothecary can make a painful wounds. These
works of a very compli- potion that, when potions, when drunk
cated nature, badly drunk, will knock a per- negate the effects of
written work or old and son out for up to 12 negative modifiers on
faded writing. hours (the apothecary attribute checks and
Medicines & potions can determine the effi- attack rolls from painful
(Int): Provided an apoth- cacy of the draught, up wounds (see the combat
ecary has access to the to his own level in chapter).
raw materials and hours). If given to a per- Care & attention: If the
equipment necessary to son against his wishes, apothecary spends at
mix the substance, he the recipient gets a con- least an hour a day with
can create a number of stitution save to avoid a recovering patient
different types of salve, the full effects of the (changing the bandages,
potion and remedy for draught, which has a checking for infection
various ailments and modifier equal to the and cleaning the wound,
injuries. Apothecaries level of the apothecary. making the patient com-
need ceramic containers Even if the recipient fortable and getting him
and phials by the hun- does save, he will still to take food and water),
dreds in which to store feel drowsy and less ef- he can add a hit point to
simple ingredients and fective (-1 on attribute the hit points that the
compounds for sale. The checks, attack rolls and patient will recover nat-
ingredients that he used armour class). urally from bed rest. For
would include plant, Poisons: An apothecary example, in the first 7
animal, chemical and can identify poisons on days a patient will re-
mineral materials. He a successful attribute cover 1 hit point per full
would break them up check and can make day of bed rest. An
and mix them with a both poisons and anti- apothecary will improve
mortar and pestle. The toxins. The poison’s this recovery rate to 2
medicines and their us- strength is equal to the points per day, as long
es are as follows: level of the apothecary, as he spends an hour a
Herbals The apothecary plus his Int modifier. day with the patient. At
knows how to make lo- This is the challenge 4th level, this increases
tions and herbal modifier to the recipi- to 2 hit points, at 8th
remedies for any num- ent’s constitution save level 3 hit points and at
ber of minor illnesses of to avoid the full effects 12th level the recovery
the day that people may of the poison. For an rate is increased by 4
contract. Any character antitoxin to be effective hit points. An apothe-
given one of the herbals the physician needs to cary will also add to the
receives a +2 bonus to make a successful Int recovery check of a

12
CHARACTER CLASSES

character who is suffer- Apothecary stats:


ing from infected Prime Attribute: Intelli- CLERIC
wounds (see the Game gence Clerics are men and
Rules section for more Hit Die: D6 women who have taken
details about this). He Starting money: 40-240 holy orders and joined
will add +1 at levels 1 to pennies the church, in one ca-
4, +2 at levels 5 to 8, Armour: Padded, leather pacity or another. The
and +3 at level 9 and jerkin cleric character class
above. Weapons: Club, dagger, represents all non-
Perform minor surgery staff, light crossbow fighting holy men and
(Int): This ability, gained Abilities: Literate, medi- women, including
at 8th level, enables the cines & potions, care & priests, monks, nuns,
apothecary to perform attention, perform mi- friars and even hermits.
minor surgery and re- nor surgery Fighting clerics like
pair small wounds. Knights Templar and so
Large gashes can be Apothecary level on are better represent-
sewn shut, broken ed as nobles or fighters.
bones can be set and progression table:
sprains treated. This Priests held a special
Level HD BtH EPP
sort of work takes some place within the Church
1 D6 +0 0
time to perform (includ- in the middle ages. Only
2 D6 +1 900
ing preparation, a priest could adminis-
3 D6 +1 2700
sterilising tools and ter the sacraments, was
4 D6 +1 5400
equipment, cleaning up 5 +1 +2 9000 subject to special
the wound and so on) 6 +1 +2 13500 Church law and was
and the ability can be 7 +1 +2 18900 generally exempt from
used only once per day. 8 +1 +3 25200 secular law, and gained
At 10th level, the apoth- 9 +1 +3 32400 his special status
ecary is sufficiently 10 +1 +3 40500 through a special cere-
skilled and speedy to 11 +1 +4 49500 mony. All this served to
perform 2 such proce- 12 +1 +4 59400 set priests apart from
dures each day. A society as a whole.
successful check results Within the priesthood
in 2d6 points of damage was a tremendous range
being restored to the of social standing. A vil-
patient after completion. lage priest might be only
If the check is not suc- a local village boy who
cessful, only 1d6 hit was sent off to a mon-
points are recovered. astery to learn his
duties, as poor as his
parishioners. On the
other hand, a bishop
was also a priest, and
he might be the son (of-
ten a second son) of a
nobleman, wealthy and
powerful. A priest might

13
MEDIEVAL MYSTERIES

even be illiterate, Nuns are similar to the fields, while nuns


though literacy was far monks other than the from wealthier families,
higher in the clergy than fact that they are fe- whose families had giv-
in the general popula- male. Nuns all lived en money or land to the
tion. All player character together, either in a convent, spent their
clerics are considered dormitory or in their time spinning, weaving,
literate. own little rooms (called or doing embroidery.
cells). Like monks, they Like monks, nuns never
Monks lived together in prayed many times a married or had children,
a monastery under the day and went to Mass and they did not own
rule of an abbot. Some every day. Nuns were any property of their
monks copied manu- not usually as well edu- own. The leader of the
scripts in the cated as monks either, nuns was called an ab-
monastery’s library, or though they did some- bess.
taught other young boys times learn to read and
to read and write, or to write. Mostly nuns A friar is a member of
do the laundry for the spent their days the one of the mendicant
monastery. Other same way other women orders. Friars follow a
monks worked in the did. Poorer nuns worked vow of poverty like a
fields like peasants, in the gardens and in monk, but their vow
planting grain for the meant that they could
monastery and har- possess no fixed reve-
vesting it, and taking nues and therefore
care of the monas- lived upon the volun-
tery’s pigs and sheep tary offerings of the
and cattle. Monks faithful; hence their
were not allowed to name of mendicants.
marry or have chil- The main denomina-
dren or own any tions of friar are The
property of their own. Dominicans (Black
Sometimes men joined Friars), the Francis-
monasteries later in cans (Grey Friars), the
life, either because Carmelites (White fri-
they felt drawn to a ars) and the Augus-
religious life, or be- Augustinians.
cause they were so
poor or sick that they Clerics as inves-
wanted someone to tigators
take care of them. The Player character cler-
main orders in Eng- ics will often have a lot
land were of time on their hands
Benedictines, Cister- and being learned and
cians, Cluniacs, educated will be keen
Augustinians, Pre- to become involved in
monstratians, and the murder investigations
Carthusians. to enliven their other-
wise dull lives. A cleric

14
CHARACTER CLASSES

character who is loyal to check. They can also turning away or attack-
his Bishop could be perform the sacraments ing somebody else. Of
chosen as a church including Mass, Mar- course, this only works
agent, to lead an inves- riage and Confession. if the cleric is not taking
tigation into mysterious After performing such any aggressive action
deaths, disappearances, sacraments, anyone himself.
thefts or cases of possi- who was present will Literate (Int): Clerics are
ble heresy. Other times receive a +1 morale or educated men and need
a cleric could be a use- luck bonus to any sav- to be able to read &
ful assistant to the main ing throw they are write. Any character of
investigator, especially required to make during this class is automati-
with his or her writing the next 24 hours. cally considered literate
skills, access to church Monk or Nun only: in any language he or
records and church gos- Scribing (Int): Monks she can speak. An at-
sip. Often a cleric can and Nuns can copy text tribute check would
gain the confidence of exactly. This means that normally be required to
people otherwise reluc- they can gain a bonus of read works of a very
tant to talk and gain +4 on any forgery check, complicated nature,
entry to places that oth- whether to spot a fake badly written work or
er characters cannot or to make one. old and faded writing.
enter. Friar only: Worldly: Fri- God’s Wrath (Cha): The
ars mix with more cleric can rant and rave
Skills colourful characters at his enemies, reading
All clerics can choose 4 than other clerics and or reciting suitable fire-
(+Int mod) skills from due to the way they live and-brimstone passages
the following list as and the people they as- from the bible. Any God-
class abilities; Diploma- sociate with, they can fearing enemy hearing
cy, gossip, heal, choose an additional this will be upset by this
interrogate, knowledge skill of either stealth, tirade and suffer a –4 to
(choose any from reli- pick lock or pick pocket all charisma checks. In
gion, local area, law, as a class ability. addition, affected foes
nature, wounds & Sanctuary (Cha): In the must save vs. fear at the
corpses), languages middle ages ordinary –4 penalty or suffer a -1
(choose any), listen, lit- ‘god-fearing’ people were to attack rolls to hit.
eracy, notice, perform, very wary of harming The ability lasts a num-
search, sense motive. priests and monks in ber of rounds equal to
case it brought down the cleric’s level. The
Abilities God’s Wrath upon them. number affected in-
Priest only: Ordination Whenever a cleric is creases as the cleric
(Int): As men of the about to be attacked, he gains levels. At 4th level,
cloth, priests are uni- can use this ability and up to 25 people are af-
versally respected (and with a successful at- fected. At 8th level, the
feared by the truly pi- tribute check, the number increases to 50,
ous) and therefore would-be attacker has a and at 12th level it in-
clergymen gain a +2 bo- change of heart and de- creases to 100.
nus to any diplomacy, cides not to attack the Faith: The cleric can
interrogate or gossip cleric after all, maybe trust to faith once per

15
MEDIEVAL MYSTERIES

day and re-roll any characters are respected


failed roll, to try to turn CROWNER by many (except the
a failure into a success. The crowner (or more sherrif) and therefore
He or she can use this properly coroner) is have certain priviledges,
ability twice per day at appointed by the king as autonomy and a great
6th level and above. his representative in a degree of authority in
county to meet several their county.
Cleric stats: specific purposes. One
Hit Die: D6 of these is as an Crowners as inves-
Starting money: 20-200 investigator of all tigators
pennies unexpected deaths, Crowners make
Armour: Padded, leather murders, rapes, cases of excellent primary
jerkin arson and finds of investigators and, if
Weapons: Club, dagger, treasure trove. His job there is a crowner in the
staff, light crossbow in these cases is to group it would be hard
Abilities: Ordination, record them, determine to see the character as
scribing or worldly, the cause, try to find the anything other than the
sanctuary, god’s wrath, guilty party (if there is primary investigator, or
faith one) attach any fines or at least one of them.
amercements to They have the abilities
Cleric level pro- individuals or villages and skill selections that
gression table: for not performing their make them more than
obligations under the able to look into
laws of the case and so murders and other
Level HD BtH EPP on. The coroners other mysteries and they are
1 D6 +0 0 duties are to keep an capable fighters and can
2 D6 +1 900 eye on the sherrifs, who therefore look after
3 D6 +1 2700 were notorious for themselves if
4 D6 +1 5400 syphoning off monies
5 +1 +2 9000 confrontation arises.
collected in taxes for the However, they often
6 +1 +2 13500 king and other
7 +1 +2 18900 can’t read & write and
dishonest activities. therefore still need a
8 +1 +3 25200
9 +1 +3 32400 literate clerk to record
The crowner is selected things for the justices
10 +1 +3 40500
for his incorruptability and there are other
11 +1 +4 49500
and his proven loyalty to areas where they might
12 +1 +4 59400
the king. The former need companions or
comes from the fact that associates to help out.
crowners were generally
only chosen from nobles Skills
or respected individuals
Crowners can choose 3
who had sufficient
(+Int mod) skills from
income as to put them
the following list as
above corruption. The
class abilities; Diploma-
crowner also reports
cy, gossip, intimidate,
directly to the king and
interrogate, knowledge
accordingly, crowner

16
CHARACTER CLASSES

(wounds & corpses, no- knowledge of the ap-


bility & royalty), proximate level of the
languages (any of person, distinguishing
choice), listen, literacy, habits and mannerisms,
notice, search, sense approximate wealth,
motive. whether he seems nerv-
ous or is acting
Abilities suspiciously and other
Crowner’s horse: details that the GM
Crowners are automati- might see fit to provide.
cally able to ride a horse With a –5 penalty, this
and will have at least ability can also be used,
one horse of their own to a more limited de-
of a suitable type for gree, on a dead body.
riding to war. In addi- Hue & Cry: A crowner
tion to their starting is able to raise the hue
money, crowners begin & cry. What this means
play with a fully outfit- is that the crowner can
ted riding horse (saddle, declare anyone as being
blankets, saddlebags, on a 1st level NPC and a murderer, thief, trai-
bit & bridle, harness, thereafter on NPCs of at tor or outlaw call upon
horseshoes & meal). The least 4 levels below that the local population to
mounts are hardier than of the crowner. form a posse to help to
most, having 2d8+6 hit Find Truth (Wisdom): seek the accused and
points. The crowner is very restrain him or her
Brow Beat (Cha): With skilled in distinguishing when caught. Once the
a successful intimidate truth from untruth. This cry goes out, within an
check, any 0-level NPC adds +2 to his sense hour, the crowner will
will be so cowed by the motive, interrogate and have a mob of 3d6 + the
crowner, that he will gossip skill checks, for crowner’s charisma bo-
take time out to assist the purposes of filtering nus (if any) 0-level
the crowner in his im- fact from fiction or to characters, bearing
mediate endeavour even determine whether staffs, pitchforks, cudg-
if it means dropping somebody is lying to els and similar
what he is currently do- him. ‘weapons’. In each of the
ing and at a productive Read suspect (Wis- next three hours 1d6
cost to himself, within dom): Using this ability, further 0-level charac-
reason (The GM will de- the crowner is able to ters will join the posse
cide what is reasonable). find information about a each hour. After 5 hours
This could be simply specific person, by de- from the start of the hue
something like ‘look af- tailed observation, and & cry, if the accused
ter my horse, peasant’ deductive reasoning. A hasn’t been found, the
or ‘give that to me’ or crowner must spend mob will begin to dissi-
‘come with me’ to some- 1d3x10 minutes observ- pate, losing 2d6 of their
thing a bit more ing his suspect before a number per hour until
involved. At 5th level, check is allowed. A suc- they have all returned to
the ability can be used cessful check results in their homes. The Hue &

17
MEDIEVAL MYSTERIES

Cry can only be raised local militia or even a


once in a day. FIGHTER bouncer or bodyguard
Hunch: At 6th level, the at the local tavern. If he
crowner is so skilled at wields a weapon for his
his investigations that keep and has no other
he gains an almost psy- means of support, then
chic insight into what he is likely to be a
happened. Once per fighter.
day, the player can ask
the GM for a clue or a Fighters tend to be
lead that will aid his strong enough to use a
investigation in some variety of weapons, and
way, if he is stuck. He trained to move around
can ask two such ques- without difficulty in
tions at 12th level. heavy shields and
armour. Many can ride
Crowner stats: to some degree, even if
Prime Attribute: Wis- they don’t necessarily
dom fight from horseback.
Hit Die: d8 When faced with a
Starting money: 60- problem, generally
360 pennies speaking the true mark
Armour: Any of a fighter is that he
Weapons: Any will draw his sword as
Abilities: Crowner’s soon as look at any
horse, find truth, read other options.
suspect, brow beat, hue
& cry, hunch Fighters come from a Fighters as inves-
range of different tigators
Crowner level pro- backgrounds and they Fighters, by their very
gression table: may specialize in nature as men of action
different styles or are not generally best
aspects of fighting, but suited to the role of the
Level HD BtH EPP they share one thing in primary investigator.
1 D8 +0 0 common; fighters are They do have their uses
2 D8 +1 1100 men (and a few women) as a support to the
3 D8 +2 3300 whose primary skills, teams’ primary
4 D8 +2 6600 abilities and training investigator though - as
5 +2 +3 11000 are in warfare and bodyguards, and
6 +2 +4 16500 combat. A character backup when going into
7 +2 +4 23100 who is a fighter may be a hostile situation, to
8 +2 +5 30800 a poor landless knight, make arrests or even to
9 +2 +6 39600 a Welsh archer, a intimidate witnesses
10 +2 +6 49500 mercenary-for-hire, the and suspected
11 +2 +7 60500 constable in the criminals.
12 +2 +8 72600 sherrif’s castle, the
sergeant-at-arms of the

18
CHARACTER CLASSES

Skills fighter must direct all Abilities: Weapon spe-


Fighters can choose 2 his attacks in a combat cialization, combat
(+Int mod) skills from round toward opponents dominance, extra attack
the following list as that meet these criteria.
class abilities; climb, The fighter can split Fighter level pro-
craft (choose any one), available attacks among gression table:
gossip, heal, intimidate, opponents as desired.
jump, language (choose This ability improves Level HD BtH EPP
any), notice, ride. as the fighter gains 1 D10 +1 0
levels. The fighter 2 D10 +2 1000
Abilities gains an additional 3 D10 +3 3000
Weapon specialisation: attack for every four 4 D10 +4 6000
At 1st level, a fighter levels gained after 4th 5 +3 +5 10000
can choose one weapon level. So an 8th level 6 +3 +6 15000
in which to specialise. fighter is allowed a 7 +3 +7 21000
Any weapon can be se- total of three attacks 8 +3 +8 28000
lected, including ranged against such oppo- 9 +3 +9 36000
weapons. The weapon nents. In addition the 10 +3 +10 45000
selected is often endem- fighter can use com- 11 +3 +11 55000
ic to the fighter’s culture bat dominance against 12 +3 +12 66000
or society, though opponents of higher
needn’t be. The GM and level as he gains levels.
player should consult to At every four levels, the
see which weapons are minimum level of oppo-
available for specializa- nent goes up a level, so
tion, bearing in mind at 8th level, he can use
culture, social status, multiple attacks on 2nd
location and availability. level opponents and at
Fighters can choose on- 12th level he can use it
ly one weapon in which against 3rd level oppo-
to specialize. Once cho- nents. This ability
sen, the weapon cannot cannot be combined
be changed. For fighters with extra attack.
between 1st and 6th Extra Attack: At 10th
level, this gives a +1 bo- level, the fighter gains
nus to hit and to the one additional attack
damage caused, when each combat round
attacking with that with any weapon.
weapon. At 7th level and
higher, the bonus is +2 Fighter stats:
to hit and to damage. Prime attribute:
Combat dominance: At Strength
4th level, the fighter Hit Die: D10
gains an extra attack Starting money: 30-
with any weapon when 240 pennies
fighting opponents of Armour: Any
1st level or lower. The Weapons: Any

19
MEDIEVAL MYSTERIES

woodcraft and outdoor creatures like squirrels


FORESTER living. and crows caught in the
royal forest) carried se-
The forester is an vere penalties.
officer, similar to a
gamekeeper, di- Foresters as inves-
rectly responsible tigators
for enforcing the Foresters are not a nat-
harsh forest laws ural choice as a primary
and taking offend- investigator, though
ers to the forest they are a good choice
courts. Foresters as an associate, espe-
were nominated by cially when
the Forest Warden, investigations take place
but received no outside the city.
salary. Sometimes
they even paid for
the privilege of the
Skills
job, because of the Foresters can choose 3
possibilities for (+Int mod) skills from
extortion. The For- the following list as
esters badge was a class abilities; Climb,
horn. craft, gossip, handle an-
imal, heal, intimidate,
Woodwards, on jump, knowledge (local
the other hand area, law, nature), lan-
were employed by guages (not Latin),
private landowners literacy, listen, notice,
to protect the vert search, stealth, swim,
and venison, but track.
outside the royal
Foresters are those men forests. Although Abilities
that make their living they were servants of Awareness (Wis): For-
out of doors, on the land the landowner, they still esters are particularly
and in the royal forests. had to adhere to the adept at noticing broken
Although the name same oaths and codes twigs or branches, un-
as the foresters. Their natural silence or
forester has very specific
badge was a billhook. alternatively unnatural-
official conertations in
Verderers had a similar ly noisy creatures and
the middle ages, for the
role, but organised the so on. When out of
purposes of the
foresters and reported doors and in their own
Medieval Mysteries RPG
it encompasses all directly to the king. environment, they can
verderers, foresters, Poachers run a severe add +2 to all notice,
woodwards and even risk of being caught, as search, track and listen
poachers, who are offences against the checks.
skilled in the ways of vert, or the king’s deer Traps: A forester is able
and other game (even to detect and build sim-

20
CHARACTER CLASSES

ple traps in the wilder- They can also fashion a


ness. When passing simple short bow and MERCHANT
within 25’ of a trap, a arrows, quarterstaff or Merchants are traders,
forester is entitled to a cudgel from the natural businessmen, money-
notice check to spot it. materials around them. lenders and possibly
When actively searching even craftsmen. Some
for traps, he receives a Forester stats: will have come to their
+2 bonus to the check. Prime Attribute: Con- business ventures from
He can set simple traps stitution other backgrounds and
in the wilderness, in- Hit Die: D8 professions, and others
cluding snares, pits, log- Starting money: 20- were born into it, per-
falls and similar devices. 120 pennies haps inheriting a family
On a successful attrib- Armour: Padded, leath- business. Some traders
ute check, he er jerkin, leather coat, sell their own goods
successfully builds and ring mail, studded from shops in towns
conceals the trap. leather. and cities; others might
Snares can capture and Weapons: Club, bow travel around buying
hold creatures up to long or short, dagger, goods from here and
medium height and pit broad sword, hand axe, there, selling for a profit
traps can deliver d4 long sword, short sword, in other places. Many of
points of damage falchion, staff, wood the richer merchants
(halved if the creature axe, spear, light cross- will have contacts in
makes a successful dex- bow ports, both in England
terity saving throw). Abilities: Awareness, and overseas and some
They can be made to do traps, conceal, ranged will even own their own
extra damage if lined weapon specialist. ships.
with wooden spikes.
Foresters can easily dis- Forester level pro- Merchants are burgess-
able traps they find (no es, meaning they are
check needed).
gression table:
freemen and some of the
Conceal (Dex): Forest- wealthier ones will hold
ers are especially good Level HD BtH EPP positions of importance
at concealing them- 1 D8 +0 0 in the town. Often they
selves out of doors, 2 D8 +1 1000 hold lands too and can
where there is plenty of 3 D8 +1 3000 be wealthier than the
natural cover. They re- 4 D8 +2 6000 nobility. For this rea-
ceive a bonus of +2 to 5 +2 +3 10000 son, merchants tend to
stealth checks, when 6 +2 +3 15000 be conscious of their
they are hiding in cover 7 +2 +4 21000 status and like to dress
and not moving, whilst 8 +2 +5 28000 as finely as their pock-
in the wilderness. 9 +2 +5 36000 ets and their stations
Ranged weapon spe- 10 +2 +6 45000 allow.
cialist: Foresters tend 11 +2 +7 55000
to be decent marksmen. 12 +2 +7 66000
They can add +1 to their
attack rolls to hit with
any bow or crossbow.

21
MEDIEVAL MYSTERIES

Merchants as in- more information and by 8th level they can


vestigators they are useful to identi- bargain the costs down
Merchants probably fy murder weapons and to ½ the listed price of
make very good primary other objects found at goods. Finally at 12th
investigators, but unless crime scenes. level, merchants can get
money is involved they standard goods for a
probably aren’t interest- Skills third of the list price.
ed. They are probably Merchants can choose 4 For other items like rare
best as support charac- (+Int mod) skills from items and religious arti-
ters - they are often the following list as facts and relics, the GM
literate and certainly class abilities; Appraise, will have to make his
good gossips; especially craft (choose any), di- own judgment as to
those that do a lot of plomacy, gossip, handle what would seem rea-
traveling. They might animal, knowledge (any sonable.
even have money of from law, local area, no- Money Wise (Wis): You
their own that they can bility & royalty, trade & cannot fool a canny
throw around to obtain traders, the world), lan- merchant. They can
guages (choose any), spot shaved coins, sepa-
listen, literacy, rate real silver and gold
notice, ride, sense coins from fake metals
motive. and can also tell how
many coins are in a
Abilities purse without needing
Bargain (Cha): to open it and some-
This is the skill of times even just by
negotiation for a looking at it. A notice
price – whether check is needed.
that is by barter Contacts (Cha): Mer-
(exchange of chants conduct their
goods) or simply trade with a large num-
haggling on a ber of people and are
price to lower (or therefore privy to gossip
increase if selling) from very many places.
it. With a suc- Whenever they fail a
cessful diplomacy gossip check, they can
check, at 1st level have another check add-
they can reduce ing +2 to the roll if they
the price of have the opportunity to
standard equip- go off and visit one of
ment and their other contacts
weapons from the ‘who might know a bit
list by 3/4 of the more’.
listed price. At 4th Identify item (Int):
level, they can Merchants can choose a
buy equipment specialist trade item,
for 2/3 of the with which they receive
listed price and a +2 modifier to their

22
CHARACTER CLASSES

appraise checks. Sug- mary investigators, even


gested choices could be NOBLE if they might require a
jewellery, gems, gold, Nobles still hold great few associates and help-
silver, tin, bronze, power by this time and ers. Other nobles are
weapons, armour, cloth- are still pretty much the occasionally asked by
ing, spices, books, cloth, embodiment of the feu- the king or the church
religious items and so dal system representing to investigate certain
on. a mix of military might, mysteries or to do a bit
wealth, land ownership of spying work. This
Merchant stats: and political ambition. would usually be in cas-
Prime Attribute: Cha- Although there is clearly es where the noble in
risma a shift in thinking, the question is deemed
Hit Die: D6 common man generally competent and loyal
Starting money: 40- still knows his place. enough to carry out
240 pennies such duties.
Armour: Padded, leath- Nobles are skilled in po-
er jerkin, leather coat, litical manoeuvrings, Skills
studded leather. plotting and conniving, Nobles can choose 2
Weapons: Club, dagger, diplomacy and back- (+Int mod) skills from
broadsword, short stabbing. At this time, the following list as
sword, long sword, staff, the nobility is also still class abilities; Diploma-
light crossbow looked upon for military cy, gossip, heal,
Abilities: Bargain, mon- leadership, for the only intimidate, interrogate,
ey wise, contacts, reason that they have knowledge (choose from
identify item the wealth to raise ar- religion, law, nobility &
mies and outfit them royalty, the world), lan-
Merchant level with armour and weap- guages (choose any),
progression table: ons. Lower ranking literacy, perform, sense
nobles, those without motive.
the wealth to do this,
Level HD BtH EPP
are still often better Abilities
1 D6 +0 0
equipped than the aver- Noble’s horse: Nobles
2 D6 +1 900
age soldier and often are automatically able to
3 D6 +1 2700
serve as officers. ride a horse and will
4 D6 +2 5400
5 +1 +2 9000 have at least one horse
Nobles as investigators of their own of a suita-
6 +1 +3 13500
Some nobles are em- ble type for riding to
7 +1 +3 18900
powered to investigate war. In addition to their
8 +1 +4 25200
crimes on their land, starting money, nobles
9 +1 +4 32400
where they are not begin play with a fully
10 +1 +5 40500
murders or arson that a outfitted riding horse
11 +1 +5 49500
crowner is required to (saddle, blankets, sad-
12 +1 +6 59400
investigate. Therefore, dlebags, bit & bridle,
whether they are good harness, horseshoes &
at it or not, characters meal). The mounts are
who are nobles can hardier than most, hav-
make for enjoyable pri- ing 2d8+6 hit points.

23
MEDIEVAL MYSTERIES

Landowner: The noble son (The GM will decide


character is automati- what is reasonable).
cally assumed to hold This could be simply
his own land. This land something like ‘look af-
will be a small estate ter my horse, peasant’
(initially) comprising his or ‘give that to me’ or
manor house and a ‘come with me’ to some-
small village, including thing a bit more
a mill, fields and a small involved. At 5th level,
area of woodland for the ability can be used
hunting and so forth. on a 1st level NPC and
The noble is responsible thereafter on NPCs of at
for the serfs and so on least 4 levels below that
who live in the village of the noble.
and work his fields. He Dispense justice: The
will have a few servants, noble is considered a
such as an ostler (for legal representative by
his horse), a cook, a the medieval system
couple of maids and that is only just begin-
maybe a woodward or ning to change. At 4th
two to run his wood- level, the character is
land. He is also likely to authorised to administer
have at least a handful justice, arbitrate dis-
(roll 2d3) of 0-level men- putes and perform legal
at-arms, under a 1st functions within his
level sergeant-at-arms. own manor. The noble’s
A steward will be re- decisions are legally
sponsible for the day-to- binding on all but mem-
day running of his bers of the clergy and
house. After taxes, pay- upon other nobles. De- Noble level pro-
ing his staff and cisions can however, be gression table:
upkeep, the land will overturned by nobles of
produce a small income at least 2 levels higher
of 20-1200 (2d6 x 100) than the character. Level HD BtH EPP
pennies per year. 1 D8 +0 0
Brow Beat (Cha): With Noble stats: 2 D8 +1 1100
a successful intimidate 3 D8 +1 3300
Prime Attribute: Cha-
check, any 0-level NPC 4 D8 +2 6600
risma
will be so cowed by the 5 +2 +3 11000
Hit Die: D8
noble, that he will take 6 +2 +3 16500
Starting money: 50-
time out to assist the 7 +2 +4 23100
300 pennies
noble in his immediate 8 +2 +5 30800
Armour: Any
endeavour even if it Weapons: Any 9 +2 +5 39600
means dropping what 10 +2 +6 49500
Abilities: Noble’s
he is currently doing 11 +2 +7 60500
horse, landowner,
and at a productive cost 12 +2 +7 72600
brow beat, dispense
to himself, within rea- justice

24
CHARACTER CLASSES

parts of the city that rogate, jump, knowledge


ROGUE most of the other types (choose from local area,
In any city or any town of character cannot gain underworld, wounds &
there are those types access to. Rogues oper- corpses), languages
who like to live their ating on the side of the (choose any except Latin
lives on the other side of law do have to be care- or Norman French), lis-
the law. They might find ful though, not to give ten, notice, perform,
that circumstances lead the game away other- pick lock, pick pocket,
them to a life of crime or wise they could end up search, sense motive,
they might choose such with half the under- stealth, track.
a life, but one way or world after them.
another they end up Abilities
stealing or conning peo- Skills Back attack: A rogue
ple out of their money Rogues can choose 5 (+ can use stealth to sneak
and possessions. Int mod) skills from the up on someone and
following list as class catch him or her una-
Some rogues are high- abilities; Appraise, ware. If a rogue is able
waymen; others are climb, disguise, forgery, to attack an unaware
thugs. Some prefer pick- gossip, intimidate, inter- opponent from the rear,
ing pockets in busy he gains a bonus to
markets and taverns hit and damage with
and others break into small melee weapons,
houses. There are such as knives, clubs
others who travel and saps. He must
from village to town make a successful
peddling shoddy or move silently check
stolen goods. For the to sneak up, or oth-
most part though, erwise be
they are thieves, li- successfully con-
ars, cheats and cealed behind his foe.
swindlers of one sort He then gets a +4
or another. Because bonus to hit. A suc-
of their skills, some cessful hit means he
rogues find them- causes double dam-
selves sought after as age. At 5th level
spies, information damage is trebled
gatherers and even from a back attack
as assassins. and at 9th level the
damage is quadru-
Rogues as investiga- pled.
tors Traps (Int): A rogue
Probably best as may use this ability
supporting charac- to find, disable or set
ters, rogues have a traps. Each use re-
number of extremely quires a separate
useful skills and check and each
have access to the check may be made

25
MEDIEVAL MYSTERIES

only once in a given cir- opportunity to fire. A


cumstance. To find a rogue making a sneak SCHOLAR
trap, the rogue must attack gains a +2 bonus Scholars are skilled and
spend time searching an to hit and a +4 bonus to knowledgeable scribes,
area to deduce possible damage. Ranged weap- clerks, archivists or
trap locations. It takes a ons can be used as long teachers. They study the
round to find a trap in a as the target is within nature of the world, the
specific area, such as on 30’. A rogue cannot mysteries of theology
a lock or door handle. shoot with deadly accu- and the nuances of the
To disable a trap, the racy beyond that range. law. They are most at
rogue must first have home among books, or
found the trap. A suc- Rogue stats: disputing with one an-
cessful check means Prime Attribute: Dex- other over obscure
that he has disabled it. terity points of philosophical
Failure means that he Hit Die: D6 interpretation, but their
set it off and could suf- Starting money: 30- knowledge sometimes
fer the effects. To set a 120 pennies has a wider application,
trap he or she needs to Armour: Padded, leath- and they can find them-
make a successful er jerkin, leather coat, selves involved in one
check. If the check fails, studded leather. side or another of a po-
the trap will not trigger Weapons: Dagger, club, litical debate or testing
at the intended moment. short sword, hand the finer points of law in
Resetting a previously axe, broad sword, staff, an awkward criminal
disabled trap gives the sling, short bow, light case.
rogue a +5 to his or her crossbow
check. Abilities: Back attack, While all characters
Sneak attack: At 4th traps, sneak attack can, in theory, study,
level, a rogue has none match the scholar
learned to adapt back Rogue level pro- for depth and breadth of
attack skills to more knowledge. The scholar
general situations.
gression table:
is always learning, and
When an opponent or forgets little of what he
victim is aware of the Level HD BtH EPP
knows. Most scholars
rogue, but unsuspect- 1 D6 +0 0
obtained their educa-
ing of attack, a rogue 2 D6 +1 900
tion in the church
can use the sneak at- 3 D6 +1 2700
which, in the middle
tack ability. For 4 D6 +2 5400
ages was virtually the
example a rogue could 5 +1 +2 9000
only place where there
be having a conversa- 6 +1 +3 13500
are any books to learn
tion with a victim while 7 +1 +3 18900
from. Therefore they
hiding a dagger up his 8 +1 +4 25200
still often have some
sleeve, intending to 9 +1 +4 32400
ties to the church, even
knife him at some 10 +1 +5 40500
if they parted ways on
point. Or he could be 11 +1 +5 49500
differences of opinion
waiting in a tree with a 12 +1 +6 59400
on theological or eco-
loaded crossbow, wait- nomic matters.
ing for the perfect

26
CHARACTER CLASSES

Scholars as investiga- (+Int mod) skills from to roll again, for specific
tors the following list as information that he
Scholars can be skilled class abilities, of which missed originally.
primary investigators, at least 3 must be Scribing (Int): Like
with their range of knowledges and/or lan- monks and nuns, schol-
knowledge and ability to guages; Appraise, ars can copy text
read and write. They are diplomacy, forgery, gos- exactly. This means that
also very useful second- sip, heal, interrogate, they can gain a bonus of
ary investigators who knowledge (choose any), +4 on any forgery check,
can ably support a less languages (choose any), whether to spot a fake
studious investigator, as listen, notice, perform, or to make one.
a crowner’s clerk, for search. Trained memory (Int):
example. Some scholars If a scholar takes the
are selected as agents of Abilities time to memorize some-
the church or the crown Literate (Int): Scholars thing, he or she can
in their own right, pro- are educated men and recite it perfectly at any
vided they are loyal. need to be able to read later date with a suc-
& write. Any character cessful check. The time
Skills of this class is automat- taken depends on the
Scholars can choose 6 ically considered literate thing to be memorized,
in any language he or but as a rule of thumb it
she can speak. An at- takes three times as
tribute check would long to memorize a piece
normally be required to of text as it takes to
read works of a very simply look over it.
complicated nature, Clear Explanation
badly written work or (Int): From 4th level a
old and faded writing. scholar can explain
Research (Int): Even if what he knows with
a scholar knows noth- such clarity and enthu-
ing about a subject, as siasm that even the
long as he has access to ignorant can follow it
a library and 1d4 hours and make use of the
to study, he can dredge ability. In game terms,
up some useful infor- the scholar may explain
mation and receives a any of his skills (not just
check. Where he does his Knowledge skills) to
have the knowledge al- someone with whom he
ready (but failed his shares a language, and
initial check), he only that person may use the
needs half an hour to skill as if he had it at
research the topic, after half the level as the
which time he can re- scholar. He may use the
ceive between +2 and +6 skill at any point up to
to his check, depending one round per level of
on the size and quality the scholar, plus his
of the library, and gets own Int modifier after

27
MEDIEVAL MYSTERIES

the scholar has finished experience points


explaining how to use
Multi-classing to advance in both
the skill. For example if Overview classes at the
the scholar is 4th level Sometimes a player has same time. For ex-
and the character has an idea for a character ample, a 1st level
an Int bonus of +1, he for which two classes cleric/noble would
can use the skill any seem more appropriate require 2000 expe-
time up to 5 rounds af- than just the one. A no- rience points to
ter he received ble who joins the clergy advance to a 2nd
instruction and does so or a fighting man who level cleric/noble.
as if he were 2nd level. falls on hard times and • The character
Unless he later trains in becomes a rogue are must take the
the skill, he soon forgets just a couple of the pos- prime from both of
how to use it. sibilities. In this his classes. For
instance, the option is example a cler-
Scholar stats: for a GM to allow his ic/noble must
Prime Attribute: Intel- player to have a multi- have both wisdom
ligence class character and charisma as
Hit Die: D6 prime attributes.
Starting money: 30- Characters may
120 pennies still choose their
Armour: Padded, leath- secondary attrib-
er jerkin. utes as they wish.
Weapons: Club, dagger, • The character
staff, light crossbow uses the best bo-
Abilities: Literate, re- nus to hit and
search, scribing, trained bonus to defence
memory, clear explana- charts available to
tion him. A 1st level
cleric/noble would
Scholar level pro- use the noble’s
Multi-class
bonus to hit (there
gression table: A multi-class character
is no difference at
is one that starts off at
earlier levels, but
Level HD BtH EPP 1st level with two clas-
the noble’s BtH is
ses. When a player
1 D6 +0 0 better at higher
wishes to have a true
2 D6 +1 900 levels).
3 D6 +1 2700 multi-class character,
the following rules ap- • The character av-
4 D6 +1 5400 erages his hit
5 +1 +2 9000 ply
points by rolling
6 +1 +2 13500 for both classes,
7 +1 +2 18900 • No more than
adding the results
8 +1 +2 25200 two classes may
together and divid-
9 +1 +3 32400 be taken.
ing the total by
10 +1 +3 40500 • To advance a lev-
two (rounding
11 +1 +3 49500 el the character
fractions up). Any
12 +1 +4 59400 must earn enough
constitution modi-

28
CHARACTER CLASSES

fier the character • The character


may have is ap- gains all other
plied to the final benefits and pen-
total, with a min- alties of both
imum of 1. For classes such as a
example a cler- cleric’s ordination
ic/noble rolls 1d6 and the noble’s
and gets a result horse and land.
of 4 for his cleric
class. The player Dual-class
also rolls 1d8 for A dual-class character
his noble class from life altering
is one that starts off life events.
and gets a 5. The in one character class
total is 9. Divide • The character us-
and then, later on es the best bonus
this by 2 (rounded switches his class to
up) to get 5. If the to hit chart avail-
another one. able to him. A 2nd
character has a
constitution of 12 level fighter who
• No more than two begins to advance
(+1 modifier) the classes may be
final total would as a apothecary
taken. would continue to
become 6 addi- • The character
tional hit points. use the fighter’s
must advance to +2 bonus to hit
At first level, the at least 2nd level
split class charac- until he became a
in his first class 8th level apothe-
ter automatically before switching to
gets maximum hit cary, at which
his second class. point he would
points, so he gets
• The character’s begin to use the
(6+8)/2 =7 hit second class must
points (plus any apothecary’s +3
be one for which bonus to hit.
con modifier) as a he already has a
1st level cler- • The character may
prime attribute. use any weapons
ic/noble.
• If all of the above available to both
• he character may criteria are met
use any weapons of his classes.
then the character • The character re-
available to both may abandon his
of his classes. tains all the
first class and benefits of his
• The character gets begin to gain expe-
a number of skills original class that
rience points in he had at the
to choose as class his second class.
abilities equal to point where he
He may not, how- switched classes.
the lower number ever, return to his
of the two classes. So a 2nd level
original class at a fighter who
However, he or later date since
she can choose switched to being
such class chang- an apothecary
skills available to es usually stem
either class. would retain
weapon specializa-

29
MEDIEVAL MYSTERIES

tion but would not ter as simply a forester, he like to drink, or is he


gain combat dom- doesn’t really paint a a devout churchgoer? Is
inance or extra at- picture of him. Saying he interested in money,
attack. From then that he is a stocky, fame or something else
on he gains apoth- longhaired woodsman entirely? Once you start
ecary abilities as with several days’ stub- to add a few of these
he rises in level as ble on his weather- details, then you begin
an apothecary. beaten face gives a bet- to get a feel for whom he
The character ter picture. Adding to and what he is about.
adds his hit dice this description his Don’t bust a gut over it
from both classes usual style of clothing though. You don’t need
together but may embellishes the picture pages and pages of
still never have further. “He wears a background details, just
more than four to- battered hat, pulled one or two things that
tal hit dice. A 2nd down over his eyes and help to give the GM and
level fighter/2nd a threadbare tunic other players an idea of
level apothecary, that’s seen better days, what your character is
for example, would though that it partly like. Once you start
have 2d10 hit dice hidden by a patched playing, you can add
from his fighter and torn cloak billowing further details actually
class as well as slightly in the breeze”. in character and during
the 2d6 from his Now you can almost see the game itself.
apothecary class. him walking into town
Once the charac- after a few days out on Often it is worth devel-
ter reaches a total the trail. oping one thing that
of five levels (2nd your character wants to
level fighter/3rd The look of the charac- do, especially if you talk
level apothecary) ter creates the initial this through with the
he would begin to impression. However, other players (or the
gain hit points ac- that isn’t all there is to GM, if it is supposed to
cording to his completing the picture. be a secret). This could
current class upon You need to think about be something as simple
attaining the next what he is actually like as a character wants to
level of experience – is he as mean and get even with someone
i.e. +1 hit point tough as he looks? Does who has wronged him in
per level. he have any strange the past, or it could be
habits or foibles? Does that someone for some
reason is hunting
Completing your him? It might be that
character the character is aim-
Persona ing to carve out a
The appearance and reputation for himself,
demeanour of your seeking wealth or
character is entirely up power by lawful or un-
to you and how you pic- lawful means or any
ture him or her. one of a number of
Describing your charac- other goals. These

30
CHARACTER CLASSES

aims will give your details of your charac-


GM some ideas for ter, it is time to equip
scenarios and ad- him or her. Some choic-
ventures in which es of weapon are largely
you have a vested dictated by the charac-
interest and will ter class that you have
therefore make the chosen. However, your
game even more choices need to reflect
exciting. the character. You
might think that a spe-
Name cific weapon does more
A character’s damage than another
name is a highly one, therefore it is better
evocative way to and therefore you want
help conjure up it. However, sometimes
the right image of just deciding that, for
your character. whatever reason, your
Obviously, you character prefers one
need to choose a type over another adds
name that suits to the character and is a
the historical time character-driven deci-
frame and that is sion, rather than one
suitable for the dictated by what is best
style of game that in the rules. He might,
you are playing. If perhaps be biased to-
you are playing a wards one type of
light-hearted sword, because that is
game, or playing the one he was given by
in a ‘Hollywood’ his father before he died
not-quite historical or he might prefer it just
style, then you can because he read some-
probably get away where that it is the
with taking a few fanciest or best made or
more liberties. If in for some other reason.
doubt, ask the Think about some of the
other players or reasons that you buy
the GM. There is a one make of car over
list of example another, even if one
character names costs more or is faster
later on in this or has better mileage
publication. and so on. These are all
decisions that your
Equipping character would make
when buying his own
your character gear.
Once you have fin-
ished all of the

31
When your character
uses a skill, you make
an attribute check to
Skill list
Appraise (Int)
see how well he or she
Climb (Str or Dex)
SKILLS does. The higher the
result of the attribute
Craft (Int) (Ar-
mourer, blacksmith,
check, the better.

E
very character class bowyer, carpenter,
Based on the circum-
gets an initial goldsmith, leather-
stances, your result
choice of between 2 worker, potter, tailor)
must match or beat a
and 6 skills from a class Diplomacy (Cha)
particular number (a
list, at 1st level. The Disguise (Cha)
challenge rating or the
skills selected are then Forgery (Int)
result of an opposed
considered class abili- Gossip (Cha)
attribute check) for the
ties and when used, the Handle Animal (Cha)
check to be successful.
character’s level is add- Heal (Wis)
The harder the task,
ed to the d20 roll to Intimidate (Cha or
determine success. Str)
Each character also Interrogate (Cha)
gains an additional skill Jump (Str or Dex)
at levels 3, 6, 9 and 12. Knowledge (Int) (Reli-
These can come from gion, local area, law,
their class skills or, if nature, nobility &
they are receiving train- royalty, trade & trad-
ing or tuition, can be ers, the underworld,
from the main skill list. wounds & corpses)
The player needs to Languages (Int) (Cor-
state that he is receiving nish, German, Irish,
the higher the number Latin, Middle Eng-
training in the new skill
you need to roll. lish, Norman French,
when he reaches the
level prior to the level Welsh)
Circumstances can af- Listen (Wis)
that he can receive the
fect your check; a Literacy (Int)
extra skill. So, upon at-
taining 2nd level, a character that is free to Notice (Wis)
fighter character might work without distrac- Perform (Cha)
want to take training in tions can make a Pick Lock (Dex)
literacy. He is assumed careful attempt and Pick Pocket (Dex)
avoid simple mistakes. Ride (Dex)
to be practising and
A character who has Search (Wis)
learning (from an NPC
lots of time can try over Sense Motive (Wis)
scholar or cleric or other
and over again, thereby Stealth (Dex)
character) for the whole
assuring the best out- Swim (Str)
of the time it takes to
come. If others help, Track (Wis)
get the 3rd level.
the character may suc-

32
CHAPTER FOUR TITLE

ceed where otherwise he the item being assessed, crafts each purchased
or she would fail. you can add +2 to his as a separate skill. A
attribute check. It nor- craft skill is specifically
A skill check takes into mally takes at least a focused on creating,
account a character’s minute to appraise the making or repairing
training (level), natural approximate worth of an something. Having a
talent (ability modifier), item and rather longer craft usually denotes
and luck (the die roll). It for other details. that the character is or
may also take into ac- has been a craftsman at
count what armor he or Climb (Dex or Str) some point in his or her
she is wearing and any Climbing requires either life. You can practice
encumbrance. The dexterity or strength your trade and make a
chapter headed ‘Game (character’s choice). It is decent living, earning
rules’ explains how the skill of getting up a about 4-40 (4d10) silver
skills are used in greater pennies per week of
detail. dedicated work,
plus 1 penny per
level attained. You
Skill descriptions know how to use
Appraise (Int) the tools of your
This is the skill of trade, how to per-
determining the form the craft’s
value and crafts- daily tasks, how to
manship of supervise un-
common or well- trained helpers,
known objects. Ap- and how to handle
praising a rare or common problems.
exotic item requires (Untrained laborers
a successful check and assistants earn
with at least a -5 about two pennies
modifier. If the per day). The basic
check is successful, function of the
you estimate the Craft skill, howev-
wall, tree or steep
value correctly. You can er, is to allow you to
slope/cliff face without
even determine the make an item of the ap-
falling. You can climb
maker, if local or well propriate type. The CR
10’ per round with a
known, with a -10 pen- depends on the com-
successful check. A
alty. You might also plexity of the item to be
failed check means you
want to ascertain other created.
slipped and fell at some
details about an item,
point, possibly suffering
such as its age, materi- Diplomacy (Cha)
some damage.
als used to make it and
This skill covers the art
so on. All of these may
Craft (Int) of talking, persuasion,
involve a higher chal-
Craft is actually a num- mediation, listening,
lenge rating at the GM’s
ber of separate skills. reasoning, debate and
discretion. If you have a
You could have several even general etiquette.
craft that is relevant to
Make a check whenever

33
MEDIEVAL MYSTERIES

you want to talk some- avoid being detected. A middle ages; it is one of
body out of or into an disguise can include an the main ways of pass-
alternate course of ac- apparent change of ing on and receiving
tion from one already height and weight of no news and forms a major
proposed, persuade more than one-tenth of part of the evening’s en-
somebody to do (or not the original build and tertainment for most
to do) something or to size of the character. people. Gossip happens
get across a point in a The following penalties everywhere, in the tav-
debate. It can be used to are applied to a disguise ern over a pint of ale, at
make an appeal in check, where appropri- the marketplace, at the
court, to swing the case ate: sex difference –2, banquet in a lord’s
in a different way. If age difference (per ten manor, out in the fields
backed up with a bit of years) –2. The GM and in the cloisters of
hard cash, diplomacy makes the check secret- the abbey. Sometimes
can also be used to ly, so the character is the information turns
bribe someone, if they uncertain of his or her out to be true and other
are of the type that success. times it is idle tittle-
would succumb to such tattle. But gossip makes
tactics. Forgery (Int) for a useful source of
This is the skill of the information about every-
Disguise (Cha) character to write (or thing and everybody.
You are an expert at copy) documents and
impersonating other in- manuscripts with the You can make a gossip
dividuals or intention of passing check when you want to
characteristics of gen- them off as the real know something about a
eral types of people. thing. The character person, place or thing
This effort usually re- may need to get hold of that is of the type that
quires a few props, a some old parchment to would be passed around
little make-up and duplicate something in idle chatter. This rep-
1d3x10 minutes of that is old, or use meth- resents information you
preparation for a gen- ods of staining and so just happen to ‘know’. If
eral impersonation, if on, to ’age’ the forgery. you fail the check or the
the character is to pass He may also need to get GM deems that your
inspection from reason- hold of coloured inks, character wouldn’t al-
ably close. From a for example, to duplicate ready know the
distance, a character illustrated manuscripts information, you can go
can simply alter his or of the type that monks to a tavern or wherever
her gait, general stance write. The skill also en- the information might
and pull up a hood to compasses the ability to be found and see if you
appear pretty much spot a forgery (using the can find out, by gossip-
someone else, to all in- notice skill, with a bo- ing. Sometimes this
tents and purposes. nus of +2). might require the ex-
Where specific individu- penditure of a quarter or
als are being half penny on ale in the
Gossip (Cha) alehouse, to loosen a
impersonated, at least 1 Just about everyone
month’s preparation few tongues.
likes to gossip in the
time must occur to

34
CHAPTER FOUR TITLE

A character can add a whenever dealing with assess the injuries on a


further +2 to the gossip that type of animal. An- dead body.
check if the information imal handling also al-
is about something that allows the character to Intimidate (Str or
might specifically per- spot the good from the Cha)
tain to his or her class. bad (receiving a +2 on By strength of person-
So, if the gossip were notice checks when ality or by sheer
about a clergyman, then buying them). Charac- impressive size and
a cleric character would ters with the handle physique (the player’s
get a +2 bonus. If it animal skill can also choice which), a charac-
were about something gain +2 to their ride ter with this skill can
that occurred in the checks, which would intimidate another.
‘seedy’ area of town, make +4 if they also There are several uses of
then a rogue would gain specialize with horses. this skill. One might
a +2 to his check. simply be to make an-
Heal (Wis) other character back
Handle Animal This is the skill of down, if for example he
(Cha) providing immediate is getting aggressive.
A character with this Another use might be to
skill has an affinity for scare someone into giv-
dealing with animals. ing information that
He knows animals pret- other, more diplomatic
ty well and can calm methods have failed to
them if they are afraid acquire. Another might
or angry, he can train be to force somebody to
certain animals to do a do something that he or
few simple things, and she wasn’t intending to
he knows how to look do. Depending on the
after them, feed them circumstances, this
and give them the best first aid to an injured ability could be used
care. If he also has the person. By cleaning and against more than one
Heal skill, he also has a bandaging a wound, opponent, especially
few veterinary skills. with a successful check, those of significantly
The character might an injured character will lower level or 0-level
simply be a farmer with recover 1 hit point, will folk.
skills of animal hus- stabilize if below 0 hit
bandry, or could have a points and the wound
Interrogate (Cha)
job as an ostler, falcon- will not become infected,
This is a way of ques-
er, master of the hounds as long as the cleaning
tioning people for
and so on. and dressing was ap-
specific pieces of infor-
plied within an hour of
mation. It differs from
A character may choose the character becoming
gossip, because gossip
a type of animal in injured. A character
tends to be stuff that is
which to specialize with the heal skill can
quite well known and
(dogs, birds of prey, add +2 to any
has been ‘doing the
horses, cattle) and re- knowledge (wounds &
rounds’. Interrogation
ceives a bonus of +2 corpses) checks made to

35
MEDIEVAL MYSTERIES

Languages (Int) languages that he


Slightly different from knows.
the other skills in that
you can choose it mul- Notice (Wis)
tiple times and each This is a general aware-
time adds another lan- ness of one’s
guage to your surroundings, things
repertoire. The com- that appear odd or out
mon language in of place and so on. It is
England in the time a skill that you don’t
was Middle English. If ‘use’ as such; it is con-
tends to be a way of get- they are of Norman her- stantly ‘on’. Whenever
ting secrets from itage, they speak there is a chance that
individuals who’d rather Norman French. you might have noticed
not share those secrets. something unusual, you
Sometimes interrogation can make a check to see
is subtle and the victim
Listen (Wis)
The character has an whether you notice it or
isn’t aware that he is not. If specifically look-
acute sense of hearing
giving away the infor- ing for something, you
and may have even
mation and other times would use search in-
trained him or herself to
it is clear what is hap- stead.
specifically take notice
pening, but the victim is
of certain sounds and
unable to stop himself.
noises. For example, a Perform (Cha)
musician can tell differ- This is the skill you
Jump (Str or Dex) ent notes and pitches. need to entertain,
A character with this Its main use though is whether that is by play-
skill is particularly in detecting sounds like ing an instrument,
adept at leaping over the footfall of an intrud- singing, reciting poetry
and across obstacles. er about to commit foul or even dancing. You
The player can choose murder, or listening at a choose what your style
whether to use strength door to conversation be- of performance is. Using
or dexterity as the base tween two suspects. the perform skill suc-
attribute for his or her cessfully might earn you
jump checks. food and lodging for a
Literacy (Int)
In the middle ages, gen- night, might earn a few
Knowledge (Int) pennies in the market-
erally only the clergy
Each time you choose a place or might even hold
could read and write
knowledge, you can a crowd’s attention as a
and not all of those
choose another subject distraction, if needed for
could do. For game pur-
which you have studied, some reason.
poses all apothecary,
learned or just picked
cleric and scholar char-
up and which you know
quite a lot about. This is
acters have the literacy Pick Lock (Dex)
skill for free at the start. You can use this skill to
more in depth than the
Anyone who is literate is open any sort of me-
sort of stuff you might
assumed to be able to chanical lock that would
pick up when gossiping
read and write all the normally require a key
in the taverns.

36
CHAPTER FOUR TITLE

to open. This ability drawers. It is particular- might be higher penal-


usually requires a pin or ly useful for ties, as there would be if
some other narrow tool. investigators when you are carrying some-
Only one attempt is al- searching for clues at a one or something heavy.
lowed – if the check crime scene or on a
fails, the lock has de- dead body. This skill Track (Wis)
feated the character. does not generally ena- You can follow the trails
ble you to find complex and tracks of people and
Pick Pocket (Dex) traps unless you are a animals across all sorts
This is the skill needed rogue. of terrain following the
to remove the contents signs of their passage
of a pocket or a pouch Sense Motive (Wis) (not simply boot marks,
(or the whole pouch, or You can use this skill to but broken twigs, hairs
take something from a tell when someone has caught on brambles and
person, like a ring) an agenda they are hid- so on).
without being noticed. ing from you. It is a
The level of the targeted combination of their
victim affects the chance body language, manner-
Languages and lit-
of success. The skill also isms and speech eracy
allows you to perform patterns that provide All characters are pre-
deft ‘sleight of hand’ tell-tale clues. sumed to speak Middle
tricks, like hiding a English or Norman
coin, performing the pea Stealth (Dex) French, depending on
under the beaker trick You use this skill to be whether they are of
and so on. quiet and unnoticed Norman or Saxon stock
when you don’t want to (players choice, nobles
Ride (Dex) be seen or heard. It is will be Norman). A char-
Just about anyone can the art of sneaking up acter with an
stay on a horse, if it is on someone, of hiding in intelligence bonus can
just trotting along. How- the shadows and of us- also speak another lan-
ever, this is the skill to ing available cover to go guage for every point of
ride a horse properly. It unseen. You receive bonus, so with a +3 in-
enables you to perform positive modifiers in the telligence modifier he
jumps, break-neck darkness or when there can speak an additional
chases and other skills are things to use as cov- three languages. Others
on horseback. This skill er, but it is almost must be chosen as
is needed to be able to impossible on a clear skills.
fight from horseback. day, in the open.
Clergymen, scholars
Search (Wis) Swim (Str) and physicians can au-
You can examine a spe- Using this skill, you are tomatically read and
cific area for clues, able to cross rivers, re- write and are therefore
evidence or other things main above water or literate. Other charac-
like catches on a hidden swim around under wa- ters are literate only if
door or secret compart- ter as needed. In a they choose the Literacy
ments in chests and strong current, there skill as a class ability.

37
is assumed that they All prices mentioned are
begin with a set of very approximate as
clothing appropriate to they changed much over
their class. the period, as did the
EQUIPMENT forms of money used. It
is important to note that
Class starting
many people still relied
money table

F
irst of all, you need on barter.
to determine how
much money the Class Pennies Fancier versions of the
characters start with. In Apothecary 4d6x10 same items will cost a
the early part of the Cleric 2d10x10 lot more. Of the
period covered by The Crowner 6d6x10 weapons, swords in
Medieval Mysteries RPG, Fighter 3d8x10 particular can be a lot
there were only silver Forester 2d6x10 more expensive in much
pennies used as Merchant 4d6x10 better quality versions -
coinage. The shilling, Noble 5d6x10 up to five times the
mark and pound were Rogue 3d4x10 price. Clothing can be
used only as accounting Scholar 3d4x10 up to three or four times
measures. Later on as much as is listed too,
pounds and shillings for higher quality
were used as actual garments. Hence the
currency, as were half reason most peasants
pennies and farthings . had only one set of
However, for game clothing, which they
purposes, we will stick patched, darned
with pennies. These repaired and even
were often split into two handed down to make
or four for small them last longer. Where
transactions. Sometimes there is no weight for an
they were also shaved or item, it simply means
‘clipped’ by
The equipment ta-
the weight is negligible.
unscrupulous rogues. bles
It’s not possible to list
Part plate & full plate is
An average labourer everything you could
available only later in
could expect to receive 2 need in a game, so the
the period covered by
pennies a day for his price lists are simply to
the Medieval Mysteries
hard work. Therefore, give some examples, so
RPG. Characters would
every character begins that you can work out
not wear heavy armour
the game with a few prices yourself of other
most of the time
pennies with which to items and services you
anyway.
buy some stuff that might want to include in
their character has at your games of the
the start of the game. It Medieval Mysteries RPG.

38
EQUIPMENT

Weapons; Melee

Cost Wei ght


Weapon (pennies) Damage Range* (l bs) Enc
Axe, woodsman’s 12 1d8 - 7 3
Axe, hand 8 1d6 10’ 4 2
Axe, Two-handed 20 1d12 - 16 3
Club 1/2 1d6 10’ 3 2
Dagger 4 1d4 10’ 1 1
Fist - 1d2 - - -
Flail, Light 12 1d8 - 5 3
Flail, Heavy 18 1d10 - 16 4
Halberd 20 1d10 - 15 5
Hammer, Light 4 1d4 20’ 2 2
Hammer, War 12 1d8 8 4
Mace, Light 10 1d6 - 6 3
Mace, Heavy 24 1d8 - 10 4
Morningstar 16 2d4 - 8 3
Sap 1 1d3 - 1 1
Spear 6 1d6 20’ 4 2
Spear, long 10 1d8 - 9 4
Staff 1 1d6 - 4 4
Sword, bastard 50 1d10 - 10 4
Sword, broad 24 2d4 - 6 3
Sword, falchion 40 2d4 - 7 3
Sword, scimitar 30 1d8 - 4 3
Sword, short 20 1d6 - 3 3
Sword, long 30 1d8 - 4 3
Sword, Two handed 65 2d6 - 15 5

Weapons; Ranged

Weapon Cost Damage Range* Wei ght (l bs) Shots Enc


Arbalest 100 4d4 150’ 12 1/3 5
Arrows (20) 4 as bow as bow 3 - 4
Arrows (12) 3 as bow as bow 2 - 3
Bolts (12) 2 as x-bow as x-bow 1 - 2
Bow, Long 150 1d12 100’ 3 1 4
Bow, Short 60 1d8 60’ 2 1 3
Crossbow, Light 50 1d10 80’ 6 1/2 3
Crossbow, Heavy 75 2d6 120’ 9 1/3 4
Sling 1/2 1d6 50’ - 1 1

39
MEDIEVAL MYSTERIES

Armour

Cost Wei ght


Ar mour type (pennies) Ar mour Class (l bs.) Enc
Padded gambeson 20 +1 10 2
Leather jerkin 28 +1 8 1
Leather coat 35 +2 12 2
Leather armour 40 +3 15 2
Studded leather 100 +3 20 2
Scale mail 300 +4 35 4
Mail byrnie (shirt) 600 +4 25 3
Mail hauberk (coat) 1000 +5 40 4
Splint mail 800 +6 45 4
Part plate* 2400 +7 50 4
Full plate* 4000 +8 60 4

Clothes & accessories

Cost Wei ght


Item (pennies) (l bs) Enc
Belt 1 1/2 -
Blanket, heavy 1 3 2
Boots 4 4 -
Cap 1/2 - -
Cassock 4 2 1
Chemise, linen 1 1 -
Cloak 1 3 -
Dress 5 3 -
Gloves 8 - -
Habit 2 3 1
Hat 1 - -
Hose 1 1 -
Leggings 2 2 -
Mantle 5 4 1
Robe 3 4 2
Sack 1/2 1 -
Satchel, leather (for books) 3 2 2
Shirt 1 1 -
Shoes 3 1 -
Surcoat, knights 10 2 -
Skirt 2 2 -
Tunic 2 2 -
Vestments, clerical 10 8 3

40
EQUIPMENT

Horses, tack & livestock

Cost Cost
Item (pennies) Item (pennies)
Bit/bridle 2 Mule 50
Cow 35 Ox 35
Cart, farmers 30 Pig 25
Donkey 16 Pony 60
Feed/day 1/4 Saddle 40
Harness 3 Saddle blanket 1
Horse, Destrier 800 Saddle bags 8
Horse, Nag 60 Sled 40
Horse, Riding 300 Wagon 70
Horse, Palfrey 150

Goods & services

Cost Wei ght


Item (pennies) (l bs) Enc
Candles (8) 1 1 1
Chair 1 12 3
Chest, with lock 10 25 4
Farmer’s price, bushel of 3 3 2
wheat
Farmer’s price, pound of wool 4 1 2
Ink, 1 vial 16 - -
Loaf of bread 1/4 2 1
Mortar & pestle 1 2 1
Pot, clay 1/2 2 1
Pot, iron for cooking 2 4 2
Parchment, per sheet 1 - -
Rent, field per acre 1/month - -
Rent, two story shop in the 50/month - -
city
Spinning wheel 35 35 8
Tavern, tankard of ale 1/4 1 1
Tavern, food & somewhere to 1 - -
sleep
Tavern, good food & good room 4 - -

41
MEDIEVAL MYSTERIES

For many items, this other items, you can


Encumbrance rating is in the equip- simply look at the
There are several ways ment lists. Simply add equipment lists for a
to deal with what a up the enc. value of all similar object and work
character can carry items carried by the it out from there. The
before he or she is character. This is the GM, as always, has the
weighed down with too character’s encum- final word.
much stuff. One is to brance rating. Don’t
ignore set rules count clothes (hat, shirt,
altogether and just leave Effects of Encum-
boots etc.) that the brance
the players and GM
character is wearing, There are penalties to
between them to use but if he is ‘wearing’ a
judgement and common lugging too much stuff
sword, that is counted. around and this comes
sense to determine
when a character is in the form of slower
There are five categories movement rates and a
getting ridiculously of encumbrance; none,
overloaded. reduced armour class.
light, moderate, heavy The penalties are set out
and overburdened. The below
Most players are rea- following table indicates
sonable and if their the amount that can be
character has a sword, Encumbrance
carried and in which category Penalties
bow, dagger, mail hau-
category that level of None No effect
berk and clothing, then encumbrance falls.
they are quite happy. Light Reduce
move by
Anything else they can
Encumbrance 1/4 and -
put in their horse’s sad- 1 to ar-
category Enc
dlebags. Other players mour
None 0 to
may need the GM to in- 1xER class
tervene from time to Light 1xER Moderate Reduce
time, if using this ap- to move by
proach. 2xER 1/2 and –
Moderate 2xER 2 to ar-
The other method is to to mour
3xER class
use the weights and en-
Heavy 3xER Heavy Reduce
cumbrance values in the move by
to
equipment listings. This 3/4 and –
4xER
is how you do it. Overburdened 4xER 4 to ar-
to mour
Determining En- 5xER class
Maximum 5xER Overburdened Move re-
cumbrance duced to
Each character has an 1 foot and
encumbrance rating The Enc value of items –8 to ar-
(ER) of 10 + the charac- is a rough measure of mour
ter’s strength modifier, if the size, weight and how class
any. All items and cumbersome the object
equipment have an en- is. If you need to deter-
cumbrance rating (Enc). mine the rough enc of

42
ards, servants, consta- know each other, rather
bles and so on. The than just being a dis-
initial set up is quite parate bunch of people
crucial in The Medieval thrown together for the
THE GAME Mysteries RPG, far more
so in many other role-
purposes of the game.

MASTER playing games, where


the player characters
Clerics are
straightforward - you
quite

are simply generic ‘ad- simply need to choose a

T
he GM has a bit of a venturers’. local monastery, abbey,
job on his hands. friary, the cathedral or a
He must prepare the village church, depend-
game session so that the Characters need a ing on the type of cleric.
characters have plenty vocation or job This doesn’t mean that
to do. He might decide This leads into another they cannot have inter-
to start with a simple point. The characters esting past lives though,
murder mystery in a also need to have some that might come back to
small town or village. sort of job, or vocation. haunt them.
This could be a way of This is where the GM For an apothecary or
bringing the characters and players need to merchant, you need to
together and giving work together to come set them in a town or
them a common goal. up with suitable careers city with their own shop
The murdered person or backgrounds. If you and so on. A noble
could even be a friend, all get talking the ideas needs his own lands -
colleague or family start to flow and you you need to determine
member of one or more can get involved in the where these lands are
of the characters. whole group’s charac- and some basic details
ters. This helps give the about them.
Characters should feeling that you already
A fighter could be in the
work together employ of another
This is a great way to character as a ser-
get the characters geant-at-arms, a
working together. merchant’s body-
You could decide that guard, simply a mer-
some or all of the mercenary looking
characters are al- for employment or a
ready a team, having veteran who has now
been employed to settled down with a
perform specific du- wife and children,
ties. If one character but does the odd bit
is a noble, the others of strong-arm work
could be his stew- here and there.

43
MEDIEVAL MYSTERIES

best thing to do with yourself some room for


Investigations & your own games. You manoeuvre, because
campaigns could include one or two inevitably the players
Once you have dis- jaunts to far off places will follow a different
cussed, as a group, once in a while later on, course of investigation
everyone’s characters, as the characters be- than the one you write
their backgrounds and come more familiar with down. They may even
so on it does make sce- the game, just to spice it jump to some conclu-
nario design far easier. up a bit, but don’t over- sions that you hadn’t
You know what the do this. Ordinary people thought about, but that
players want from the didn’t tend to travel too you prefer to the one
game from what they far in the middle-ages. you have written. The
have written on their The good thing about difficulty is always how
character sheets and role-playing in the me- much to pre-prepare
from what they have dieval period is that and how much to fill in
talked about. the gaps as you
You can make go. This partly
plots and mys- depends on how
teries that comfortable or
engage them experienced you
and that involve are as a GM,
them. Some- how well you
times you can know your play-
use their back- ers and what
grounds to make you would ex-
far more inter- pect them to do
esting scenarios in a situation,
than you could and how famil-
without such iar you are with
character histo- the genre and
ries. medieval history
generally. It may
there are plenty of his-
Start small take a few gaming ses-
torical sources to fall
Once you start the first sions before you find
back on to give ideas for
scenario, you can begin your own level.
adventures.
to get the players en-
gaged in your version of Planning mysteries What is the mys-
medieval England. You Some GM’s like to wing tery?
probably want to start their adventures com- One of the first steps is
small, in fact this is rec- pletely and others like to to decide what the mys-
ommended. Most of the have everything planned tery is. Most will be
literature on which this out in the finest detail. murders of some sort or
game is based is set In The Medieval Myster- another, but you could
mainly in just one coun- ies RPG, it is probably vary the game with a
ty or even just in and best to do some pre- few robberies or a case
around one main city planning but to leave of arson or even a case
and this would seem the of rape. Some mysteries

44
THE GAME MASTER

will use several of these murder, for exam-  The crime is discov-
elements. You don’t ple? ered after the event
even need to rely on  What did they do by one of the char-
medieval historical fic- immediately after acters
tion for your scenarios. they committed the  The crime is discov-
There are other sources crime - for example, ered by one of the
you could plunder for did they try to cover characters as it is
good ideas. Some other it up or make it look being committed
historical detective fic- like someone else  The crime is discov-
tion, like Sherlock did it, or did they ered by another
Holmes, Campion and just run away? individual, who re-
Poirot can be tailored to  Did anyone else wit- ports it to the
suit. Modern mystery ness the crime? Are characters
fiction is also a good the witnesses relia-  The lord, patron or
source of material. ble? superior to the pri-
There are plenty of mov-  What is the felon mary investigator
ies and television series doing now? requests that the
that are perfect for ad- characters investi-
aptation to your gaming Some of these questions gate the mystery on
needs. will come easily and his or her behalf
others less so, but you  The crime is discov-
Who did it and why probably need to jot ered as a result of
did it happen? down a few notes as you an investigation into
Once you have deter- go. Try to keep it simple another (lesser) mys-
mined what it is that the too, especially in your tery
characters will be inves- first few games. The  The perpetrator
tigating you need to players will undoubtedly himself reports the
begin to sketch out a complicate things crime, but accuses
few ideas for who com- enough as soon as they someone else
mitted the crime and get going.
why they did it. Some- Looking for clues
times the ‘who’ comes How is the crime Once the crime is out in
before the ‘why’ and discovered? the open, the characters
sometimes it is the other A key element is to de- will have to start digging
way around. You proba- termine how the body is around to find some
bly need to ask yourself found, the robbery spot- clues. This is a vitally
a few questions like: ted or the rape reported. important stage in The
 Was it a single indi- It is worth giving serious Medieval Mysteries RPG,
vidual, or was more consideration to this as and really what the
than one person in- you don’t want all of game is all about. Char-
volved? your scenarios to begin acters want to get to use
 Why did they do it - in exactly the same way. their abilities, so you
what was the mo- You want to mix things need to let them. They
tive? up a bit, by having dif- want to feel they are get-
 How did they do it - ferent approaches to the ting somewhere, so you
what was the weap- discovery of the crime. A need to let them. If they
on used, if it was a few possibilities are: fail a roll, don’t neces-

45
MEDIEVAL MYSTERIES

So, if it was
a murder
Non-player
and you characters
have decided Non-player characters
the murder (NPCs) are a highly im-
weapon (a portant feature of The
knife) is still Medieval Mysteries RPG.
in the body, These are the characters
you need to that the players can in-
know who teract with during the
the knife be- course of their adven-
longs to. tures. Some will go on to
Then the become firm friends and
investigators may even occasionally
have a lead help the characters out
that they in some tricky situa-
can follow. tions. Others will drift in
Did the knife and out of game ses-
belong to the sions and some may
victim? Did appear only once, per-
it belong to haps because something
the murder- bad happens, like they
er, or did he get killed.
sarily just tell them they
just steal it from the
have drawn a blank, but
original owner? How will Most often though,
don’t give them all the
the original owner react NPCs are the character’s
details that they would
when the characters enemies. They are dan-
have got if their check
start to question him? gerous and often of a
was a success.
Was the knife stuck in higher level than the
the guy to throw the in- player characters.
You need to develop
vestigators off the scent, Sometimes they will
some interesting NPCs
when in reality the vic- have followers of their
for the characters to
tim was poisoned or own (generated as folk).
question, interrogate,
strangled? A nobleman or fighter
threaten, cajole or per-
suade. These NPCs can could be a mercenary
As you can see, this is officer with a sergeant
be friends, family mem-
just a fairly simple idea, and a few spearmen and
bers, lovers, enemies or
which can go off in all archers, an outlaw
acquaintances. You
sorts of interesting di- could be a forester with
need to know what clues
rections. If you have a gang of thugs, a mer-
are available at the
thought this stuff out chant could be a
crime scene, at other
beforehand, it can make weapons trader with a
associated crime scenes,
running the whole thing couple of ‘heavies’ or
with the witnesses and
a lot easier when the swordsmen for protec-
with the perpetrator.
characters start sleuth- tion.
ing.

46
THE GAME MASTER

The GM should try to


give his NPCs as much
Rewards
attention as the players As characters complete
their investigations, win
give to their own charac-
their battles, bring crim-
ters. NPCs shouldn’t be
inals to justice, outwit
pushovers either. If
you’ve gone to the trou- their opponents, bring
ble of creating them, their information to
you don’t want them their patrons, survive
their adventures, defeat
killed the minute they
their enemies and gar-
meet the player charac-
ner the spoils of war,
ters! Much better for
they gain experience.
them to get away and
They end the adventures
become a thorn in the
stronger, wiser and
side of the characters –
more capable. To reflect
someone who the char-
this, the GM awards ex-
acters can begin to hate
perience points to the
or at least respect.
players on an individual
basis or as a group.
These NPCs can also go
up in level too. If one
has been around as long Experience points
as the characters and After characters defeat
they have gone up lev- the bad (or good) guys,
els, it is likely that their collect gold and do other
enemies will have had adventurous things they
adventures of their own earn experience points
in the meantime. The (XP). The GM can award
characters could even these points as he sees
hear about the NPCs fit, but the following
exploits during their ad- suggestions are recom-
ventures, even if they mended
don’t meet up in that
particular session. It all Foes
helps to create a believ- The GM adds the value
able and evolving, rather of all foes overcome dur-
than static environment ing the adventure. The important to characters
and gives the illusion points for animals, folk for whom making money
that the world exists and NPCs are set out in is particularly important
beyond the character’s the appropriate descrip- – merchants could get
escapades. There are tion later in these rules. experience whenever
some sample NPCs that they sell goods for a
the GM can use directly Money healthy profit, rogues
or as inspiration for Although not all GMs get experience for loot
ones of his or her own will award experience made from robberies
creation in the ‘Animals, for making money some and mercenaries from
folk & NPCs section. will. This is especially looting and so on. The

47
MEDIEVAL MYSTERIES

amount of the award is To gain a level, the every four levels, he can
up to the GM and will character must accu- also choose an attribute
depend on how much mulate enough to increase by one point.
money he has available experience points to
to his characters, but it meet the number of Alternative system
should be something points required for the As usual The Medieval
like an experience point next level. The experi- Mysteries RPG is a game
per shilling. ence table used is set about choices and what
out in the character works for the players.
Story class descriptions. A Some players can’t
The GM should assign character starts off at stand keeping track of
an experience point val- 1st level with 0 experi- their experience points
ue to each adventure ence points. To reach and find it a chore that
and award that total to second level he needs to detracts from their
each character who amass 900, 1000 or enjoyment of the game.
completed the adven- 1100 experience points. If this is the case, or
ture. This may take one ad- simply if the GM prefers
venture or may take to do things this way,
Role-playing several, depending on the GM can simply
The GM can also award the length of the award a new level gain
specific experience point adventure, the overall whenever he feels it
bonuses to characters goals and how well the would be appropriate for
for good role-playing, in characters do. The GM the characters to
a specific situation or should ensure that advance. This can be
over the course of the enough experience is based on a set number
adventure. 50 to 500 available for characters of adventures, say after
points is a good base, to advance in levels after every three completed
depending on the char- one to three adventures, adventures or, it can be
acter’s current level. certainly at lower levels, based on something less
just to give the players a defined. The GM might
feeling that their char- want to throw some
Gaining levels acters are advancing
Characters can gain a higher-level opponents
and becoming a little at the characters or
level if they earn enough more reputable.
experience points. This might have a storyline
equates to becoming that needs the
Once a character has characters to advance at
better and more experi- the required number of
enced at the character’s a certain rate so that
experience points, he they can continue to be
career. With new levels, immediately gains his
the character gains effective. This is a much
new level and with it more story-based
more abilities and a increased hit points (by
greater chance of suc- system than the
rolling the appropriate mechanical system
cess at those he already die and adding
has. Hit points increase presented above and will
constitution modifiers), suit some groups more
as does bonus to hit and and any increase to
bonus to armour class. than it suits others.
BtH. He also gains any
new abilities or skills. At

48
The attribute check is
made by the player roll-
ing a d20 and adding
the attribute modifier of
THE GAME one of the character’s
six attributes. The at-
RULES tribute used is the one
most appropriate to the
action that is being at-

T
here are many situ- tempted. Sometimes the
ations during the character’s level is add-
course of a game of ed to the die roll too. If ed, the GM must identi-
The Medieval Mysteries the total score exceeds fy the attribute to be
RPG where the charac- the target number, the checked. Sometimes the
ters will want to do character succeeds. player might disagree
things and there is a
and, if they can put a
chance that they will Only those actions that reasonable argument for
fail. The type of thing have a significant why a different attribute
that we are talking chance of failure need to should be checked, this
about here are things be resolved in this way. is perfectly acceptable.
like leafing through a There are plenty of In the case of class
set of old parchments to things that characters abilities and skills, the
find some inconsisten- should do automatical- attribute is listed in the
cies in the writing, a ly, without needing to class description or in
break-neck horse-chase resort to an attribute the skill list. In the case
down a country lane, check. Stopping to look of saving throws, these
listening in on a conver- up a rule or modifier are usually self-evident
sation on the other side and rolling dice can dis- and are set out in more
of a closed door, leaping rupt the narrative flow detail later.
across a wide chasm, of the game and is really
sneaking up behind an to be avoided wherever The target number is
enemy to clobber him on practical or possible. determined first of all by
the back of his head, But sometimes, the finding the base num-
trying extract some in- dramatic tension can be ber. The base is always
formation from a heightened by judicious one of 12, 15 or 18. The
taciturn mercenary and use of the attribute actual number depends
so on. check and a dice roll is on whether the attribute
ideal in these situations. being checked is the
The system character’s primary,
In these situations, an The base target secondary or tertiary
attribute check is used number attribute.
to see whether the ac- When it is clear that an
tion succeeds or fails. attribute check is need-

49
MEDIEVAL MYSTERIES

The challenge level something acting described in these rules,


The next step is to de- against the character, for example damage
termine the challenge often passively. So a taken from a fire is
level. If the action is be- saving throw is an at- halved when the saving
ing taken against an tribute check for the throw succeeds. The GM
opponent, then the chal- character to avoid dam- could say the same
lenge level is simply the age or some other thing with a rock-fall,
level of the opponent. So harmful effect, caused after first determining
if a character is sneak- by specific situations or the level of the rock-fall
ing up on somebody, the effects. in numbers of d6 or
challenge level would be d10, for example.
the level of the person A player making a sav-
ing throw for his
being snuck up on. In
character rolls a d20
Combat overview
other situations where Much of the excitement
there is no opponent, and adds the appropri-
in playing The Medieval
the GM has to use a bit ate attribute modifier, in
Mysteries RPG occurs
of judgment as to the the usual way. The GM
when some form of
relative difficulty of the selects the appropriate
combat takes place.
task and apply his own attribute using common
Whether this is a tavern
challenge level. As a rule sense. For example, to
brawl amongst a bunch
of thumb, challenge lev- avoid a rock-fall, you
of mercenaries just
els of 0 to 5 is suitable need to have sharp re-
come into the town, a
for easy tasks, 6 to 10 flexes and so dexterity
jousting tournament
for moderate tasks, and would be used. To resist
between the local lord
very difficult tasks are the worst effects of al-
and a foreign knight or
rated 11 to 15. Truly cohol or poison,
a wagon train of ped-
awesome tasks bring constitution should be
dlers and merchants
about a challenge rating checked. If the attribute
protecting themselves
of over 15 but this being checked is a pri-
against a violent gang of
should really be re- mary attribute the
robbers and cutthroats,
served for only very challenge base is 12. It
combat is often the cli-
spectacular efforts. If in is 15 and 18 for second-
max of very many role-
doubt, it is better to set ary and tertiary
playing sessions. Man-
the challenge level lower attributes respectively.
aging combat is often a
rather than higher as it To this challenge base
challenging affair as the
is better for the game to the GM adds modifiers
GM must not only know
have player characters based on the situation,
the rules but must also
succeed rather than fail. the level of the NPC
know how to apply the
causing the saving
rules fluidly to maintain
Saving throws throw, the level of the
a sense of excitement
Saving throws are simi- trap or the strength lev-
through description and
lar to attribute checks, el of the poison.
action.
only they occur as a re-
sult not of actions taken When a saving throw is
The combat rules in The
by the character but as failed, the character suf-
Medieval Mysteries RPG
a result of actions fers some or all of the
have been kept deliber-
against the character or effects. Some effects are

50
THE GAME RULES

ately simple. Much room time, with the rest of


for interpretation has
Combat round that time the character
been left to the GM, as One combat round is 10 doing nothing at all. The
seconds long. During
there cannot be rules for action is all happening
this round, all the char-
absolutely everything together, with charac-
acters and non-player
that might happen in a ters moving, talking,
fight. The rules have characters should get a yelling, reaching for
been designed to organ- chance to do something. their weapons, jumping,
ize the action of the Generally only one ac- cursing, dodging, stum-
tion is allowed, such as
combat to a certain de- bling, getting distracted,
firing a bow, punching
gree but to allow the looking out for friends,
someone or mounting a
narrative flow of the listening, and so on. All
horse. The types of ac-
combat from both play- this happens in a
tions are discussed
ers and GM to have an round, in a fluid burst
ahead.
important role. of activity and should be
narrated as such.
It is important to re-
Basic outline of member that each
combat rounds round is an abstract Surprise
Combat is broken down measurement. The ac- Before combat begins,
into segments called tions and activities that the GM determines if
combat rounds. Each occur in a round are not one or the other party is
combatant normally meant to take place dur- surprised. Surprise is a
gets to act once per ing specific segments of situation in which the
round. Each partic- characters happen upon
ipant acts during a their enemies and
round in order es- neither is aware or
tablished by the roll expects the other.
of a d20 (plus or Surprise may also
minus modifiers). occur where one
This is called initia- party is deliberately
tive. The character trying to surprise
with the highest ini- the others – like in
tiative acts first, an ambush, for ex-
and then each ample. Before any
character in turn surprise roll is
performs an action made, The GM de-
until the last char- termines if surprise
acter has acted. is possible. A group
Once all partici- that is aware of an-
pants have acted, other’s presence
the round is over cannot be sur-
and a new round prised. If a party
begins, with the can be surprised, a
character that had wisdom attribute
the highest initiative check is made by
from the last round. the individual in the
group with the best

51
MEDIEVAL MYSTERIES

chance of succeeding at decisively. Sometimes attacks; either armed or


it, or by each member of the GM may want to unarmed and ranged
the group individually. If make a group initiative attacks with throwing
the check is successful, roll for non-player char- weapons or already
that party or individual acters, especially where loaded crossbows.
is not surprised. Failure there are a lot of them,
indicates surprise. maybe only making a Opportunity action
separate one for the A character with a high
When a party or indi- leader or an important initiative can withhold
vidual is surprised, their NPC. his action to see what
opponents automatically happens around him
gain the initiative for the before taking his action
first round of combat. at a later point in the
Once every member of combat round. On his
the party that gains the initiative, he simply
surprise has had a states that he is await-
chance to act, initiative ing his opportunity and
is determined for the does nothing else. At
second and subsequent any point from then un-
rounds. Combat actions til the end of the round
In a combat round, he can take his action
Initiative characters could carry whenever he likes or
An initiative roll deter- out a wide variety of ac- whenever an opportuni-
mines the order of tions. Every possible ty presents itself. He
action in a combat thing they could do can cannot alter this at the
round. Every combatant be categorized in one of end of the round to re-
participating in the fight six types of action that focus instead. Once he
rolls a d20 to determine may be performed in has declared he is
their initiative at the combat that have a awaiting an opportunity,
start of the combat. chance of failure. The he is preparing himself
Once this is determined, six possible actions are to react and if an oppor-
the order stays that way attack, opportunity at- tunity doesn’t arise to
throughout the fight. tack, move, use an do anything, then he
Those with the highest ability, re-focus or a loses his action for that
initiative get to do what non-combat action. round.
they want to do first and
then the next highest Attack Move
and so on. To the d20 A character is allowed If no other action is
roll, characters add one attack each round taken, a character can
their dexterity modifier unless they possess a move a distance equal to
and their level. This is special ability allowing their full movement
because faster charac- them to exceed the limi- rate. Full movement al-
ters act more speedily tation, such as the extra so includes jogging
and more experienced attack of the fighter (twice normal move rate)
characters are able to character class when and running (quadruple
weigh up a situation they reach 10th level. normal move rate).
quicker and act more Attacks include melee

52
THE GAME RULES

Use an ability or matter the type of action tempted. Charging al-


skill attempted, it is up to lows for an attack at the
A character may per- the GM to decide how end of the full move, but
form a class ability each long any action takes there are special rules
round. Some abilities and whether it can be for charging too. The
take more than a round completed in a single GM can decide to reduce
to complete. An ability round. movement rates due to
may involve movement terrain, obstacles, inju-
but in most cases Movement in the ries or other
movement will not ex- combat round circumstances. General-
ceed the normal rate. Once initiative or sur- ly, movement rates
Abilities are described prise is determined, should not be reduced
more fully in the charac- each combatant is al- by more than three
ter class section. lowed an action. One of quarters. The GM
the allowed actions is should always allow at
movement. Most charac- least a 5-foot movement
Re-focus in a combat round, un-
As long as the character ters and other people
have a standard move less the character is
does nothing at all dur- restrained or otherwise
ing the round, he may rate of 30 feet. Some
classes can move fur- unable to move.
re-roll his initiative at
the beginning of the ther than this at higher
levels with their class Charging
next round and act ac- Charging is a way of try-
cording to the new abilities. Movement, like
the combat round is an ing to improve the effect
initiative roll if it is of any melee or un-
higher than the original, abstraction. It is a mat-
ter of establishing the armed attack on the
otherwise reverting to target. A successful
the original. distance that can be
moved in a given period charge attack inflicts a
of time. Movement can +2 bonus to the damage
Non-combat action inflicted on a successful
These are things that a be in a straight line, a
curve, around a corner attack. However, it
character might do that opens the character up
could have a bearing on or twists and turns.
Movement can be in- to being hit easier and
the combat but are oth- therefore it also causes
erwise not really combat creased by dashing
(double the movement a –2 penalty on his de-
orientated nor do they fence bonus for all
involve the use of an rate), or running (quad-
ruple the movement attacks in the round.
ability. The action could The charge must be an-
be as simple as re- rate).
nounced prior to the
loading a crossbow, character moving.
standing still, talking, An attacker can move
picking something up, up to half their move-
ment rate and attack. When charging, the
watching and waiting or character is considered
opening a door. Such No attack is allowed if a
character exceeds half to be dashing or run-
actions typically have no ning. The character
chance of failure, but his or her movement
rate. The exception is must minimally move
they do take time. No the full distance of their
when a charge is at-

53
MEDIEVAL MYSTERIES

movement rate (normal- vances and so on, that spears. The strength
ly 30 feet) and the sometimes results in bonus to damage is in-
charge must be in a damage to the defender. cluded on all successful
straight line to the tar- The damage from the hits with thrown weap-
get. blow could actually be ons, but not with
seen as a series of nicks firearms.
Melee combat and cuts, bruising or
Melee occurs when two even fatigue. Range increments
or more people engage Ranged weapons have
in hand-to-hand combat Ranged combat range increments and
and are wielding weap- When your character they have a maximum
ons of some kind. The fires a bow, sling or effective distance equal
attacker rolls a d20 and crossbow (or throws an to three times the listed
adds his basic to hit bo- axe or some other weap- range increment, as set
nus (from his class and on) at another, the out in the equipment
level) plus any strength ranged combat rules (weapons) table. The
modifier. If the total is apply. Dexterity is the listed range increment is
greater than or equal to attribute that modifies a considered to be close
the defender’s armour ranged attack to hit roll. range. Weapons fired or
class, the attacker has If the total of the d20 thrown at up to this
hit the defender and in- roll plus the character’s range are used without
flicts damage as basic to hit bonus and a range penalty to the
determined by the type dexterity modifier is “to hit” attack roll. At
of weapon being used. greater than or equal to beyond close range and
Unarmed combat is the defender’s armour up to twice that range,
considered melee com- class, the attacker has is considered medium
bat too, but is detailed successfully hit the de- range and beyond that
below. fender and inflicts and up to three times
damage as determined the close range is
A melee attack, just like by the bow or other counted as long range.
all movement and other weapon used. Medium range attracts a
stuff that goes on in a -2 penalty on to hit at-
combat round is an ab- Thrown weapons tack rolls and long
straction. Though the Thrown weapons in- range attracts a -6 pen-
character usually only clude knives, hand axes, alty.
makes one melee attack light hammers and
in a round, it Unarmed
should not be combat
considered only Brawling is melee
one swing or stab combat where no
of his weapon. A weapons are be-
melee attack con- ing used, i.e. un-
sists of a series of unarmed combat.
thrusts, parries, In most cases, the
attempted at- success of these
tacks, feints, attacks is deter-
backing off, ad- mined as normal

54
THE GAME RULES

with a d20 roll and by class of the opponent


adding the characters to is equalled or beaten
hit bonus and strength by the total roll plus
modifiers. If the total is modifiers of the at-
equal to or higher than tacker, then he has
the defender’s armour successfully grappled
class, the attacker has his opponent. The de-
successfully hit the de- fender is held and
fender and inflicts cannot act except to
damage as determined attempt to break free.
by the class ability. The defender can
break free by making
There are also special his own grappling at- gets to make a strength
unarmed attacks of an tack. saving throw to remain
entirely different nature on his feet. If not suc-
and effect, such as Pummelling cessful, he is knocked
grappling, pummelling, This involves the use of prone for the remainder
and overbearing. Each fists, feet, knees and of the round. In addi-
type follows the same elbows to inflict damage tion, the defender takes
basic principle but with on an opponent, with d2 points of subdual
different modifications the intention of knock- damage. An attacker
to the “to hit” roll and to ing them out or making an overbearing
the damage inflicted. otherwise incapacitating attack is at –2 to his
For example, characters them. As usual the at- armour class for the
that wish to punch or tacker rolls d20 to hit combat round as he is
kick and are not trained adding strength and more exposed than usu-
are in effect attempting basic to hit modifiers. If al.
a pummelling attack. the total exceeds the
defender’s armour class, Situational modifiers
Grappling the pummelling inflicts Situational modifiers are
This type of attack in- d2 hit points of subdual nebulous and, for the
volves grabbing and damage. Damage is most part, those that
holding a defender, like modified by strength. the GM deems appro-
wrestling or in a ‘bear- priate. There are often
hug’. Grappling is di- Overbearing situations that crop up
rected at holding an This type of attack is where it is impossible to
opponent and subduing used to knock an oppo- set a rule or the rules
them. The attacker rolls nent down. This tactic is would be unwieldy. In
a d20 as normal, and used in wrestling and these circumstances,
adds strength and basic other types of hand-to- the GM must use rea-
to hit bonus modifiers. hand combat as well as son, common sense or
The opponent’s armour when an animal charges narrative development
class is increased (or into somebody. As usu- to determine what modi-
reduced) for grappling al, the attacker rolls d20 fier should be applied
attacks by his strength and adds appropriate the “to hit” roll. It is
modifier (if he has one). modifiers. If a hit is suc- even possible to ask the
If the resulting armour cessful, the defender players what modifier

55
MEDIEVAL MYSTERIES

decisions about other


unusual situations.
Concealment includes
those circumstances
where nothing physical-
ly blocks the attack but
there is something that
interferes with the at-
tacker’s view and/or
accuracy. The modifiers
are cumulative. In all
instances, the attacker
must know of the de-
fender’s presence, even
if the exact location is
not known. The GM
should add to the list as
new situations
they think might be ap- crop up, to
propriate in the maintain con-
circumstances and to sistency in the
explain their reasoning game.
for it. It depends on
your group though, how
often you use this ap-
Situational
proach.
modifier table
In general, combat to hit
modifiers can be broken Situation Modifier
down into three catego- Defender prone or blind +5
ries: easy, difficult and Defender prone & defenceless +10
heroic. For tasks that Defender at lower elevation +1
are easy, up to a +/-5 Defender stunned or cowering +2
modifier could be ap- Defender invisible/attacker blind -10
plied. Difficult tasks Melee attack from mount or unstable -2
would range from +/-6 platform
to 10 and heroic would Ranged attack from mount or unstable -4
range from +/- 11 and platform
higher. Defender 1/4 concealed* (light fog or -2
smoke)
Some situational modi- Defender 1/2 concealed* (dense fog or -4
fiers can be applied with smoke)
regularity as they can Defender 3/4 concealed* (near darkness) -6
occur quite frequently. Defender completely concealed (total -10
These are listed below darkness)
and can be used as a
guide to help in making

56
THE GAME RULES

if that character can Although cover is used


Armour class physically react to the primarily against ranged
Armour class is repre- attack. Characters lose weapons and firearms,
sentative of the type of their dexterity modifier it can occasionally be
armour the defender is when they are sur- used in melee combat.
wearing as well as his prised, unaware of an In some cases, the GM
ability to avoid being hit attacker or when they may rule that the char-
in combat. It results are restrained or other- acter seeking cover may
from a combination of wise rendered immobile. not attack.
agile avoidance of in- Dexterity does not apply
coming attacks or even
when attacked from the Situation and circum-
an ability to absorb the rear, unless the charac- stance: There may be
shock of a damaging ter knows the attacker occasions when the GM
blow, or to ‘roll with it’. is there and about to feels that an armour
Armour class begins at attack him. class adjustment is ap-
10 for all characters. A propriate. When
person with an average applying additional
dexterity and wearing Armour
Metal armour provides modifiers, common
no armour is automati- sense and fairness must
cally armour class 10. better protection than
lighter armour, such as be exercised. If in doubt,
Armour class can in- err in favour of the play-
crease through a high leather or padded cloth.
The better the armour er characters.
dexterity and through
buying better armour. protection, the higher
Armour class modifiers the armour class modi- Combat manoeuvres
are detailed below. fier. Plate armour Characters can attempt
provides the best protec- all sorts of additional
tion, but this isn’t actions in combat other
Shields available until later in
Each type of shield adds than just shooting their
the period and is only missile weapons or at-
+1 to armour class
likely, even then, to be tacking and so on.
whilst being used. The
worn in battle or at There cannot be rules
shield size determines tournaments.
how many opponents for everything that a
the +1 modifier applies character will do, but a
against. Small shields Cover GM can make judge-
are useful only against Cover confers an ar- ments based on some of
one opponent. Medium mour class bonus as the manoeuvres set out
shields against two and follows: below and what seems
large shields are useful reasonable in the cir-
against up to three op- Armour cumstances.
ponents. Shields are no Type of class
use against attacks from cover bonus Dodge
behind. 1/4 cover +2 The character sacrifices
1/2 cover +4 his normal action to use
Dexterity 3/4 cover +6 his best means to dodge
Dexterity modifies a full cover +10 up to three attacks in
character’s armour class that combat round. It

57
MEDIEVAL MYSTERIES

can be used against on- armour class of 18 plus hind the defender. This
ly those attackers that the level of the defender confers a bonus of +1 to
the character is facing to successfully disarm hit, as it is harder to
and aware of. The char- them. For example, a defend against.
acter gains +2 to his fighter would need to hit
armour class while an armour class equiva- Rear attack
dodging. A dodge can be lent of 23 to disarm a Attacks from behind
declared at any time in 5th level character. The gives the attacker a +2
the combat round as defender can add his bonus to hit, either with
long as the character dexterity bonus (if any) melee weapons or bows.
hasn’t taken any other to his effective armour
action. class. Two-Weapon
fighting
Disengage Characters can at-
Disengaging is an tempt to fight with
attempt to get out two weapons, such
of a hand-to-hand as a sword in one
combat situation. hand and a dagger
This is dangerous in another. This is
as it exposes the not a common
character to at- fighting style at this
tacks. If time, but it is an
disengaging a char- option. This is very
acter can take no difficult. When us-
other action. He ing two weapons,
may move as far as the character must
possible away from state which is his
his enemy, but suf- primary hand,
fers a –2 to his meaning that the
armour class and other is referred to
the opponent gets a as his ‘off-hand’.
free attack as the The character is
character tries to able to use or fire
get away. The ar- both weapons in a
mour class round, but the at-
adjustment applies to tack with the primary
all attempts against the Evade
This is a desperate at- hand is at -3 to hit and
character in the round, the attack with the off-
ranged or melee. tempt to get out of the
way of an attack. This hand is at -6 to hit. The
allows a one-off defence character’s dexterity
Disarm modifier affects these
A fighter, crowner, no- bonus against one op-
ponent of +4. attacks, but strength
ble, forester or rogue will only be used to de-
can attempt to disarm termine damage (for
an opponent in melee Flank attack melee attacks). This can
combat. The attacker This is a side attack be used with the fight-
must successfully hit an that is not directly be-

58
THE GAME RULES

er’s combat dominance Hit points can be re- acting due to blood loss
and extra attacks. duced by weapons, and damage. The char-
exhaustion, poisons, fire acter will recover
and other things. These consciousness after d6
Hit points are covered in greater hours after which, they
Hit points represent the detail in the following can move at half their
amount of damage, section. Once damage normal move rate but
physical and mental, has been taken, healing cannot participate in
that a character or non- is needed for hit points combat or take any oth-
player character can to be restored. Hit er strenuous action.
take before passing out
points can never exceed
or dying. A character’s the level they were at
hit points are a mere Falling below 0 hit
before taking the dam- points
abstraction. It is gener- age.
ally a representation of When a character falls
the overall health of the below 0 hit points, the
individual. The higher Healing character is severely
the hit points, the In general, hit points wounded and loses 1 hit
healthier the character heal at a rate of one point per combat round
is. point per day as long as from blood loss after the
the character is resting, round in which he or
Hit points are deter- well fed, kept warm and she was damaged. The
mined by the character’s comfortable and the character requires im-
hit die and level. The wounds have been mediate medical
character class tells you cleaned and tended to. attention and provided
the type of die to use to After seven days, the aid is administered be-
determine how many hit rate of healing speeds fore the damage reaches
points a character has. up to include the char- –10, the character is
At each level, the hit die acter’s constitution stabilized. Once stabi-
type is rolled and added bonus, if any (but not lized, the character
to the previous total. penalty). After 14 days stops losing hit points
The constitution modifi- the rate of healing dou- but then requires 24
er is added to or bles and after thirty hours of bed rest and
subtracted from the die days, it triples. Rates of the attention of a doctor
roll. At 1st level, charac- healing can be improved before the actual healing
ters automatically begin by medicines, diet, and process can begin. With
with the maximum hit level of care or other fac- appropriate rest and
points for their class. At tors that the GM deems medical attention, the
5th level, all classes applicable. character will recover
simply acquire hit back to 0 hit points af-
points at a specified rate Falling to 0 hit ter 24 hours. Then he
without a die roll. Con- points begins to recover in ac-
stitution modifiers are In general, when 0 hit cordance with the rules
applied to this. In all points is reached, the for falling to 0 hit
cases, characters gain character passes out. points, above.
at least 1 hit point at The character is not Dying
each level. dead, but incapable of

59
MEDIEVAL MYSTERIES

A character that reaches The amount of damage used. In this case, the
-10 hit points is dead inflicted is determined damage is rolled for
through trauma and by the weapon being normally but applied as
blood loss. The charac- used and can be seen of subdual damage rather
ter is then buried at the the equipment (weap- than normal damage.
local graveyard, at his ons) table. Damage from For every 5 points of
family crypt or in a bur- melee weapons is ad- subdual damage caused
ial pit. It is then time for justed by the strength though, 1 point is al-
the player to create an- modifier of the character ways regular damage.
other character. using the weapon. Some
Hopefully this won’t animals use their claws, Subdual damage heals
happen too often. hooves and teeth to faster than normal
cause damage. The damage, as it is not
Damage amount of damage is normally fatal. It heals
When characters suc- listed in the Animals, at a rate of 1 hit point
cessfully hit their folks & NPCs section. per 10 minutes. At a
opponents they cause GM’s discretion, a char-
them damage, which Subdual damage acter who takes enough
comes directly from the Subdual damage is not subdual damage to
foes hit points. When usually fatal. It repre- reach –10 hit points has
characters are them- sents the bludgeoning taken so much punish-
selves struck in combat, damage that a person ment to cause damage
the damage caused to might receive when to their internal organs,
them comes of their own struck in a fistfight or a resulting in death. If
hit points. The damage brawl, rather than the not, they still require 24
caused depends upon type of damage knives, hours of bed rest and do
the type of weapon used swords and arrows not begin healing until
and this is detailed in might cause. It probably they regain conscious-
the equipment section of hurts and may knock a ness.
these rules. The damage person out but only
is applied immediately. sometimes draws blood Falling damage
For some characters, and usually heals quite When a character falls
the damage from a quickly. from a height of 5 feet or
weapon will be enough more, he suffers falling
to kill straight away but Fists, feet and some of damage (or more specif-
for others the same the improvised weapons ically hitting the ground
amount of damage cause subdual damage. hard damage). Falling
might leave them with from heights can be par-
plenty of hit points re- An attacker can use ticularly deadly.
maining, especially weapons (apart from
where one character is bows and crossbows) to If a character falls from
of a higher level than deliver subdual damage a height of 6 to 10 feet,
another. rather than regular he needs to make a dex-
damage. This would be terity check. If the check
where the blunt end of is successful, the char-
Weapon damage the spear, a club or a acter lands safely. If the
quarterstaff is being check fails, the charac-

60
THE GAME RULES

ter suffers 1d6 points of infection. Make a consti- each day until the fever
damage. From heights of tution saving roll, with a is gone. Then the wound
greater than 10 feet, challenge rating based will begin to heal, in ac-
damage is 1d6 extra per on the amount of dam- cordance with the
10 feet fallen. The dam- age received less 6. So, healing rules.
age for each 10 feet with the dagger, the
fallen is cumulative. For modifier will be -4 (as- For a failure, attributes
example, if a character suming no damage fall by 1 and the fever is
falls 18 feet, he takes bonus from a high worsening. The next
1d6 for the first 10 feet strength) +6, = +2. day, he can get another
and 2d6 for the second attribute check and so
10 feet, for a total dam- If infection sets in, the on. If a physical attrib-
age of 3d6. If a day following receiving ute (strength,
character falls from a the wound, the charac- constitution, dexterity)
height of 45 feet, he ter immediately gets a falls to 0, the character
takes 1d6 for the first fever and loses 3 from will die. If a mental at-
10 feet, 2d6 for the next, all attributes. He needs tribute falls to 0,
3d6 for the next and warmth, bed rest, plenty (Intelligence, Wisdom or
4d6 for the last 10 feet, of liquids, clean band- Charisma) the character
for a total damage of ages and constant will go mad.
10d6. attention. Without these
things he or she is likely Stunning
Drowning damage to die. At the end of A character will suffer a
When a character is in each day, make a fur- potential stun if a hit
water and fails a swim ther constitution saving exceeds his constitution
check, he can hold his throw (based on the re- attribute. First of all,
breath for a number of duced score). For each make a constitution
rounds equal to his con- one of the above re- saving throw (add level)
stitution. After that quirements he or she is to avoid being stunned.
time, if he fails another receiving, he gets a posi- Failure means the char-
swim check to get his tive modifier to the acter is knocked over
head above water, he check. So, for example if and stunned for d6
starts to drown. Damage he is being well cared rounds.
is d6 hit points per for with every possible
round under the water convenience, he gets +5 Fumbles
and is considered sub- to his roll. The presence These occur in combat
dual damage. If the of an apothecary, espe- when a natural 1 is
character reaches -10 cially one of high level, rolled on the d20. If this
then he has drowned. will add to his or her happens, you automati-
chances of surviving the cally miss the target and
Infection infection. need to roll the dice
Every wound a charac- again. To avoid a mis-
ter receives that is the For a success, he has hap, you need to roll an
maximum for that type thrown off the fever. Im- 8 or higher. Add your
of weapon, (e.g. a natu- prove all attributes by 1. dexterity modifier and
ral 4 received from a Thereafter, his attrib- level to the roll. Another
dagger) has a chance of utes will increase by 1 1 is always a fumble. If

61
MEDIEVAL MYSTERIES

the result is a fumble,


consult the table below:

D20 Effect of fum-


Roll ble
1-4 You drop your
weapon. It is
near enough to
retrieve.
5-7 Your weapon
breaks. It is no
longer useable.
8-12 You stumble
and are at -1 to
your armour
class until your
next initiative
round.
13-14 You slide and
are at –2 to
your armour
class until your
next initiative
round.
15-16 You slip and fall
over.
17-18 Your weapon Critical hits maximum for the weap-
flies out of your A critical hit is a hit on.
hand, landing
that strikes a vital area
20’ away. Critical hits result in the
19 If you are with- of the target’s body.
This results in addi- damage caused being
in 5’ of a
colleague, you tional damage over the maximum for the
knock into him and above that of the weapon and the critical
or her, putting normal dice roll made hit will also cause an
them off their for damage. Critical extra effect, which is
next attack. If hits potentially occur determined from a fur-
not, you stum- on a natural roll of 20. ther d20 roll on the
ble. Refer to the Critical Hit table, below.
That is to say, when
result for 8-12 Note that because dam-
above. rolling to hit, the dice
itself comes up with a age from critical hits is
20 If you are with-
in 5’ of a 20 on its face. If this automatically the max-
colleague, you happens the player imum for the weapon,
could actually rolls the dice again. If the wound is also poten-
hit him or her. the result of the se- tially infected too.
Roll to hit and cond roll is a hit, then
damage as a critical hit results. If
normal. Other-
the second die roll re-
wise drop
weapon as in 1- sults in a miss, then
4 above. damage is simply the

62
THE GAME RULES

Critical hit table


D20
Roll Effect of critical hit
1 Hand hit, finger broken. Drop anything in hand. Cannot use for 2 weeks.
2 Hand hit. D4 fingers sliced off. Dexterity reduced by 1 per finger lost.
3 Arm hit, and broken. Drop anything in that hand. Cannot use for 4 weeks.
4 Arm hit, artery severed. Drop anything in that hand. Lose 1 hit point per
round until staunched, with a heal check.
5 Leg hit and broken. Drop to the ground and can’t for 4 weeks. Reduce
move rate by 5’ permanently.
6 Leg hit and artery severed. Drop to floor and unable to move until
staunched with a heal check.
7 Body hit, ribs broken and knocked out. - 4 attack penalty, reducing to -3
the next week and so on until recovered. Any armour worn is damaged
and needs repairing at 25% of the full cost of the armour.
8 Body hit, bleeding internally, -1 hit point per round until tended to, with a
heal check. Any armour is damaged and will cost 25% of the full cost of
the armour to repair.
9 Body hit, serious internal injuries. -2 hit points per round until staunched
with a heal check at -2. Constitution reduced by 1 permanently. Any ar-
mour worn is destroyed.
10 Spine damaged, knocked to the ground. Cannot walk until healed (4
weeks). - 1 strength, permanently. Armour is damaged costing 25% of full
cost to repair.
11 Groin hit. The pain is such that you can do nothing for an hour. You won’t
be having (more) children.
12 Internal organs ruptured and blood pouring out of stomach wound.
Knocked to ground and cannot do anything. Suffer 3 points of damage per
round until attended to. Armour suffers severe damage and is beyond re-
pair.
13 Head hit. Will result in a nasty scar. -1 charisma, permanently.
14 Head hit. Addled your brain a bit. -1 intelligence, permanently.
15 Head hit. Lose sight in one eye. -2 on any future notice or search checks.
16 Head hit. Lose hearing in one ear. -2 on any future listen checks.
17 Head hit. Knocked completely senseless. It will take a full day to come
around. -1 intelligence permanently and suffer forgetfulness. -1 wisdom,
permanently.
18 Head hit. Skull cracked and knocked to the ground. Bleeding badly. Lose
1 hit point per round until attended to.
19 Head hit. Loosens quite a few teeth. -1 to any persuasion related checks,
permanently.
20 Killed outright in a completely nasty way -heart pierced, neck severed,
guts sliced open, brain bashed in, etc.

63
MEDIEVAL MYSTERIES

should also share in description of what


Narrative of combat this responsibility. The happens, if this doesn’t
It helps greatly if all of rules are not there to get overstep the success or
the players know how in the way of a good sto- otherwise of their die
combat works, but it is ry and so the GM must rolls, especially if you
not strictly necessary for engage the players and know one of the players
them to. The GM does the players (through is very good at describ-
need to have a clear un- their characters) should ing this sort of action. If
derstanding of the rules likewise maintain a the players start de-
though and a good sense of drama and try scribing things, then it
judgement for those oc-
not to get too bogged means they are involved
casions (and there will down in the nitty-gritty. in what is going on. If
be lots of them) where the players are describ-
the rules don’t cover a There are several ways ing parts of the action
specific point. that relate to their
own characters, that
Combat is something means less work for
that occurs in the the GM and more
Medieval Mysteries time to consider
RPG, although it what happens next
isn’t as frequent as it as a result. If a play-
might be in most
er describes his
other role playing intended action with
games. You would a sense of style,
feel short-changed if drama and within
you watched a west- the tone of the game
ern movie and there you are playing, the
wasn’t a single gun- GM could even con-
fight or saloon brawl sider giving a bonus
in it, or a space to the dice roll for
opera movie without whatever action the
a spaceship battle. character is attempt-
You might have sev-
ing.
eral game sessions to engage the players
where combat doesn’t and keep up the sense Running a combat in a
occur and that can be of drama and excite- narrative fashion can be
fun, but occasionally ment. Vivid descriptions tricky at times but it is
you want to have dan- can capture a group of fun. Engaging the play-
gerous confrontations even the most lacklustre ers and keeping their
that might result in in- of players. You can use attention is one of the
jury or even death. ideas gleaned from mov- most rewarding experi-
ies, fiction and even ences a GM can have.
Whilst it is incumbent historical records to give But to be able to do so,
upon the GM to set the combat a sense of the GM does need un-
things up so that the danger and action. You derstand the rules and
players can have fun, can allow the players to when to bend them.
the players themselves take over some of the

64
able to attain. There covers, the vast majority
were some, of course of English men and
but not many. For the women were peasants
purposes of this game, who were the property of
LIFE IN female characters have
the same options and
their lords. There is
comparatively little rec-
MEDIEVAL chances as the male
characters. They may
orded about these
people, simply because
TIMES not always get the same
reactions from some of
the clergy and nobility
had little to say about
the NPCs though and them and they were the

T
he Medieval Myster- society in general re- ones who kept written
ies RPG is first and mains male dominated. records. When the peas-
foremost a game, antry was mentioned, it
not a history lesson. It was usually in relation
is not completely histor-
The Three Orders of to the obligations they
ically accurate, it is not Society owed their superiors.
intended to be and, it “…some pray, others
would be impossible to fight, still others work” Throughout the long
make it so. The fiction history of medieval serf-
that inspired this game “...from the beginning, dom, the serf was
is accurate only to a mankind has been di- required to perform la-
point - that point is vided into three parts, bour services for his
where, for the sake of among men of prayer, lord. This was generally
the story; the historical- farmers, and men of in the form of farming
ly accurate has to fall by war...” the lord’s fields and
the wayside. looking after his live-
These are two passages stock amongst other
As a GM or a player, you that were written at the duties. Although the
have to enjoy the game beginning of the 11th number of days devoted
you are playing. If histo- century, the first was by to working the lord’s
ry takes away from this Bishop Adalbero of Laon land varied from place
and becomes a chore, and the second by to place, it was usually
then you are welcome to Gerard of Cambrai. The three days a week. At
drop the history in fa- image of a tripartite so- harvest time, the lord
vour of your story. A ciety divided by function would demand even
case in point is the role has become a hallmark more of his serfs’ time.
of women in history. of medieval English (and Furthermore, the serf
Generally speaking, European) history. was tied to the land. In
women were second- other words the serfs
class citizens and were Those who work were unable to leave.
unable to aspire to the In the early part of the
heights that men were period that this game

65
MEDIEVAL MYSTERIES

into two in the forest and mead-


parts: the ow. In England, they
demesne was had to take extra care
the lord’s not to take or damage
land worked anything in the Royal
by the peas- Forest.
ants. The
other part Life on the medieval
was held by manor was quite simple
the peas- and uncomplicated. But
ants. Their by the same token it
plot was was probably also dull
usually and uninspiring. Most
much larger serfs were unable to
based on the travel outside of their
condition home manor, without
that they their lords’ permission.
cultivate the Not that many would
With the rise of towns,
lord’s demesne before have a reason to do so
the increased productiv-
their own. The land it- as their family would all
ity of the land, long-
self was divided into live in close proximity,
distance trade and the
long strips and it was since the children were
development of a money
entirely possible that expected to work for
economy, more and
one serf would have to their lord from the age
more serfs managed to
work a number of differ- of 12. Nearly every day
break free of this virtual
ent strips spread out of the medieval peas-
slavery. What this really
across the manor. ant’s existence was
meant was that the
The medieval estate re- dedicated to farming
peasants could now rent
quired cooperation arable land and so there
his land from the lord
among all serfs since was little time left over
for a certain period of
there were very few for things of an intellec-
time. Equally important-
horses and ploughs. tual or cultural nature.
ly, with the passage of
Medieval manors also
time many serfs no
had tracts of forest as Of all the characteristics
longer owed their lords a
well as open meadow for of medieval peasant so-
labour obligation. In-
the grazing of cattle and ciety, none was perhaps
stead they were taxed
sheep. Serfs and villeins more important than
direct and indirectly on
could subsidize their the Christian religion as
almost every task on the
meagre diet, which con- practiced by ordinary
medieval manor.
sisted largely of barley men and women. Chris-
(made into either bread, tianity was a matrix of
The medieval manor
porridge or soup - sup- ideas and modes of be-
varied greatly in size
plemented by a few haviour that was the
and could include one
onions, carrots or cab- medieval community.
village, a few villages, or
bages) by gathering Nearly all of the im-
none at all. The land of
firewood or thatch and portant events in the
the manor was divided
go fishing and hunting short life of medieval

66
LIFE IN MEDIEVAL TIMES

men and women took fairs and could reward


place within the con- the virtuous. Of course,
fines of the church or they believed that God
churchyard. A person punished men and
was usually baptized women for their sins
within hours of birth. with disease, plague,
Men and women con- poor harvest, and war.
fessed their sins to the But life in the village
priest and received the community did entail
sacraments of Eucharist cooperation and the
on Holy Days. There values of a simple life.
were also feasts that
accompanied baptisms Those who fight
and weddings that were The nobility influenced
held in the churchyard. all aspects of medieval
The village priest also politics, economics, reli-
read messages from gion, and culture. As
secular and church au- the second Estate, the
thorities. Popular medieval nobility had
medieval religion was special legal status. A
shot through with ritu- man who was a member
als and symbolism. For of the nobility was free
instance, before slicing in his person and in his
bread a woman would possessions. The only
tap the sign of the cross limitation of the nobility
on it with her knife. The concerned their military
entire calendar was cre- obligation to their own
ated with reference to lord. As members of the
many Holy Days. Every- nobility, they had cer-
one participated in tain rights and
village processions and responsibilities: they
religious days. could raise troops and
command them in the weak and the poor. They
For the most part the field, they held their accomplished this with
peasants accepted what own courts of justice a horse and a sword,
their family, custom, and they could even the two visible signs of
and the village priest coin their own money. their standing. They
had told them. Although The nobleman was the were also encouraged to
the mass was in Latin, lord of all those people display the virtues of
the priest delivered ser- who settled on his land. chivalry; a code of con-
mons, usually on the The medieval nobility duct created by the
Gospel, in the vernacu- was, of course, was an clergy to curb the bru-
lar. Peasants had a Estate of warriors, - tality of this order of
strong sense of the ex- those who fight. knights.
istence of God, believing
that God was directly The nobility had a social When a young member
involved in human af- function to protect the of the nobility finally

67
MEDIEVAL MYSTERIES

came into possession of sistency. He was also


his property, he ac- important to absolve
quired authority over men and women of their
land and people. The sins for the act of con-
nobility rarely lived up fession. His role, then,
to the standard re- in the medieval village
quired. The reasons for was extraordinary. Of
this may be that the no- course, not all village
bility wanted immediate priests were as dedicat-
gratification. The prob- ed to the holiness of
lem was there were their flock as they
many times when the should have been. How-
nobility were not in- ever, it was the village
volved in warfare either priest with whom medi-
with foreign enemies or eval men and women
rival lords. In other identified the Church,
words, in times of peace its teachings, and au-
the nobility needed an thority.
outlet for their warlike
aggression. This came Apart from the manor,
with their participation the church was the
in the medieval tourna- main focus of communi-
ment. ty life. Church parishes
were usually the manor
The medieval nobility villages. The parish
lived without working. priest was appointed by
They also ate far better the lord of the manor
than the people under and was given a house.
them. Their bread was He was obliged to carry
made of wheat, rather money for alms with
than barley. They ate far him, keep up the
more meat than the church, and provide
serfs as they could hunt hospitality to travellers.
boar and deer on their The priest was usually a
own lands. They import- commoner by birth,
ed spices from exotic Those who pray though serfs were tied to
places to flavour their At the top of medieval the land and were not
food. Even salt was an society was the first Es- allowed to become
expensive commodity tate, the clergy, those priests. The priest offici-
that only the rich could who pray. It was the vil- ated at his living from
afford. Wine was a far lage priest who was to the income for parish
more common drink oversee the spiritual life lands, fees for services,
amongst the nobility of his flock on the medi- and tithe money.
than the ale that the eval manor. His duties
poorer folk had to drink. were to administer the Tithing was a system
necessary sacraments whereby each person
with regularity and con- was expected to give

68
LIFE IN MEDIEVAL TIMES

1/10 of their earnings to were often held in the abbey church. These
support the church. The churchyard, though this services took place every
tithe income was divided practice was officially three hours, day and
up evenly between the banned in 1285. A spe- night. When the services
parish priest, the cial hut, or tollbooth, were over, monks would
church maintenance housed a court that be occupied with all the
fund, the poor, and the regulated the affairs of tasks associated with
bishop. the market. In time the maintaining a self-
tollbooth became a per- sustaining community.
The chancel (where the manent fixture of the Abbeys grew their own
altar is) belonged to the Town Hall. food, did all their own
lord. The nave and the building, and in some
tower belonged to the Monasteries were the cases, grew quite pros-
people of the parish. other main form of perous doing so.
Manor courts were often church presence. They Fountains Abbey and
held in the nave, and were self-contained en- Rievaulx, both in York-
tenants came there to claves where monks or shire, grew to be
pay their rent. A free nuns chose to live a enormously wealthy,
meal was given to those simple life of prayer and largely from raising
who paid their rent. The work. At least that was sheep and selling the
church tower occasion- the theory. In practice wool.
ally served double duty monks at least were of-
as the priest’s residence ten criticized for their Throughout the medie-
and often was built to laxity and concern with val period the
be defended in times of worldly matters. monasteries were prac-
trouble. School was held tically the only
in the church porch or Although the details of repository of scholarship
in a room over it. The daily life differed from and learning. The
church’s role went far one order to the next, monks were by far the
beyond religion; it was monastic life was gener- best educated members
the centre of village ally one of hard physical of society - often they
community life. work, scholarship and were the only educated
prayer. Some orders en- members of society.
Originally, people stood couraged the presence Monasteries acted as
in the nave to hear the of ‘lay brothers’, monks libraries for ancient
church service. Pews who did most of the manuscripts, and many
were not introduced un- physical labour in the monks were occupied
til the 15th century. fields and workshops of with laboriously copying
Because few could read, the monastery so that sacred texts (generally
Biblical stories were of- the full-fledged monks in a room called the
ten acted out for the could concentrate on scriptorium). In the are-
congregation in the form prayer and learning. as where Celtic
of miracle plays. The influence was strongest,
plays were performed in The day of a monk or for example in North-
the churchyard or nun, in theory at least, umbria, the monks
porch. In the 12th and was regulated by regular created "illuminated"
13th centuries markets prayer services in the manuscripts; beautifully

69
MEDIEVAL MYSTERIES

illustrated Bibles and similar religious arte-


prayer books with fact. The tomb of a
Medieval medicine
painstakingly created particularly saintly per- Western medicine ad-
vanced very little in
images on most pages. son could also become a
target for pilgrimages. Europe during the Mid-
dle Ages. Scholarship
The abbey was under Pilgrims could generally
the authority of an ab- be induced to buy an fell into the religious
bot or abbess. The abbot insignia to prove they sphere, and clerics were
could be a landless no- had visited a particular more interested in cur-
ing the soul than the
ble, who used the shrine. Some popular
body. Many theologians
church as a means of pilgrimage centres built
considered disease and
social advancement. hotels to lodge pilgrims.
injury to be the result of
Under the abbot was the The George Inn in Glas-
supernatural interven-
prior/prioress, who ran tonbury is one such
tion and insisted that
the monastery in the hotel, built to take the
cures were only possible
absence of the abbot, large number of pilgrims
through prayer. No new
who might have to travel flocking to Glastonbury
medical research was
on church business. Abbey.
conducted, and no new
There could also be a
practices were created.
sub-prior. Other officers Monasteries were most
Physicians simply per-
included the cellarer (in numerous in Britain
petuated the church-
charge of food storage during the early 14th
approved classical tech-
and preparation), and century, when there
niques that were
specialists in the care of were as many as 500
preserved in ornately
the sick, building, farm- different houses. The
decorated, hand-copied
ing, masonry, and Black Death of 1348
texts produced by
education. dealt the monasteries a
major blow, decimating monks. Christian con-
cern for the ill and
One of the main sources the number of monks
injured, as well as con-
of revenue for monaster- and nuns and most
tact with the Arab world
ies throughout the never fully recovered.
during the crusades,
medieval period was pil-
did, however,
grims. Pilgrims
lead to the crea-
could be induced
tion of many
to come to a mo-
large hospitals
nastic house by
built and run by
a number of
monastic orders.
means, the most
Although little
common being a
was done to cure
religious relic
the patients, they
owned by the
were usually well
abbey. Such a
fed and comfort-
relic might be a
ed by a religious
saint’s bone, the
nursing staff.
blood of Christ, a
fragment of the
Although medi-
cross, or other

70
LIFE IN MEDIEVAL TIMES

cine and surgery were permitted to work on curacy. The majority of


related, medieval practi- both men and livestock. these treatises were
tioners drew a distinct based on writings from
line between them. Gen- the ancient world, as
erally, physicians
Crime & punishment was a great deal of me-
treated problems inside Poisoning dieval medicine and
the body, and surgeons A remarkable amount scholarship in general.
dealt with wounds, frac- was known about the It is unlikely that these
tures, dislocations, effects, uses and treat- academic documents
urinary problems, am- ments of poisoning, would have been availa-
putations, skin even in the relatively ble, or even
diseases, and syphilis. unscientific world of comprehensible to the
They also bled patients medieval Europe. The public.
when directed by physi- purveyors of medieval
cians. Many of today’s potions and poisons However, there was also
surgeons can trace the were apothecaries. They a great deal of lay poi-
origins of their special- produced and sold son-lore. The high
ties to the teeth-pullers, preparations for a multi- profile of poisons and
bone-setters, oculists, tude of uses, and it was poisoners, the fact that
and midwives of the well known that many of they worked unseen and
middle ages. these could be put to their association with
less beneficial purposes witchcraft resulted in a
During this period, med- than those for which level of paranoia in
icine began to be they were intended. some sections of the
recognized as a profes- population. This may in
sion based upon formal Poisoning was a popular fact have been justified,
education, standardized subject of fiction, but as, with poisons readily
curriculum, and legal there were also academ- available and no science
regulation. In some re- ic texts published on the of forensics or toxicology
gions, physicians were subject. These were of- to provide convicting
required to pass exami- ten written by monks. evidence, poisoning
nations before beginning Many types of poison seems to have been rela-
practice. Untrained were described in these tively widespread.
physicians were subject treatises, which were Methods of defence
to prosecution and often a reasonably com- against poisons became
fines, and state licens- prehensive account of very popular, and while
ing became common. the poisons known at some writings on anti-
Still, not all healers the time, their effects dotes, treatments and
were priests or scholars. and the best ways that methods of avoiding
Women practitioners they could be treated. poisons were quite reli-
commonly treated fe- They were often referred able, there were also a
male patients, and to by several different great many creative, and
although scorned by the names, or as the plant entirely inaccurate, sug-
educated physicians, from which they have gestions.
uneducated surgeons more recently been puri-
and self-taught lay doc- fied, but were usually Drinking vessels made
tors, or ‘leeches’, were described with great ac- from "unicorn’s horn",

71
MEDIEVAL MYSTERIES

figure of fear and hate holds. Those household-


in the xenophobic ers in turn were
Christian populations supposed to go out in
of medieval Europe. search of the murderer -
whether there was an
Fines actual killer or not, or
If peasants already no matter how long the
had it tough being body had lain where it
taxed for virtually was found. Next, the
everything in their Bailiff of the Hundred
day-to-day lives, fines had to be notified and
or ‘amercements’ im- he, in turn was to
rhino horn, or various summon the coroner.
gemstones were alleged posed as a result of
crime could be devastat- The locals were respon-
to neutralise any poison sible for guarding the
contained in them. The- ing. There was a rigid
procedure enforced at body and not moving it
se materials, already until the coroner ar-
valuable, became even every unexpected death,
any deviation from the rived, which could be
more sought after, and several days later. There
could raise a huge price. rules being heavily
fined. The rules were so were fines for not follow-
No doubt many charla- ing these laws or indeed
tans would have taken complex that probably
most cases showed for not following them
advantage of this, and properly. Sometimes a
helped their cause by some slip-up, with con-
sequent financial village would bury the
persuading wealthy cus- body before the coroner
tomers that poisoners penalty to someone.
arrived. This was the
were everywhere, and cause of some very
that the only way they First finder
The first finder was heavy fines for the
could save themselves whole village.
was to buy the gem- supposedly the first per-
stone, potion or son to come across the
whatever other charm dead body. In practise Inquest
he was probably actual- The coroner normally
the salesman was offer-
ly the unfortunate who held the inquest imme-
ing. Some religious
actually reported it. He diately after viewing the
artefacts, such as amu-
was supposed to raise a body. Originally the in-
lets and talismans, were
search for the murderer quest was a massive
also thought to be pro-
by knocking on the affair, as the jury had to
tective against
doors of the four nearest consist of all the males
poisoning. These were
households. There were over twelve years from
largely introduced by
fines for not doing this. the four nearest villages.
Jews, a race with a
It is doubtful whether
mixed reputation with
Hue & Cry this was always followed
respect to poisoning.
The first finder raised to the letter and by
Despite their association
the hue & cry by knock- 1259 it had changed, so
with protective charms,
ing on the doors of the that only ‘sufficient’
the scheming Jewish
nearest four house- people need be present.
poisoner was a popular

72
LIFE IN MEDIEVAL TIMES

Murdrum fine However, sometimes


The murdrum fine was it was granted to the
imposed on the whole family of the victim,
village, where a sus- as compensation for
pected murder had their loss. All sorts of
taken place and the vil- things could be de-
lagers couldn’t confirm clared deodand, such
to the coroner’s satisfac- as dogs, horses, trees
tion that the dead and so on. If a horse
person was of English and cart ran over a
origin (called the ’Pre- man, the whole lot
sentment of Englishry’). could be confiscated.
and leave the country
In other words, it was
never to return. Many
assumed he was a Nor- Capital offence simply went to Wales or
man, unless proven A capital offence includ- Scotland, and even re-
otherwise. The mur- ed any homicide or the turned a few weeks or
drum fine dated back to theft of an article worth months later to go on
the period just after the at least twelve pence. living somewhere else in
Norman Conquest, The perpetrator was the country.
when a large number of called a felon and the
the Norman conquerors coroner had complete
were murdered up and jurisdiction over all fel- The General Eyre
down the country by ons. The Royal Courts of
aggrieved Englishmen. Law, called the General
Although the imposition Eyre, was a system of
Sanctuary justice that circulated
of this fine became If a criminal, fugitive or
harder and harder to slowly around the king-
outlaw could reach a dom hearing cases that
justify, it remained in church or even just the
law until 1340, because fell within the county
church grounds, he coroner’s (crowner) ju-
it proved such a good could claim sanctuary.
means of income for the risdiction. This body
He had to come un- took so long to return to
Crown. armed and must have each county that, unless
committed no sacrilege. careful records were
The Deodand He then had 40 days kept, many cases never
This was the object that breathing space from came to trial and much
was the cause of the the law and he had to potential revenue was
sudden death, whether be fed and guarded by lost to the Crown. The
it was a murder or an the locals. At the end of Eyre took an average of
accident. The Coroner’s that time (or earlier) he seven years - and often
jury had to make a val- had to confess his sins far longer - to complete
uation of the deodand to the coroner and then a circuit. Its arrival
and the Coroner would the coroner had to ar- within a community was
then commit it to the range for his ‘abjuration’ one of the greatest af-
care of the Constable from the realm. That is fairs in medieval
until the Eyre, when the he had to give up all his England, as the Eyre
Judges would decide if it possessions and go, on examined every detail of
was forfeit to the Crown. foot, to the nearest port

73
MEDIEVAL MYSTERIES

life since its last visit, as great revenue for the


well as actual crimes. Crown.
Unless good records
were kept and some Legalities
means found to enforce In common with other
the appearance of wit- large areas within the
nesses and parties at country, Forest Law im-
trial, the King would poses a kingdom within
lose much potential rev- a kingdom, where the
enue. The grossly inhabitants are subject-
extortionate system of ed to draconian laws to
amercements could not preserve, increase and
be employed to the best protect game of all spe-
advantage if old cases cies and in this context
had been forgotten. At a Forest, is land subject hunt the large game
the London Eyre of to special laws designed and, very often weren’t
1321, for instance, a to protect deer and oth- allowed to hunt the
ward jury was expected er animals of the hunt small game, such as
to recall all the crimes which the king reserves hares. The felling of
that had been commit- for his own right to hunt timber was prohibited
ted during the past 44 for himself and those he and it could even be
years since the court authorised. forbidden to gather
had last visited! acorns in some parts.
Within afforested areas,
Forest Law Forest Law is applied in Foresters
A forest is an area of addition to Common Policing of the forests
unenclosed countryside, Law. Forest Law was a demanded a large
consisting of a highly distinct legal system network of forest
variable mixture of with its own courts and officials who formed
woodland, heath land, officers. The sole aim of what was virtually a
scrub, and agricultural forest law was to pre- private army of the king.
land. Its purpose is to serve the venison and These were the
raise deer, which need a vert (green undergrowth foresters. A Forester is
variety of land, i.e. for feeding the venison) an officer of a forest who
woodland to rest and for the King’s pleasure. works for the King
hide in during the day, The Royal edicts were through the Bailiff and
and more open land in administered by Crown Sheriff. He is sworn to
which to feed at night. It officials, with no appeal preserve the vert and
does not necessarily de- or redress. venison of the forest.
note a wooded area, as His job entailed
such. Just as there were Effect on the people attending upon the wild
many laws surrounding The restrictions of For- beasts within his
deaths, murders and so est Law were very Bailiwick and to
on, there were many harsh. The residents of attacking any offenders
laws surrounding the the forest were unable and poachers, to bring
Royal Forest and these to cultivate the forest- them to the justice of
were another source of land, not allowed to the forest courts.

74
LIFE IN MEDIEVAL TIMES

Assart: A piece of land Baldric: A diagonal


Glossary of medieval cleared of trees and strap over the right
terms bushes, and fitted for shoulder of a Norman
cultivation to increase warrior to suspend a
Abjurer: A criminal who the holdings of a village. sword scabbard on the
sought sanctuary in a Approver: An accused left hip.
church and elected to person who attempted Baron: Any major land-
‘abjure’ by confessing to obtain mercy by im- owner, especially those
his sins to a coroner plicating his powerful enough to have
and then leave England accomplices. He had to political influence. Often
forever, to avoid being confess to the coroner, at loggerheads with the
hanged. and then challenge his king, many barons, es-
Ale: A brewed alcoholic accomplice to trial by pecially those along the
beverage, before the ad- battle. If he won, he was Welsh border, ran al-
vent of hops for freed. most independent
preserving. Attachment: An order kingdoms.
Alehouse: Most families made by a law officer, Barton: A faming set-
brewed their own ale in including a coroner, to tlement.
the middle ages as water ensure that a person Bowyer: A craftsman
was not always clean appeared at a court who made bows.
enough to drink. Occa- hearing. If he failed to Burgage: A tenure a
sionally, one of the appear he forfeit goods town, under which
families who brewed the or money. property of the king or a
best ale in the village Bailey: The outer enclo- lord in a town was held
would start to sell their sure of an early Norman in return for a yearly
ale to their neighbours, castle. Here would be rent or the rendering of
who would stop by to the huts for living quar- a service. Occupied by a
gossip. This would inevi- ters, the kitchens and burgess.
tably become the village so on. Burgess: A freeman or
alehouse - not quite a Bailiff: Overseer of a citizen of an English
tavern. manor or estate who borough. Usually a per-
Amerce: To impose a directs the farming or son of substance, like a
fine on a person or vil- other outdoor labour. merchant or craftsman.
lage. The coroner would Also an official who as- A group of burgesses
not collect it himself, sists a sheriff and who ran the town admin-
but his clerk would rec- has the power to exe- istration and elected the
ord the amercement in cute writs, processes, portreeves (later the
his rolls to present to and arrests. mayor).
the King’s justices when Bailiwick: A bailiwick is Byrnie: A Saxon word
they visited; they would the area of jurisdiction for a hauberk or mail
either cancel or claim of a bailiff. The term was shirt.
the money. also applied to a territo- Capucin: Medieval
Apothecary: A dis- ry in which the sheriff's headgear, consisting of
penser of medicines, functions were exercised a long length of cloth
who was often also a by a privately appointed wound around the head
physician. bailiff under a Crown rather like a turban, the
grant.

75
MEDIEVAL MYSTERIES

free end dangling over deaths (particularly termine what was deo-
one shoulder. among the Normans, dand and what was not.
Chapman: A peddler, who as the ruling class Donjon: The central for-
who carried his wares wanted to be sure that tified tower in an early
on his back. their deaths were not Norman castle; later
Cog: A small merchant taken lightly). At one called the Keep. Early
ship with one mast and time in England all ones would have been
a sail. criminal proceedings constructed of wood.
Constable: Has several were included in the Eyre: A circuit court
uses, including; A peace coroner's responsibili- held by itinerant royal
officer with less authori- ties. justices in medieval
ty and smaller Cottar: A low-grade vil- England. They moved
jurisdiction than a sher- lein in the feudal from county to county
iff, empowered to serve system. on a circuit that could
writs and warrants and Croft: A small area of take up to seven years
make arrests, an officer land around a village to complete.
of high rank, usually house, for growing vege- Farm: In the medieval
serving as military tables or rearing a few sense, the total tax re-
commander in the ab- animals. The occupier quired by the King for
sence of a monarch or was either a bondsman the county. The ‘farm’
the governor of a royal (a villein or a serf). was collected by the
castle. Curfew: The prohibition sheriff and delivered to
Coroner: Coroner comes of open fires in town af- Winchester or London
from Anglo-Norman ter dark. During the twice a year. It was a
corouner, a word derived curfew, the city gates fixed sum per county
from coroune, ‘crown’. were closed, from dusk and if the sheriff could
Corouner was the term till dawn. It could be a collect more he could
used for the royal judi- hanging offence for a pocket the difference.
cial officer who was gate-keeper to open the First Finder: The first
called in Latin custos gates to anybody out- person to discover a
placitorum coronae, or side of these times. corpse or witness a
‘guardian of the crown’s Destrier: A knight’s war crime. He or she was
pleas’. The person hold- horse. supposed to rouse the
ing the office of coroner, Deodand: A personal four nearest households
a position dating from chattel which had and give chase. Failure
the 12th century, was caused the death of a to do so would result in
charged with keeping person and for that rea- a fine.
local records of legal son was given to God, Fletcher: A maker of
proceedings in which that is, forfeited to the arrows.
the crown had jurisdic- crown, to be applied to Forest: Strictly, a wild
tion. He helped raise pious uses, and distrib- area with or without
money for the crown by uted in alms by the high trees. The Royal Forests
funnelling the property almoner. Thus, if a cart were areas sequestered
of executed criminals ran over a man and by the king, whether he
into the king’s treasury. killed him, it was forfeit- owned the actual land
The coroner also inves- ed as a deodand. It was or not, where only he
tigated any suspicious the coroner’s job to de- could hunt and take the

76
LIFE IN MEDIEVAL TIMES

profit from various ac- could be a large manor Mark: A sum of money,
tivities, such as or a single estate. though not an actual
wood=felling, forges, Hundred: A sub- coin. Early in the Middle
brewing and so on. division of a county for Ages only the silver
Forester: An officer, administrative purpos- penny existed, but later
similar to a gamekeeper, es. on other denominations
directly responsible for Jongleur: Itinerant en- came out.
enforcing the harsh for- tertainers like minstrels Manor Reeve: The
est laws and taking of- who sing, dance and foreman appointed in
offenders to the forest juggle. each village by the lord
courts. Foresters were Jury: The medieval jury of a manor to oversee
nominated by the Forest were witnesses, local daily routine.
Warden, but received no people who were obliged Midden: A dunghill or
salary. Sometimes they to gather and tell what refuse heap.
even paid for the privi- they knew of a crime or Motte: The mound on
lege of the job, because a dispute. The coroner’s which he donjon was
of the possibilities for jury were supposed to built in a Norman cas-
extortion. The Foresters be men over twelve tle.
badge was a horn. years of age from the Murdrum fine: A fine or
Gambeson: A padded, four nearest villages, amercement levied on a
quilted coat worn under though this was often a village by the coroner
mail to diffuse the force practical impossibility. when a person is found
of blows. Some poorer Justiciar: The chief slain and the locals
soldiers might wear one minister - a high rank- cannot confirm that he
as their main armour. ing noble or churchman is of English stock (in
Gleeman: A medieval appointed by the king. other words he is as-
itinerant singer; a min- In the reign of Richard I, sumed to be a Norman).
strel there were several justi- Ordeal: method of trial
Hauberk: Also called a ciars, the most effective in which the accused
byrnie, this was a long- being Hubert Walter. He was subjected to physi-
sleeved mail coat. was Chief Justiciar and cally painful or
Hide: An old English also the Archbishop of dangerous tests, the re-
measure of land, usual- Canterbury. sult being regarded as a
ly the amount held Kirtle: A woman’s dress divine judgment of guilt
adequate for one free or skirt, which reached or innocence. It was
family and its depend- to the ankles. abolished by the Vatican
ents. Knarr: Early merchant in 1215.
Hue & Cry: The term ship, like a Viking long- Ostler: A servant in a
used when the first ship but broader in the stable or inn who took
finder raised the nearest beam. It was partly charge of the horses.
households to give decked and had a single Outlaw: Literally, any-
chase when a crime had hold, mast and sail. one outside of the law,
been committed. Mantle: A loose sleeve- usually an escaped
Honour: A holding of less coat worn over criminal or a fugitive.
land from the King, outer garments; a cloak. They often lurked in for-
Baron or Church. It It would sometimes have ests and any person was
a hood for travelling. entitled to kill them on

77
MEDIEVAL MYSTERIES

sight to collect a bounty, Sackbut: A musical in- by a knight over his ar-
as they were ‘wolfs strument similar to a mour.
heads’. trombone. Tabard: A short, heavy
Outremer: The four Sanctuary: An ancient cape of coarse cloth
Christian kingdoms in and religious offer of formerly worn outdoors.
the Levant at the time of mercy. A fugitive or Or a tunic or cape like
the crusades, including gaol-breaker could claim garment worn by a
the Kingdom of Jerusa- forty days immunity knight over his armour
lem. from the law if he and emblazoned with
Palfrey: A small, docile reached a church. his coat of arms. A simi-
horse suitable for use by Seneschal: An official in lar garment worn by a
a woman. a noble household in herald and bearing his
Portreeve: One of the charge of domestic ar- lord’s coat of arms.
major officials in a town, rangements and the Trial-by-battle: An an-
of which there were administration of serv- cient right to settle a
normally two. Later the- ants; a steward or dispute by fighting to
se posts were major-domo. the death. Women and
superseded by a mayor. Sergeant (also spelt ser- unfit persons could em-
Posse: A group of armed jeant): It had several ploy a champion to fight
men, called out by the meanings. A sergeant for them.
sheriff or a coroner in was a senior man-at- Tunic: The main men’s
order to hunt outlaws or arms or a law officer, garment of the middle
defend the realm. below a town bailiff. It ages. A linen shirt
Presentment of Eng- was also the term for a would sometimes be
lishry: Following the squire of a Templar worn underneath.
Norman Conquest of Knight. Undercroft: The ground
1066, there were many Shalmes: A stringed floor of a fortified build-
Normans killed by ag- instrument. ing or a church.
grieved locals, so the Sheriff: The king’s of- Verderer: A man serv-
law decreed that anyone ficer of a county or an ing as an official in
found murdered was administrative region charge of the royal for-
Norman, unless they who was charged mainly ests. He was responsible
could prove otherwise. with judicial duties and to the sovereign, not the
This involved a fine on tax collection. Often Warden. There were
the nearest village if the quite corrupt, hence the usually four in each
deceased was deter- later appointment of royal forest. The verder-
mined to be Norman or coroners to fulfil some of er’s badge was an axe.
even if it was unknown. their duties. The word is Vert: The vegetation of
This presentment of derived from ‘shire- the forest - trees, bush-
Englishry became a reeve’. es and pasture, the use
good source of income Squire: The servant of a of which was subject to
for the king and it con- knight, often aspiring to forest law.
tinued for hundreds of knighthood himself. Villein: A villein is, in
years, despite becoming Sumpter: A pack horse the feudal system, a
largely meaningless. or mule. member of the class of
Reeve: See Manor Surcoat: A loose outer serfs tied to the land,
Reeve. coat or gown, often worn distinguished from

78
LIFE IN MEDIEVAL TIMES

those in actual slavery,


but restricted by law
from exercising the
rights of a free man.
Warden of the Forest:
The senior forest ad-
ministrator, appointed
by the king, who was
responsible for organis-
ing the Forest Eyre.
The Warden had to
nominate the foresters,
but not the verderers,
who were individually
responsible to the king.
Wattle & Daub: A
common building tech-
nique in the Middle
Ages. Clay or plaster is
applied aver a woven
framework of hazel
withies (branches).
Wimple: A headdress
of linen or silk; worn by
women over the head
and around the neck
and ears.
Woodmote: An alterna-
tive name for the lowest
level of forest courts.
Only offences against
the vert, amounting to
less than four pence
Woodwards: Employed
by private landowners to
protect the vert and ven-
ison, but outside the
royal forests. Although
they were servants of
the landowner, they still
had to adhere to the
same oaths and codes
as the foresters. Their
badge was a billhook.

79
MEDIEVAL MYSTERIES

Altar: a table or slab century; also known in


Glossary of the consecrated for celebra- England as the Austin
medieval church tion for celebration of Friars
the sacrament of the Aumbry: a stone cup-
Abbess: female head of Eucharist, or Holy board usually set in the
a nunnery of the Bene- Communion; in a medi- north wall of the chan-
dictine or related orders eval church, in addition cel, for mass vessels,
Abbey: large religious to the high altar or prin- books and other sacred
house belonging either cipal altar, other altars objects
to one of the orders of dedicated to particular Austin: term used in
the Benedictine family saints were located in England for the Augus-
or to certain orders of chapels around the tinian friars
the Canons Regular church Baptism: the rite admit-
(Augustinian Canons) Archbishop: a bishop ting an individual to the
Abbot: the head of a with authority over a Christian church
monastic house of the group of territorially Baptistery: a separate
Benedictine or related contiguous dioceses and building or separate ar-
orders, and of certain their bishops; also ea in a church which
orders of Augustinian known as a metropoli- contains the font and
canons tan where the rite of bap-
Absolution: the formal Archdeacon: a cleric tism is carried out
act of a priest or bishop having a defined admin- Belfry: the upper storey
pronouncing the for- istrative authority of a tower where bells
giveness of sins by delegated to him by the are hung, or a special
Christ to those who are bishop in the whole or purpose building for the
qualified by penitence to part of the diocese hanging of bells
receive it Archdeaconry: a sub- Benedictine: order of
Acolyte: the highest of division of a diocese monks or nuns
the minor orders of the administered by an Benefice: the means of
ministry; they had par- archdeacon, whose au- generating an income to
ticular responsibility for thority was delegated to support a priest
candles and assisted in him by the bishop Bishop: the highest or-
preparations for mass Archpriest: a minister der of minister in the
Aisle: part of a church, assisting a bishop in the church, with the power
parallel to and divided administration of a rural to confer particular dio-
by piers or columns deanery, or subdivision cese
from the nave, choir or of an archdeaconry; also Book of Hours: a book
transept known as a rural dean for the laity containing
Albigensian: a heretical Augustinian: 1) order of Psalms and prayers to
movement found in regular canons following be read at the times of
Germany, Italy and the Rule of St Augus- the daily office
France in the 11th to tine; established from Caldarium: in a monas-
13th centuries; also pre-existing orders in tery, a small room
known as Cathars Italy and France in the containing a fire where
Alms: money collected 12th century: 2) order of inmates can go in to
for the relief of the poor mendicant friars found- warm themselves
ed in Italy in the 13th

80
LIFE IN MEDIEVAL TIMES

Canon: 1) member of lishment where one per- Chapter: 1) the mem-


the secular clergy be- son lived in seclusion bers of a religious house
longing to a cathedral or Cellarium: the store- in their corporate capac-
collegiate church; 2) a house for provisions ity; 2) the members of
member of the Augus- Chalice: the cup for any corporate body re-
tinian or regular canons holding the wine at the sponsible for an
who lived under semi- ritual of the Eucharist ecclesiastical institu-
monastic rule; the term Chancel: the eastern tion; 3) a meeting of the
‘secular canon’ distin- end of the church con- members of a religious
guishes the former taining the high altar, institution
Canoness: nun belong- where the mass is cele- Chapter house: a place
ing to an Augustinian or brated, reserved for the of assembly for the
related order priest, other clergy and members of a monas-
Canon law: the law of choir: may also include tery, cathedral or
the church, imposed by an extension of the nave collegiate church, for
authority in matters of east of the crossing the discussion of busi-
faith, morals and disci- Chantry priest: a priest ness
pline whose function is to say Chasuble: item of mass
Cardinal: the clergy of or sing masses for the vestments; simple loose
Rome who became the soul of a dead person in sleeveless garment with
immediate advisors of a chantry chapel an opening for the head
the pope Chapel: 1) a part of a Choir: the part of the
Carmelite: order of church with a separate church containing the
mendicant friars origi- altar, which may be seats for the clergy;
nally founded in dedicated differently to usually in the western
Palestine in the 12th the church as a whole; part of the chancel, but
century, then reformed 2) a self-contained occasionally in the east-
in Europe in the 13th building dedicated to ern part of the nave
century after the failure worship, the saying of Choir stalls: the seating
of the Crusades; also prayers or the celebra- for the clergy in the
known as the White Fri- tion of masses for the choir of a church
ars dead, but which does Cistercian: monastic
Cassock: the ordinary not serve the functions order derived from the
garment of a priest; a of a parish church; 3) a Benedictine founded in
simple close fitting tunic church which serves the 12th century
with sleeves parochial needs, but Clergy: any member of
Cathedra: the throne of which is dependent up- Holy Orders, or of a mo-
a bishop on another church nastic order
Cathedral: the church within the parish, some- Cloister: a quadrangle
which contains the times called a chapel of surrounded by roofed or
throne, or official seat, ease vaulted passages con-
of the bishop of the dio- Chaplain: a priest who necting a major church
cese and therefore the was paid an annual to domestic or ancillary
"mother church" of the wage to serve in a par- buildings
diocese ish church or dependent Close: the enclosed pre-
Cell: an individual room chapel cinct of a cathedral or
in a monastic estab- collegiate church

81
MEDIEVAL MYSTERIES

Cluniac: reformed Ben- churches and sacred Crusade: series of mili-


edictine order, founded vessels, the setting tary campaigns waged
in the 10th century in apart of these things by Christian countries
France exclusively for the ser- in the Holy Land from
Collegiate church: a vice of God. the 11th to the 13th
church served by a body Consistory courts: The century to recover the
of canons or prebendar- ecclesiastical courts, area from Islam; used
ies; not housing the which had the right to more generally for any
throne of a bishop and try clerics, rather than military campaign on
therefore not a cathe- the secular courts. Any- behalf of the church
dral; served by secular one who could read and Crutched Friars: also
canons rather than write could claim to be known as the Brethren
monks tried by this court, as of the Holy Cross; not
Commandery: monastic literacy was virtually actually considered to
house of the military confined to the clergy. be a mendicant group
order of Hospitallers Convent: an enclosed and were much involved
Compline: the last of and regulated monastic with running hospitals
the day services of di- institution Crypt: a chamber or
vine office, recited before Cope: item of proces- vault beneath the main
retiring sional vestments; semi- floor of the church
Confession: the rite of circular outer cloak Deacon: the rank in the
confession of sins to a Corporal Acts of Mer- ministry below the
priest in order to obtain cy: a series of charitable priest, with a major role
absolution; obtaining acts which aided the in the collection and
absolution through con- giver to salvation; feed- distribution of alms
fession and penance ing the hungry, Dean: the dean of a ca-
was considered a sac- providing drink for the thedral controlled its
rament thirsty, clothing the na- services and with the
Confirmation: the sac- ked, visiting the sick, chapter, supervised its
rament which follows visiting prisoners, tak- fabric and property; a
baptism in the Christian ing in the traveller and rural dean assisted the
life cycle, requiring the burying the dead bishop in administering
recipient to affirm their Council: a formal meet- a sub-division of an
faith in the presence of ing of bishops and archdeaconry
a bishop representatives of Deanery: a group of
Consecration: to make churches convened for parishes forming a sub-
sacred, the separation of the purpose of regulat- division of an
a thing or person for ing doctrine or archdeaconry; also re-
divine service; 1) of the discipline ferred to as a rural
Eucharist, the act Cowl: a loose gown with deanery
whereby the bread and hanging sleeves and a Diocese: the territorial
wine become the body hood, worn by Benedic- unit of administration in
and blood of Christ; 2) tine and other monks the church, governed by
of bishops, the confer- Crozier: pastoral staff; a a bishop; also known as
ring of the character of processional staff with a see
the office by bishops to the head in the form of a
another; 3) of altars and shepherd's crook

82
LIFE IN MEDIEVAL TIMES

Divine office: the daily with fellow Christians by 1314 and the mem-
cycle of choir services and deprived of all bers obliged to join one
performed by clergy rights and privileges in of the major mendicant
Dominican: order of the church orders
mendicant friars found- Exorcist: the second of Friary: a community of
ed in the early 13th the minor orders of the friars
century ministry; the power of Gargoyle: a water spout
Doorkeeper: the fourth exorcising evil spirits carved in the form of a
rank of minor orders of was never confined to grotesque human or an-
the ministry; their func- this order although they imal
tions were similar to assisted in this process, Gilbertine: a monastic
those of a modern ver- as well as with the pour- order founded in Eng-
ger, heading processions ing out of water at the land in the 12th
and undertaking general mass a crucifix with fo- century; a double order
care of the church fabric liate or floral ornament comprising male and
Dormitory: the com- Font: receptacle for female members under
munal sleeping area of a baptismal water, usually the spiritual guidance of
monastery; also known made of stone but some- the Augustinian canons
as the dorter times of metal Grand Master: title of
Ecclesiastical: pertain- Franciscan: order of the heads of the military
ing to the church friars founded by St orders of Templars and
Episcopal: in relation to Francis of Assisi in the Hospitallers
the authority of a bishop early 13th century in Guardian: term for the
Eremetical: relating to Italy; also known as the head of a Franciscan
the life of a hermit Friars Minor or the Grey friary
Eucharist: one of the Friars Habit: the distinctive
seven sacraments and Frater: the communal clothing worn by mem-
the principal ritual of refectory of a monastic bers of monastic orders
the church, in which establishment Heresy: the formal de-
bread and wine are Friars: members of one nial or doubt of any
transformed into the of the mendicant orders, defined doctrine of the
body and blood of the four main orders church
Christ; the ritual must being the Franciscans, Heretic: person who
be administered by a Dominicans, Carmelites has expressed formal
priest and Austin friars; they denial or doubt of any
Excommunication: a lived in regular fashion defined doctrine of the
censure imposed by but were extensively in- church
church authority which volved with the outside Holy Communion: the
excludes those subject- community; the term sacrament of the Eu-
ed to it from Holy literally means "brother" charist
Communion and impos- Friars of the Sack: also Holy Orders: the higher
es on them other called the Friars of the grades of the Christian
deprivations and disa- Penance of Jesus ministry; those of bish-
bilities; in the heavier Christ; the largest of the op, priest and deacon
form of this censure, the lesser groups of friars in Holy water stoup: a
transgressor was for- England, all of their small stone basin con-
bidden any intercourse houses were abandoned taining holy water

83
MEDIEVAL MYSTERIES

Hospitallers: military are not members of the Manual: a book contain-


order first recognised in clergy ing special services for
1113, founded to assist Lay brother: member of occasional use, such as
in the Crusades; their a religious order who is baptisms, marriages
full name was Knights not bound to the recita- and visiting the sick
of the Order of the Hos- tion of the divine office Manuscript: a written
pital of St John of and is occupied in work transcribed by
Jerusalem manual work, generally hand
Hospitium: a monastic adult converts Marriage: the ceremony
guesthouse Lay sister: female of union of man and
Hours: the times speci- member of a religious wife was a sacrament of
fied for the recitation of order who is not bound the church
divine office; Matins, to the recitation of the Mass: the principal rit-
Lauds, Prime, Terce, divine office and is oc- ual of the church, the
Sext, Nones, Vespers cupied in manual work, service at which the
and Compline generally adult converts sacrament of the Eu-
Inquisition: the official Lectionary: a book con- charist, or Holy
persecution of heresy by taining a series of Communion, is per-
special ecclesiastical biblical extracts to be formed
courts; formally consti- read at the mass Mass vestments: cere-
tuted by the papacy in Lector: the third rank of monial clothing worn by
the 13th century minor orders of the min- a priest for the celebra-
Interdict: an ecclesias- istry; also known as tion of the mass
tical punishment reader Master-general: the
excluding the faithful Litany: a form of prayer head of the Dominican
from participation in consisting of a series of order
spiritual things; it could petitions sung by a dea- Matins: the night office;
be applied to individu- con, a priest or cantors, the service recited at 2
als, to local areas such to which the people am in the divine office
as parishes, or to whole made fixed responses Mendicant orders: term
populations Little Hours: Prime, for the friars; the term
Lady Chapel: a chapel Terce, Sext and None; refers to begging be-
dedicated to the Virgin the less elaborate of the cause of their
Mary services of divine office dependence on alms for
Laity: persons who are Liturgy: all the pre- their support
not members of the scribed rituals of the Metropolitan: a bishop
clergy church, including the with authority over a
Lauds: the early morn- mass and divine office group of territorially
ing service of divine Maison dieu: alms- contiguous dioceses and
office house, or residence for their bishops; also
Lavatorium: a series of the poor known as an archbishop
basins outside a monas- Major orders: the high- Minister General: term
tic refectory for the er ranks of the Christian for the head of the
washing of hands ministry, comprising the Franciscan order
Lay: with reference to orders of bishop, priest, Ministers provincial:
the laity, or persons who deacon and sub-deacon term for the heads of

84
LIFE IN MEDIEVAL TIMES

provinces within the Night office: Matins; admission to the major


Franciscan order the choir service of the orders of the ministry
Minor orders: the lower daily round of divine was considered to be a
ranks of the Christian office performed during sacrament
ministry, comprising the the night Papal: with reference to
orders of acolyte, exor- None: the fourth of the the office of the pope
cist, reader and Little Hours of the di- Papal bull: legal docu-
doorkeeper vine office, recited at the ment issued under the
Minster: a church ninth hour authority of the pope
served by a body of can- Nun: a female living in a Papal curia: the central
ons or prebendaries; the regular order under government of the West-
same as a collegiate vows of poverty, chastity ern church
church; in the north of and obedience Papal legate: a personal
England the term was Nunnery: an establish- representative of the
also used for a cathedral ment of nuns pope who has been en-
Missal: book containing Orders: a) with respect trusted with his
the forms of service for to the monastic or regu- authority
the mass lar life, groups of Parish: an area under
Mitre: the pointed communities following the pastoral care of a
headdress worn by the same rule or under priest, himself under the
archbishops, bishops a common administra- jurisdiction of a bishop;
and some abbots on tive and spiritual the parish church was
ceremonial occasions structure b) with respect the centre of worship for
Monastery: a communi- to the Christian minis- the parish
ty of monks try, the various grades Parlour: in a monastery,
Monastic: refers to the consisting of the major an area where speaking
life or community of orders - bishop, priest, was allowed for legiti-
monks deacon, sub-deacon - mate purposes
Monk: a male member and the minor orders - Paten: the plate for
of a religious community acolyte, exorcist, reader, holding the bread or
living under vows of doorkeeper communion wafers
poverty, chastity and Orders of clergy: the Penance: a form of pun-
obedience; strictly it is various grades consist- ishment whereby one
confined to members of ing of the major orders - who has confessed his
those bodies which live bishop, priest, deacon, sins to a priest can ob-
a communal life sub-deacon - and the tain absolution
Mystery plays: religious minor orders - acolyte, Pilgrimage: a journey to
drama performed at ma- exorcist, reader, door- a holy place from mo-
jor festivals, commonly keeper tives of devotion, to
performed out of doors Ordinal: book contain- obtain supernatural
Nave: the western arm ing instructions for help, or as a form of
of a church, and more conducting the pre- penance
specifically the central scribed rituals of the Piscina: a stone basin
axial section of that church with a drain, used for
arm, used by the con- Ordination: the rite of washing the mass ves-
gregation and for admission into the min- sels
sermons istry of the church; only

85
MEDIEVAL MYSTERIES

Pix: container for the office, recited at the first as a monastery or ca-
storage of consecrated hour thedral, that receives
wafers for the mass Prior: the deputy of an the benifice of a parish
Poor Clares: the female abbot in a major Bene- Relic: the mortal re-
branch of the Francis- dictine institution; or mains, or any
can order, maintaining the head of a lesser components thereof, of a
an enclosed monastic Benedictine house; or saint; believed to em-
life rather than one the head of any house in body the miraculous
equivalent to that of the some orders powers of the saint
friars Prior provincial: the Reliquary: a container
Pope: head and spiritu- head of a province in the for the relics of a saint;
al leader of the church Dominican order many were expensively
in Western Europe Prioress: the head of a gilded and jewelled
Prebend: a cathedral nunnery; in some orders Rosary: a series of
benefice; normally con- of a lesser house de- prayers; to assist the
sisting of the revenue pendent upon an abbey memory, the prayers are
from one manor of the Priory: a monastery; in counted off on a string
cathedral estates which the Benedictine orders a of beads
furnished a living for house dependent upon Rural dean: a minister
one cathedral canon, or an abbey; in certain or- assisting a bishop to
prebendary ders such as the administer a subdivision
Prebendary: a cathedral Augustinians or the of an archdeaconry;
canon supported by a mendicant orders, any known on the Continent
prebend, normally the religious house as an archpriest
income from one manor Processional: book con- Rural deanery: a group
of the cathedral estates taining prayers, hymns of parishes forming a
Preceptory: monastic and litany subdivision of an arch-
house of the order of Province: 1) unit of ec- deaconry
Templars clesiastical Sacrament: a visible
Premonstratensian: administration compris- sign of a sacred thing; in
order of canons derived ing a group of the late medieval church
from the Augustinians, territorially contiguous there were deemed to be
founded in 1121 dioceses: 2) in relation seven sacraments, rep-
Priest: a minister of the to later developments of resenting life cycle
church empowered to monastic orders, geo- rituals; baptism, con-
administer the sacra- graphic units of firmation, Eucharist,
ments, most particularly administration within ordination, marriage,
that of the Eucharist or the order confession and extreme
Holy Communion, as Pulpit: a stone or wood- unction
well as those of confes- en stand from which Sacristy: a room for the
sion and extreme sermons or readings storage of sacred ves-
unction were given sels, liturgical books
Primate: the chief bish- Reader: the third rank and priestly vestments;
op of a single state or of minor orders of the and where the clergy
people ministry don their ceremonial
Prime: the first of the Rector: a parish priest, attire; also known as a
Little Hours of divine or corporate body such vestry

86
LIFE IN MEDIEVAL TIMES

Sanctuary: The part of deacon to bring sinners Vespers: the evening


the church containing to the consistory courts, service of divine office,
the high altar to try them as a way of recited before dark
Scriptorium: a room levying fines for the Vestments: the cere-
where manuscripts were church monial clothing of the
transcribed Synod: a formal meeting clergy
Secular: 1) in relation to of representatives of var- Vestry: a room for the
clergy, priests living in ious units of the church storage of sacred ves-
the world, not under a Templars: order of mili- sels, liturgical books
rule, who are bound by tary monks founded in and priestly vestments;
no vows and may pos- 1119 to assist in the and where the clergy
sess property, working Crusades; also known don their ceremonial
under the authority of a as the Knights Templar attire; also known as a
bishop: 2) more general- or the Poor Knights of sacristy
ly, refers to people who Christ Vicar: a priest employed
are not clergy Terce: the second of the as a substitute for a
See: properly, the offi- Little Hours of divine parish rector of for a
cial 'seat' of a bishop. office, recited at the member of a religious
Commonly used for the third hour house, monastic, cathe-
territorial unit of admin- Teutonic Order: mili- dral or collegiate, which
istration in the church, tary order founded in had appropriated the
governed by a bishop; the Holy land after the revenue for the position
also known as a diocese Third Crusade Vicarage: the endow-
Sext: the third of the Tithe: the tenth part of ment for a vicar
Little Hours of divine produce from the land Visitation: the periodic
office, recited at the and of other income, inspection by a bishop
sixth hour collected to support a of the temporal and
Shrine: a reliquary, a parish priest and main- spiritual affairs of a dio-
sacred image of special tain his services cese which are under
importance or a holy Troper: a book contain- his control, or by an ab-
place, especially one ing tropes for the use of bot or monastic official
connected with pilgrim- the choir at mass or di- of houses within his ju-
age vine office; after around risdiction
Spirituals: members of the 12th century, a Vulgate: the Latin ver-
the Franciscan order book containing se- sion of the Bible; it
devoted to maintaining quences became the standard
the ideals of the founder True Cross: supposedly version for the Western
with respect to money the actual cross on Church
and property which Christ was cruci- Warden: head of a cus-
Sub-deacon: a member fied; there were tody, or subsection of a
of the order of the min- fragments of it pre- province, within the
istry below that of served as relics across Francisan order
deacon; considered to be Christendom White canons: the Pre-
the lowest of the major Undercroft: a vaulted monstratensians, an
orders room, sometimes un- order derived from the
Summoner: An officer derground, below an Augustinians and
who works for the arch- upper room founded in 1121

87
character class and may hit point the foe has,
be of a level that is even extra XP are awarded.
higher than that of the Work this out by multi-
player characters. They plying the hit die of the
ANIMALS, will probably have some
major importance in the
foe by the number of hit
points. So a boar with
FOLK & NPCS game and are likely to
re-appear many times
12 hit points would
work out as 2 (hit die) x
throughout a campaign. 12 = 24 points added to

T
he following chapter They should never turn its base of 200. For eve-
focuses on some out to be more im- ry special ability the foe
stats for riding ani- portant than the has, add the number in
mals, common people characters in terms of the special ability col-
and then some non- the overall story though umn. Special abilities
player characters that – the characters are the would be any class abili-
you can use in your own focus of the game not ties of NPCs, or any
games. the NPCs. animal abilities, like
having more than one
Folk are generally the Experience points for attack in a round. If the
ordinary NPCs that defeating foes GM feels the special
characters might meet The Medieval Mysteries ability is particularly
along the way. They are RPG isn’t really about dangerous or not at all
not intended to be tough combat and fighting, so dangerous or useful,
opposition – in a movie there is less opportunity add or subtract another
they would be the extras to earn experience from 50% for that ability. Or-
that are either on screen killing things than there dinary folk count as
only very briefly or are is in, say Castles & Cru- 1HD. Certain creatures
killed early on, before sades. However, there is really do not provide
the characters get to the experience available for experience, and so will
end of their adventure. those times when com- not have any points
Folk are classed as 0- bat is inevitable. When listed.
level. Sometimes, folk animals, folk and NPCs
take on greater im- are defeated, outwitted
portance in the game or killed, characters
than the GM originally gain experience points
envisaged. In this case, (XP). The number of
they might be elevated points gained depends
to NPC status. on how tough the foe is
to kill or defeat. For eve-
NPCs are special GM ry hit die the foe has,
characters. These char- there is a base XP
acters must be worked award, set out in the
out as if they are player table below. For every
characters. They have a

88
ANIMALS, FOLK & NPCS

XP Table XP: - Horse, Nag


Cats can move silently Size: Large
(+2) and hide (+2) like a HD: 1d8+3 (8)
HD Base Special
rogue. Move: 30’
1 100 50
2 200 100 AC: 11
3 300 150 Donkey Attacks: none
4 400 200 Size: Medium Int: Average
5 500 250 HD: 2d8 (9) XP: -
6 600 300 Move: 40’ This is a very poor
7 700 350 AC: 12 horse, pressed into ser-
8 800 400 Attacks: 2 hooves (1d4 vice either to pull carts
9 900 450 each) or wagons or perhaps
10 1000 500 Special: for an extremely poor
11 1100 550 Int: Average squire, as a stop-gap
12 1200 600 XP: - until he can afford
No self-respecting something better.
knight would be seen
Animals dead riding one of these. Horse, Riding
Boar Occasionally used for Size: Large
Size: Medium travel by people who HD: 2d8+4 (13)
HD: 2d8+3 (12) can’t ride, or by women, Move: 60’
Move: 40’ monks or peasants. AC: 13
AC: 14 Their main use is the Attacks: 2 hooves
Attacks: Gore (1d8+3) transport of small loads (1d4+1 each)
Special: see text of goods or pulling small Int: Average
Int: Animal carts. Donkeys tend to XP: -
XP: 224 be steady on their feet. This is a good, high
Wild boars were hunted spirited riding horse,
a lot in the middle ages. Horse, Destrier bred for speed and dis-
They can be extremely Size: Large tance. Used for hunting
vicious when cornered HD: 4d10+12 (34) or travel.
and it can take a lot to Move: 50’
put one down. They AC: 14 Palfrey
continue fighting until Attacks: 2 hooves Size: Large
they reach –7 hit points. (1d6+3 each), bite HD: 2d8+2 (12)
(1d4+2) Move: 40’
Cat Int: Average AC: 13
Size: Medium XP: 536 Attacks: 2 hooves (1d4
HD: 1d4 (2) Large, solid horses. This each)
Move: 30’ is the archetypical Int: Average
AC: 14 knight’s warhorse. XP: -
Attacks: Claw (1) or bite When the knight was no A good, steady horse,
(1) longer king on the bat- more docile than the
Special: Hide, move si- tlefield, they became riding horse and bred
lently plough horses. for its steadiness. Used
Int: Animal

89
MEDIEVAL MYSTERIES

by ladies, often side- front of them. Some are Clerk


saddle. genuine ex-soldiers, Size: Medium
with missing limbs and HD: 1d4 (3)
Mule so on and others are Move: 30’
Size: Large rogues and scoundrels. AC: 10
HD: 3d8+4 (19) They usually have a bit Attacks: by weapon
Move: 40’ of gossip to impart, for a Special: Literacy
AC: 13 coin or two. Normally Prime: Intelligence
Attacks: 2 hooves unarmed and un- Int: High
(1d4+1 each) armoured. XP: 103
Int: Average These are scribes, ac-
XP: - Burgess countants and lawyers.
Bred for steadiness and Size: Medium Rarely combatants and
carrying ability. HD: 1d4 (3) if armed at all, will tend
Move: 30’ only to have a dagger.
Wolf AC: 10
Size: Medium Attacks: by weapon Cutpurse
HD: 2d8 (9) Special: a trade or craft Size: Medium
Move: 50’ Prime: None HD: 1d4 (3)
AC: 13 Int: Average Move: 30’
Attacks: Bite (1d4+1) XP: 103 AC: 11
Special: Track These are wealthy Attacks: by weapon
Int: Average townsmen, merchants Special: Pick pocket
XP: 218 and craftsmen. Always Prime: Dexterity
Wolves still existed in looking for ways to Int: Average
the wild in England in make more money or to XP: 103
the middle ages. They better themselves. Usu- Unsavoury characters
hunt in packs and have ally armed only with a adept at removing your
a superior sense of dagger. money from you in a
smell, enabling them to crowded marketplace or
track their prey. Clergyman smoky tavern. Often
Size: Medium armed with a club or a
HD: 1d4 (3) dagger.
Folk Move: 30’
Beggar AC: 10 Jongleur
Size: Medium Attacks: by weapon Size: Medium
HD: 1d4 (3) Special: Sanctuary HD: 1d6 (4)
Move: 30’ Prime: None Move: 30’
AC: 10 Int: Average AC: 11
Attacks: by weapon XP: 103 Attacks: by weapon
Special: Gossip These are clerics, monks Special: Gossip, per-
Prime: None and friars. Usually un- form
Int: Average armed and unarmoured, Prime: Charisma
XP: 103 but some will carry a Int: Average
Every city has its share staff or a dagger. XP: 104
of these individuals with
their begging bowls in

90
ANIMALS, FOLK & NPCS

Wandering entertainers, seeking employment, Thug


they always have some the mercenary is likely Size: Medium
news and gossip from to be well armoured and HD: 1d6 (4)
the road. Often armed well-armed with a Move: 30’
with a staff, club or sword, mace and/or AC: 12
dagger. longbow. Attacks: by weapon
Special: Intimidate
Man-at-Arms Strumpet Prime: Strength
Size: Medium Size: Medium Int: Average
HD: 1d8 (5) HD: 1d4 (3) XP: 129
Move: 30’ Move: 30’ Thugs are usually bul-
AC: 13 AC: 10 lies who go around in
Attacks: by weapon Attacks: by weapon pairs at the very least,
Special: None Special: Gossip or more likely in gangs.
Prime: Strength Prime: None They are often armed
Int: Average Int: Average with an assortment of
XP: 155 XP: 103 weapons but if pushed
A soldier at the local Other names would be a will just as likely back
lord’s castle or a gate woman of easy virtue, a down as fight.
guard in the city, the lady of the night, a slat-
man-at-arms is often tern, a tavern wench or Yeoman
armoured in studded a common whore. Un- Size: Medium
leather and may have a likely to be armed or she HD: 1d6 (4)
sword, spear or a hal- might have a hidden Move: 30’
berd. dagger. AC: 10
Attacks: by
Mercenary weapon
Size: Medium Special: Gossip,
HD: 1d8 (5) animal handling
Move: 30’ Prime: Constitu-
AC: 15 tion
Attacks: by Int: Average
weapon XP: 104
Special: Weapon A yeoman is a
specialization (+1 stout country-
to attack & dam- man or farmer.
age) Unarmoured,
Prime: Strength but is likely to
Int: Average have a staff, dag-
XP: 155 ger or a hand
A poor knight axe within easy
back from the reach.
crusades return-
ing to his home
town, a Welsh
archer or a for-
eign soldier

91
MEDIEVAL MYSTERIES

vials of medicines, a some of his concoctions


Sample NPCs small knife, birthing for- on his customers. He
Non-player characters
ceps and bandages), may start again very
are the important char-
staff (+3 to hit, d6 dam- soon.
acters created by the
age), dagger (+3 to hit,
GM to provide people for
d4 damage). ***************************
the player characters to
Background: Bartholo- Gareth Bowman
interact with. As im-
mew has recently moved Class: Fighter
portant characters, they
into a small rented shop Level: 4 HP: 33
have attributes and a
in the town. He left his Str: 14 (+2 - P)
character class, just like
previous establishment Int: 10 (0 - T)
the player characters.
in Gloucester amidst Wis: 13 (+1 - S)
Here are a few sample
rumours that his medi- Dex: 16 (+3 - P)
NPCs that you can use
cines had poisoned a Con: 12 (+1 - T)
in your campaign.
few of his patients. Cha: 8 (-1 - S)
Whilst these rumours AC: 16
***************************
remained unfounded, it BtH ranged: +7
Bartholomew was considered best by BtH melee: +6
Matthews the Apothecaries Guild Abilities: Climb, gossip,
Class: Apothecary in Gloucester that he intimidate, notice,
Level: 8 HP: 28 move elsewhere as there weapon specialization
Str: 10 (0 - S) had already been at- (longbow), combat dom-
Int: 16 (+3 - P) tempts on his life as a inance
Wis: 14 (+2 - P) result. He has recently Languages & literacy:
Dex: 9 (-1 - T) taken on an apprentice, English
Con: 13 (+1 - T) Arnold Blakey. XP: 732
Cha: 12 (+1 - S) Secret: Bartholomew is Belongings: Good,
AC: 10 an evil psychopath. though well-worn cloth-
BtH ranged: +2 Whilst he was living in ing, studded leather,
BtH melee: +3 Gloucester, he became longbow (+8 to hit,
Abilities: Literate, gos- fascinated with poisons d12+1 damage) broad-
sip, heal, knowledge and decided to try out sword (+6 to hit, 2d4+2
(wounds & corps- damage), dagger
es), knowledge (+6 to hit, d4+2
(law), sense mo- damage).
tive, search, Background: A
medicines & po- Welsh archer re-
tions, care & cently returned to
attention, minor England after
surgery. fighting on the
Languages: Eng- continent. He is
lish, Latin, French now kicking
XP: 1,224 around town, look-
Belongings: Good ing for gainful
clothing, leather employment, pref-
jerkin, medical bag erably in his
containing several specialist area of

92
ANIMALS, FOLK & NPCS

mercenary or fighting Lord Henry Farrond, Languages: English,


man, but otherwise any- who used his position to Latin
thing goes, as he is pret- help the otherwise lazy XP: 414
pretty low on funds at and useless Hugo a po- Belongings: Nun’s hab-
the moment. sition as a forester. it, satchel with ink,
Secret: An old merce- Hugo is completely and parchment and goose
nary friend of Gareth’s, utterly corrupt and con- feather quills, staff (+0
Sagard D’Arcy stole his temptible. There is to hit, d6-1 damage),
hard-earned money and nothing that he won’t dagger (+0 to hit, d4-1
fled back to England. turn a blind eye to, if damage).
Gareth Bowman has bribed sufficiently. Background: Sister Ag-
tracked him down and Secret: Hugo is an evil nes is a sleuthing nun
is now planning to kill sex monster. He uses and she has been look-
him, after he has found his position to force the ing into the case of the
out what he has done local girls to sleep with missing girl, Helewisa.
with his money. him. One girl, Helwisa She is suspicious of Hu-
went missing recently go Farrond, but hasn’t
*************************** from the area and de- yet got any evidence to
Hugo Farrond spite a search, hasn’t support her suspicions.
Class: Forester been found. That is be- Secret: Sister Agnes is
Level: 2 HP: 17 cause Hugo raped her Lord Henry Farrond’s
Str: 15 (+2 - T) when she wouldn’t let secret lover. She sneaks
Int: 10 (0 - S) him lie with her and out of the abbey when-
Wis: 12 (+1 - P) then he killed her and ever she has the
Dex: 13 (+1 - S) hid her body. It remains opportunity and meets
Con: 14 (+2 - P) an unsolved mystery. him in one of several
Cha: 8 (-1 - T) places that they have
AC: 14 *************************** arranged over the years
BtH ranged: +2 Sister Agnes for their trysts. Lord
BtH melee: +3 Class: Cleric Henry’s faithful man
Abilities: Knowledge Level: 3 servant Ulric is the only
(local area), track, HP: 13 other person who knows
awareness, traps, con- Str: 8 (-1 - T) about this affair alt-
ceal, ranged weapon Int: 13 (+1 - S) hough another nun,
specialist Wis: 15 (+2 - P) Sister Angelica suspects
Languages: English, Dex: 12 (+1 - S) something is going on.
French Con: 10 (0 - T)
XP: 334 Cha: 14 (+2 - P)
Belongings: Average AC: 10
clothing, cloak, studded BtH ranged: +2
leather, staff (+3 to hit, BtH melee: 0
d6+1 damage), hand axe Abilities: Diplomacy,
(+3 to hit, d6+1 dam- gossip, knowledge (reli-
age), light crossbow (+3 gion), listen, notice,
to hit, d10 damage). sense motive, literate,
Background: Hugo is scribing, sanctuary,
the nephew of the noble, God’s wrath, faith.

93
Brace, aged about 50 character could be a
falls dead from his friend of the family or
horse, whilst talking to an apothecary could
a local outside the inn easily be drafted in to
MYSTERY: A that he had stayed at for
the previous night.
see if he can determine
what was in the empty
VIAL MURDER Brace had been con-
ducting a little business
vial.

at the port a day or so If nothing else, you can

T
his scenario is left ride out of his have character request-
deliberately open so hometown and was re- ed by the sheriff or some
that you can pretty turning home. He had to other person in authori-
much use it whatever stop at the inn as it was ty to look into the death
location or period you getting late and he was ‘because he was a re-
decide to set your own fearful of not making it spected burgess in the
Medieval Murder Mys- back to town before town and we must be
tery RPG campaign in. I nightfall. seen to do the right
would suggest that you thing’. The family lawyer
read it through to the The mystery is what could even draft in some
end (it isn’t that long) killed him. He was talk- investigators, because
and decide which of the ing one moment to the there is a technicality in
endings you prefer. You local carter Peter and the will, that ‘requires
can then tailor the lines the next moment, ac- that we discover if he
of questioning, the re- cording to Peter he was murdered or died of
sponses from the stopped talking, “looked natural cause’ before it
various NPCs and so on like the Devil had pos- can be settled.
to the ending you have sessed his soul” and
selected. keeled over, falling from Investigations
his horse “like a sack of The clues
The alternative is to get cabbages”. To all intents and pur-
the gist of the scenario poses, it looks like death
and not necessarily Involving the by natural causes, per-
have the conclusion pre- haps a heart attack. The
determined, allowing
characters
If the primary investiga- only odd thing that a
your players to come up search of the body and
tor is a crowner, then he
with the solution them- his possessions will re-
is required to investigate
selves. This may be a bit veal is an empty potion
anyway. If one of the
more difficult though vial in his belt pouch.
characters is a noble,
and is recommended for Otherwise the body is
more experienced GM’s. you could have the
death occur on his whole (maybe with a
manor and therefore he bruise or scrape where
What is the mystery? he fell from his horse).
A wealthy local wool might feel obliged to in-
merchant, Nicholas vestigate. A merchant

94
A VIAL MURDER

There is actually a small da, pretty and a lot a bad word said against
drop of the potion left in younger than him. They his wife. Secretly, Mar-
the vial and an apothe- have no children (a sore tha says that she thinks
cary character (or NPC) point with Hilda). Hilda that Hilda had been poi-
could figure out that will explain that Nicho- soning her husband.
this is a slow-acting poi- las was in ill-health and She is certain that Hilda
son with time, access to had been seeing an had visited another
his shop and a success- apothecary in the town, apothecary and ob-
ful check. where he obtained his tained a poison for
medicine. She did try to vermin, which she was
Witnesses tell her husband not to exchanging for Nicho-
The only witness to the eat so much rich food or las’s medication. But
actual event was Peter to drink so much, but Martha has no proof of
who, being a god-fearing he wouldn’t listen. One this.
soul is apt to let his im- thing the characters
agination run away with might notice is that she If the characters ap-
him. He will be adamant doesn’t seem as dis- proach Walter Stanshill,
that Nicholas Brace had traught as perhaps she they will see that his
been possessed by the might be, in the circum- shop is a little messy
Devil, if pressed (be- stances. If the vial is and that he does seem a
sides, it’s more gossip- produced, Hilda will little old to still be dis-
worthy that way and acknowledge that it was pensing medicines.
might get him a few his and she will tell However, he was Brace’s
rounds in the tavern them the name of the friend and there doesn’t
later). apothecary, if asked. seem to be any reason
The apothecary is Wal- that he should want to
None of the other locals ter Stanshill, respected, see him dead. He too
know very much about if a little ancient, but told Nicholas to lay off
the death. The innkeep- also a family friend. the spicy food and the
er will say that Brace wine and to get a bit of
came in late in the af- Other merchants knew air now and again. He
ternoon, ordered a huge Nicholas well, being a had prescribed him a
meal and plenty of ale a pillar of the community, remedy for his pain (if a
retired early. He seemed but have little to add to character is an apothe-
fine, if a little ‘red in the what Hilda has said. cary or they seek
face’ and ‘short of However, one person, confirmation, it will be
breath’. Earlier in the Brace’s sister Martha, found that what was
evening, he may have says that she was al- prescribed was normal
been sat with somebody, ways suspicious of for this type of com-
who he seemed to know Hilda, who she says is a plaint).
(see other possibilities: A money-grabbing strum-
rival merchant). pet. She says that she The gossip
told Nicholas that Hilda Around town the gossip
Friends & family was always up to no is that there is an
Brace was a well-known good with one of his ap- apothecary in town who
burgess around town. prentices, Aylwin, but is a specialist on poi-
He was married to Hil- Nicholas wouldn’t have sons. Other gossip

95
MEDIEVAL MYSTERIES

suggests that he fled his Brace’s medication be- practising, accidentally


previous town of fore he left for his port mixed up some of the
Gloucester, because he warehouse. He did it for ingredients and ended
had been accused of love. up putting poison into
poisoning his custom- the vial that was intend-
ers. His name is Hilda did it ed for his friends
Bartholomew Matthews Hilda didn’t love her medication.
(see sample NPCs). husband. He couldn’t
give her children and he A rival merchant did it
Other gossip (from at was old, ugly and fat. One of Nicholas’s rivals
least two fairly reliable She stands to inherit his killed him. He did it be-
sources) though, might business, his wealth cause Nicholas was a
help to confirm what and clears the way to hard businessman and
Martha says about Hil- had slowly putting him
da, in that she has been out of business. He ar-
seen with Aylwin on ranged to meet him in
more than one occa- the inn and when rea-
sion, in a situation that soning didn’t work, he
‘wasn’t appropriate for a slipped poison into his
married woman’. wine in desperation.

Who did it, how Martha did it


and why? Martha hated her
I present a couple of brother. Many years
possibilities that you ago, when she was mar-
can consider. That way, ried, Nicholas drove her
you can develop the in- husband out of busi-
vestigations in the way ness and drove him to
you want them to go, or an early grave. She nev-
you can feed off your er forgave him for this
players to give a con- but was hoping to in-
clusion that they find herit his business when
satisfactory. You might he died, which she fig-
even surprise them. ured wouldn’t be too
have children before she long because of his ill-
is old and grey. She got health. Then the old fool
Aylwin did it
the poison from Walter went and married a
He loves Hilda and
Stanshill, on the pretext young slattern and that
couldn’t wait to marry
that the family home has driven Martha to
her (at which point, in-
had been infested by take drastic action,
cidentally he would also
rats that she was trying whilst trying to pin the
be closer to taking over
to kill with the poison. murder on Hilda.
the family business as
Hilda has no interest in
It was an accident
running it). He obtained
Brace’s doddery old
poison from Bartholo-
friend Walter Stanshill,
mew Matthews and
who should no longer be
secretly exchanged it for

96
MEDIEVAL MYSTERIES
CHARACTER SHEET

PLAYER NAME________________________________
CHARACTER NAME____________________________ CHARACTER SKETCH/NOTES
Class__________________________________________
Level__________________ Gender__________________
Age__________ Height___________Weight___________
Features________________________________________
_______________________________________________
_______________________________________________

[ATTRIBUTE CHECK = D20 + ATTRIBUTE MOD + LEVEL]


ATTRIBUTES SAVING THROWS
P/S/T MOD TN
[ ] STR ______ ____ ____
[ ] INT ______ ____ ____
[ ] WIS ______ ____ ____
[ ] DEX ______ ____ ____
[ ] CON ______ ____ ____
[ ] CHA ______ ____ ____

DEFENCE CLASS HIT POINTS HIT DIE TYPE


MONEY EXPERIENCE

CLASS ABILITIES & SKILLS EQUIPMENT


____________________________________________________ ____________________________________
____________________________________________________ ____________________________________
____________________________________________________ ____________________________________
____________________________________________________ ____________________________________
____________________________________________________ ____________________________________
____________________________________________________ ____________________________________
____________________________________________________ ____________________________________
____________________________________________________ ____________________________________
____________________________________________________ ____________________________________
____________________________________________________ ____________________________________
____________________________________________________ ____________________________________
____________________________________________________ ____________________________________
____________________________________________________ ____________________________________

ENC______PENALTY_____MOVE______

WEAPON BONUS TO HIT DAMAGE SPECIAL


__________________ __________ _________ ____________________________________
__________________ __________ _________ ____________________________________
__________________ __________ _________ ____________________________________
__________________ __________ _________ ____________________________________
__________________ __________ _________ ____________________________________
__________________ __________ _________ ____________________________________
Inspiration & recommended reading:
The Medieval Players Manual
Author: David Chart
Published by: Green Ronin
This is an excellent resource for (slightly fantasized) medieval roleplaying.

The Time Traveller’s Guide to Medieval England


Author: Ian Mortimer
Not fiction, but written by a novelist, this book is a jaunty journey through the 14th Century,
one that wriggles with the stuff of everyday life. This is a great primer for the period.

The Crowner John Mysteries


Author: Bernard Knight
Characters: Sir John de Wolfe, Gwyn of Polruan and Thomas De Payne
Sir John de Wolfe, sometime companion in arms to Richard I and recently returned from cru-
sade in 1194, is appointed a coroner in Devon. He is tasked, with his clerk Thomas De Payne
(an unfrocked priest) and his retainer Gwyn of Polruan, with the investigation of sudden
deaths, murders, arson, rape and finds of treasure trove - largely as a way of raising taxes for
the release of the king who has been captured in Austria. In the process he upsets the sheriff,
Sir Richard de Revelle, but that is the least of his problems, not least because he soon finds
himself the sole coroner in one of the largest counties in England - only one other knight was
prepared to accept the office and he has died as the result of a fall from a horse.
The series titles:
The Sanctuary Seeker The Grim Reaper The Noble Outlaw
The Poisoned Chalice Fear in the Forest The Manor of Death
Crowners Quest The Witch Hunter Crowner Royal
The Awful Secret Figure of Hate A Plague of Heretics
The Tinner’s Corpse

The Matthew Bartholomew Chronicles


Author: Susanna Gregory
Characters: Matthew Bartholomew and Brother Michael
The series follows Matthew Bartholomew, a physician in a Cambridge ravaged by plague in the
mid 1300’s. Together with his friend and Brother Michael, Proctor of the fledgling university,
he investigates murders and other suspicious goings on amongst the scholars, students,
monks and friars who seem to have their own agendas.
The series titles:
A Plague on Both Your Houses An Order for Death The Tarnished Chalice
An Unholy Alliance A Summer of Discontent To Kill or Cure
A Bone of Contention A Killer in Winter The Devil’s Disciples
A Deadly Brew The Hand of Justice A Vein of Deceit
A Wicked Deed The Mark of a Murderer The Killer of Pilgrims
A Masterly Murder

Geoffrey Mappestone Mysteries


Author: Simon Beaufort (aka Beau Riffenburgh & Susanna Gregory)
Characters: Sir Geoffrey Mappestone, Knight, Great Britain, 1100s
The series titles:
Murder in the Holy City The Bishop’s Brood The Coiner’s Quarrel
A Head for Poisoning The King’s Spies
The Owen Archer Mysteries
Author: Candace Robb
Character: Owen Archer
The Owen Archer mysteries are a chronicle of England in the late 14th century. Owen Archer
is a former captain of archers for the Duke of Lancaster and, having been blinded in one eye,
is now a spy in the service of John Thoresby, the Archbishop of York. The events he investi-
gates involve the community or the realm. Owen is frequently reluctant to take up an
investigation, as he is happily married and is a man who has begun life again after a career as
a soldier.
The series titles:
The Apothecary Rose The Riddle of St Leonard’s The Cross-Legged Knight
The Lady Chapel A Gift of Sanctuary The Guilt of Innocents
The Nun’s Tale A Spy for the Redeemer A Vigil of Spies
The King’s Bishop

The Margaret Kerr Mysteries


Author: Candace Robb
Character: Dame Margaret Kerr
Set in 13th Century Edinburgh
The series titles:
A Trust Betrayed The Fire in the Flint A Cruel Courtship

Medieval West Country Mysteries


Author: Michael Jecks
Characters: Sir Baldwin Furnshill and Bailiff Simon Puttock
Sir Baldwin Furnshill, Keeper of the King’s Peace, investigates murders and other crimes in
Devon and the West Country, during the mid-14th-century with his friend, Simon Puttock,
Bailiff of Lydford Castle.
The series titles:
The Last Templar The Tournament of Blood
The Merchant’s Partner The Sticklepath Strangler
A Moorland Hanging The Devil’s Acolyte
The Crediton Killings The Traitor of St Giles
The Abbot’s Gibbet The Templar’s Penance
The Leper’s Return The Outlaws of Ennor
Squire Throwleigh’s Heir The Tolls of Death
Belladonna at Belstone The Chapel of Bones
The Boy-Bishop’s Glovemaker The Prophecy of Death
The Death Ship of Dartmouth Dispensation of Death
The Malice of Unnatural Death The Butcher of St Peters
The Templar, The Queen and Her Lover A Friar’s Bloodfeud
The Mad Monk of Gidleigh The King of Thieves
No Law in the Land The Bishop Must die

The Domesday Mysteries


Author: Edward Marston
Characters: Lord Ralph Delchard & Gervase Bret
Ralph Delchard and Gervase Bret are commissioners, appointed by William the Conqueror, to
look into the serious irregularities that come to light during the compilation of Domesday
Book, the great survey of England. Delchard is a Norman soldier who fought at the Battle of
Hastings, and who does not suffer fools gladly. Bret, a talented lawyer, comes from mixed
Saxon and Breton parentage. They make a highly effective crime-fighting team in a violent and
unstable period of history. Each of the books in the series takes them to a different English
county.
The series titles:
The Wolves of Savernake The Hawks of Delamere
The Ravens of Blackwater The Wildcats of Exeter
The Dragons of Archenfield The Foxes of Warwick
The Lions of the North The Owls of Gloucester
The Serpents of Harbledown The Elephants of Norwich
The Stallions of Woodstock

The Falconer Series


Author: Ian Morson
Character: William Falconer
A series set in 13th-century Oxford. The main character is an Oxford don (teacher) named
William Falconer, who solves mysteries by the ‘new’ application of scientific method (like a
modern detective, in other words). Famous historical characters include Roger Bacon.
The series titles:
Falconer and the Great Beast Falconer’s Judgement
Falconer and the Face of God Falconer’s Crusade
Falconer and the Moving Sands A Psalm for Falconer
Falconer and the Ritual of Death Falconer’s Trial

The Sir Hugh Corbett Mysteries


Author: P C Doherty
Characters: Sir Hugh Corbett, Ranulf-atte-Newgate and Maltote
Hugh Corbett, clerk and later chief clerk and keeper of the Secret Seal in the household of
King Edward I, is assigned by Edward to investigate political crimes and to counter the spies
of Edward’s rival, Philip of France. In this he is ably assisted by Ranulf-atte-Newgate, a felon
whom Hugh redeemed from Newgate Gaol, and the slightly comical Maltote, the clumsiest
archer in the English army but a master horseman. The Corbett novels are extremely enjoya-
ble historical mysteries in the classic mode, with complex and devious plotting, matching
Corbett’s razor-like mind against the cunning of French spies and agents or against danger-
ous murderers.
The series titles:
Satan in St. Mary’s The Song of A Dark Angel
Crown in Darkness Satan’s Fire
Spy in the Chancery The Devil’s Hunt
The Angel of Death The Demon Archer
The Prince of Darkness The Treason of the Ghosts
Murder Wears A Cowl The Magician’s Death
Corpse Candle Nightshade
The Waxman Murders The Mysterium
The Assassin In The Greenwood

The Chronicles of Brother Cadfael


Author: Ellis Peters
Characters: Brother Cadfael and Hugh Beringar
The crime mystery and investigation series featuring the Benedictine monk, Brother Cadfael,
and the Shrewsbury Sheriff Hugh Beringar, set in the mid-12th century, during the upheavals
of the English civil war between Empress Maud and King Steven. It was also filed by Central
Television as a TV Drama series starring Derek Jacobi.
The series titles:
A Rare Benedictine An Excellent Mystery
A Morbid Taste for Bones The Raven in the Foregate
One Corpse Too Many The Rose Rent
Monk’s Hood The Hermit of Eyton Forest
St. Peter’s Fair The Confession of Brother Haluin
The Leper of Saint Giles The Heretic’s Apprentice
The Virgin in the Ice The Potter’s Field
The Sanctuary Sparrow The Summer of the Danes
The Devil’s Novice The Holy Thief
The Pilgrim of Hate Brother Cadfael’s Penance

The Dame Frevisse Mysteries


Author: Margaret Frazer
Character: Sister Frevisse
Sister Frevisse is the niece of Geoffrey Chaucer. She resides at the Benedictine nunnery of St.
Frideswide’s in Cornwall during the reign of Henry VI, but this does not mean that she is
shielded from the troubles and dangers of the outside world. Despite her great devotion to her
calling and her lack of contact with the outside world, Sister Frevisse proves herself an astute
observer of human behaviour and amateur detective when the need arises.
The series titles:
The Novice’s Tale The Maiden’s Tale The Hunter’s Tale
The Servant’s Tale The Reeve’s Tale The Widow’s Tale
The Boy’s Tale The Squire’s Tale The Sempster’s Tale
The Outlaw’s Tale The Clerk’s Tale The Traitor’s Tale
The Murderer’s Tale The Bastard’s Tale The Apostate’s Tale
The Prioress’s Tale

The Player Joliffe Mysteries


Author: Margaret Frazer
Character: Joliffe the Player
Frazer's second set of mysteries, also set in 15th-century England, feature "Joliffe the Player."
Joliffe is a spin-off character from the Dame Frevisse series. The Joliffe series is set in the
mid-1430s. The Joliffe novels present the life of an acting troupe traveling through the English
countryside.
The series titles:
A Play of Isaac A Play of Knaves A Play of Treachery
A Play of Dux Moraud A Play of Lords

The Burren Mysteries


Author: Cora Harrison
Character: Mara the Brehon
Set in 16th Century Ireland, with a female detective as the central character.
The series titles:
My Lady Judge Writ in Stone Eye of the Law
Michaelmas Tribute Sting of Justice

The Medieval Murderers


Authors: Bernard Knight, Ian Morson, Michael Jecks, Karen Maitland, Susanna Gregory, Phil-
ip Gooden and CJ Sansom
Character: A varied cast of the author’s characters
These are a series of novels with a central theme that features each of the author’s characters.
The series titles:
The Tainted Relic House of Shadows King Arthur's Bones
Sword of Shame The Lost Prophecies

The Chapman Mysteries


Author: Kate Sedley
Character: Roger the Chapman
Set in the 15th Century; features Roger the Chapman, who has given up a monk's cell for the
freedom of peddling his wares on the road.
The series tiles:
Death and the Chapman The Lammas Feast
The Plymouth Cloak Nine Men Dancing
The Hanged Man The Midsummer Rose
The Holy Innocents The Burgundian's Tale
The Eve of Saint Hyacinth The Prodigal Son
The Wicked Winter The Three Kings of Cologne
The Brothers of Glastonbury The Green Man
The Weaver's Inheritance The Dance of Death
The Saint John's Fern Wheel of Fate
The Goldsmith's Daughter

The Hawkenley Mysteries


Author: Alys Clare
Character: Helewise & Sir Josse d'Acquin
Helewise is the fourth Abbess of the recently-completed Hawkenlye Abbey near Tonbridge in
Kent. She had been appointed by Queen Eleanor in 1184 at the age of 32. The stories feature
her companion Sir Josse d’Acquin, who carries out much of the legwork for the detective nun.
The series titles:
Fortune Like the Moon (1999) Whiter Than the Lily (2004)
Ashes of the Elements (2000) Girl in a Red Tunic (2005)
The Tavern in the Morning (2000) Heart of Ice (2006)
The Chatter of the Maidens (2001) The Enchanter's Forest (2007)
The Faithful Dead (2002) The Paths of the Air (2008)
A Dark Night Hidden (2003) The Joys of My Life (2009)

The Sister Fidelma Mysteries


Author: Peter Tremayne
Character: Sister Fidelma
The Sister Fidelma mysteries are set mainly in Ireland during the mid-seventh century AD.
The Series titles:
Absolution By Murder (1994) The Haunted Abbot (2002)
Shroud for the Archbishop (1995) Badger's Moon (2003)
Suffer Little Children (1995) Whispers of the Dead (short stories) (2004)
The Subtle Serpent (1996) The Leper's Bell (2004)
The Spider's Web (1997) Master of Souls (2005)
Valley of the Shadow (1998) A Prayer for the Damned (2006)
The Monk Who Vanished (1999) Dancing with Demons (2007)
Act of Mercy (1999) Council of the Cursed (2008)
Our Lady of Darkness (2000) The Dove of Death (2009)
Hemlock At Vespers (short stories) (2000) The Chalice of Blood (2010)
Smoke in the Wind (2001)

The Templar Knight Mysteries


Author: Maureen Ash
Character: Sir Bascot De Marins
An ex-monk, knight, then Templar, he lost his eye whilst in captivity as a Crusader in the Ho-
ly Land in 1191. On his return home, he finds his family had died during a pestilence. He
joins the household of Lady Nicolaa at the royal castle of Lincoln, where his education is put
to good use.
The series titles:
The Alehouse Murders (2007) A Plague of Poison (2009) Shroud of Dishonour (2010)
Death of a Squire (2008) Murders for Christ’s Mass (2009)
Catherine LeVendeur Mysteries
Author: Sharan Newman
Character: Catherine LeVendeur, 12th Century Novice, France
The series titles:
Death Comes as Epiphany (1993) Cursed in the Blood (1998) Heresy (2002)
The Devil’s Door (1994) The Difficult Saint (1999) Outcast Dove (2003)
The Wandering Arm (1995) To Wear the White Cloak (2000) The Witch in the Well (2004)
Strong as Death (1996)

The Name of the Rose


Author: Umberto Eco
Characters: William of Baskerville and Adso of Melk
It is the year 1327 when William of Baskerville and his young scribe Adso of Melk (who nar-
rates the story many years later) arrive at the unnamed northern Italian monastery, which
contains the greatest library in Christendom. The abbot and his henchmen carefully control
access to the collection; only the librarian and his assistant are allowed into the labyrinthine
stacks. The ostensible reason is that there are thousands of books by pagan, Jewish, and Ar-
ab authors, as well as the records of many heresies. While true Christians must understand
error in order to combat it, only the strongest and most mature minds should be exposed to it.
Naturally the scribes and scholars, who have come from all across Europe to use the library,
long to view its hidden treasures. Strange intrigues develop among the monks, and suddenly
turn to murder. A gifted young illuminator is killed; the next morning a second monk is found
dead, plunged headfirst into a barrel of pigs’ blood. It is William, the Franciscan friar and fol-
lower of Roger Bacon’s methods, who sets to investigating the murders and web of
conspiracies surrounding the monastery. (Also made into a film starring Sean Connery &
Christian Slater).
THIS LICENSE IS APPROVED FOR GENERAL USE. PERMISSION TO DISTRIBUTE THIS
LICENSE IS MADE BY WIZARDS OF THE COAST!

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10 Copy of this License: You MUST include a copy of this License with every copy of the Open
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12 Inability to Comply: If it is impossible for You to comply with any of the terms of this Li-
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14 Reformation: If any provision of this License is held to be unenforceable, such provision
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15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2000, Wizards of the Coast Inc; Authors Jonathon
Tweet, Monte Cook, Skip Williams, based on original material by Gary E Gygax and Dave
Arneson.
Legends of Excalibur, Copyright 2003, RPGObjects; Author Charles Rice
Medieval Players Manual, Copyright 2004, Green Ronin; Author David Chart
Castles & Crusades: Players Handbook, copyright 2004, Troll Lord Games; Authors Davis
Chenault & Mac Golden
Castles & Crusades: Monster & Treasure free pdf ‘A guide and rules system for fantasy role
playing’ copyright 2004 Troll Lord Games; Authors Christian Harris, Mac Golden, Davis
Chenault, Mark Sandy and Todd Gray.
Divided by The Sword RPG, Copyright 2005 by Beyond Belief Games; Author Simon Wash-
bourne
Go Fer Yer Gun! RPG, Copyright 2005 by Beyond Belief Games; Author Simon Washbourne
The Medieval Mysteries RPG, Copyright 2005 by Beyond Belief Games; Author Simon Wash-
bourne

PRODUCT IDENTITY
Medieval Mysteries RPG
Look out for these great games from Beyond Belief Games & Cubicle 7:

BARBARIANS OF LEMURIA (BoL)


The sword & sorcery role playing game, with rules that really do reflect
the genre. Available in PDF from RPGNow, or in print from it’s publisher
Cubicle 7 Entertainment or your local hobby store

SUPERS! COMIC BOOK ROLE PLAYING GAME


Fast character generation, simple rules, great fun. This is the heroic su-
pers game you’ve been waiting for. Available in PDF from RPGNow, or in
print from it’s publisher Cubicle 7 Entertainment or your local hobby store

KIDS & CRITTERS OLD SCHOOL RPG TRILOGY


Tales from The Wood
Lashings of Ginger Beer
It’s a Dog’s Life

GO FER YER GUN!


Old School role playing in the Wild West
From RPGNow in pdf. Or from LULU.COM in print.

OTHER BoL PRODUCTS:


Dogs of W*A*R
A real man’s role playing game of modern gung-ho mercenary adventures
using the Barbarians of Lemuria rules. Available in PDF from RPGNow or
in print from LULU.COM.

Legends of Steel (BoL Edition)


BoL setting book for the world of Erisa, by Evil DM Productions and Be-
yond Belief Games. Available in print from LULU.COM, in PDF from
RPGNow or direct from the Evil DM website.

Barbarians of The Aftermath


BoL setting book for post-apocalyptic role playing, by Jabberwocky Pro-
ductions. In PDF from RPGNOW or print from Cubicle 7

WEBSITES
CUBICLE 7 ENTERTAINMENT: www.cubicle-7.com/
BEYOND BELIEF GAMES: www.penandpapergames.com/forums/forum.php
LORDS OF LEMURIA: www.freeyabb.com/d6fantasy/portal.php
EVIL DM PRODUCTIONS: http://evildm.blogspot.com/

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