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CRAMBE & ENVIRONS, 1666

CRAMBE & ENVIRONS, 1666

A Historical-Fantastic Sandbox for Old-School Essentials

Introduction:

The year is 1666—the place is Crambe, a tiny village in Yorkshire. It is a time of Royalist resurgence, plague, the Great Fire of London, and an ongoing Anglo-Dutch War. Into this brew of fears and tensions, we add star-metal from beyond, ancient undead secrets, and the subtle footprints of demonic pacts. Have fun.


TABLE OF CONTENTS

  1. Introduction & Historical Context
  2. Factions & Politics
    1. Local Gentry
    2. Church & Ecclesiastical Enforcers
    3. Dissenters & Catholics
    4. Common Folk & Outlaws
    5. Dutch Agents & Wartime Sabotage
  3. Regional Overview
    1. Geography & Weather
    2. Travel & Road Conditions
    3. Economy & Commerce
  4. Key Locations
    1. Crambe Village
    2. Kirkham Abbey Ruins
    3. Whitwell-on-the-Hill (Sir Edmund’s Manor)
    4. Barton-le-Willows
    5. Old Hall Garth
    6. River Derwent & Marshes
    7. The Crashed Probe Site
    8. Howsham Hall (Wentworth Estate)
  5. Encounters & Hooks
    1. Road Encounters (1d6)
    2. Off-Road / Marsh Encounters (1d6)
    3. Additional Rumors & Hooks
  6. NPC Index
    1. Key Personages (Detailed)
    2. Minor Figures & Hangers-On
  7. Magic & Artifacts
    1. Unique Magic Items
    2. Weird Phenomena
  8. Bestiary (Notable Creatures & Threats)
  9. Appendices
  10. Referee’s Conclusion

INTRODUCTION & HISTORICAL CONTEXT

England in 1666 stands at a crossroads of monarchy, religion, and fear. Six years have passed since Charles II’s triumphant return to the throne, ending the austere years of Puritan Commonwealth rule. Yet not all old wounds are healed—Royalist and Parliamentarian families eye each other warily, mindful of debts, lost land, and the whisper of scandal. Political tensions aside, the countryside hums with rumors of witches, devils, and unholy abominations, amplified by the recent horrors: the Great Plague of 1665–1666 and the catastrophic Fire of London in September 1666.

Yorkshire, in particular, remains layered with older traditions—some Christian, some from folk beliefs stretching back into Saxon times. Diaries like those of Samuel Pepys and the histories of C.V. Wedgewood capture England’s broader turmoil, while James Herriot’s beloved accounts (though from a later era) evoke the raw, muddy expanse of Yorkshire farmland and the region’s closeness to animals and weather. This module places the PCs directly into that uncertain swirl, where daily existence is shaped by the land, the local gentry, and the Church’s vigilance. Yet there is more here than politics or the threat of plague. Strange lights are seen at night in the marshes. An old crypt rumored to contain a Saxon necromancer is stirring. And in a hidden hollow among the hills, something that truly does not belong—a star-fallen “chariot,” or perhaps a fragment of cosmic metal—lies waiting to be discovered.

While this is a historically anchored setting, it is also a sandbox for emergent supernatural horror. Each rumor and location can be scaled from subtle, ambiguous dread to overt monstrous reality. You decide which secrets are illusions, which are cunning sabotage, and which are unspeakably true. Let the slow burn of tension and ominous hints escalate until your players dare to pry open coffin lids, unravel conspiracies, or take star-metal swords in hand.


FACTIONS & POLITICS

Faction Attitudes Matrix

A summary of their factions and relationships is below.

Faction Attitude Toward Gentry (Wentworth, Vaughan Sisters, Edmund) Attitude Toward Church & Ecclesiastical (Hardwick, Trent) Attitude Toward Dissenters & Catholics Attitude Toward Common Folk & Outlaws (Jack Ferrell) Attitude Toward Dutch Agents (Jan van Heemskerk) Notes
Sir John Wentworth
(Howsham Hall)
- Vaughans: Rival over property lines, mutual suspicion
- Sir Edmund: Generally cordial, though uneasy about rumors of diabolic pacts
- Respects Vicar Hardwick’s authority, cautious of Trent’s witch-hunt zeal
- Tries to appear pious while hiding star-metal pursuits
- Tolerates so long as they pay rent and cause no trouble
- May be wary if they seem disloyal or secretive
- Sees bandits (Jack Ferrell) as a threat to his dwindling wealth
- Nan’s tavern is a useful hub of rumor, kept at arm’s length
- Hostile if sabotage threatens his property
- Might consider underhanded deals if it helps recoup debts
Deeply in debt; desperate for new funds. Could hire or oppose nearly anyone if it helps or harms his estate.
The Vaughan Sisters
(Kirkham Lands)
- Sir John: Suspect him of encroaching on Abbey claims
- Sir Edmund: Legal disputes over property boundaries
- Publicly polite to Vicar Hardwick, but dislike Trent’s interference
- Will use piety as a social shield if needed
- Indifferent unless dissenters interfere with their plans
- Quick to blame Catholics for any unexplained phenomenon
- Dismissive of outlaws, but might bribe them to harass or sabotage rivals - May entertain quiet alliances if it undercuts other gentry
- Money talks; they are pragmatic above all
Motivated by profit and prestige. Each sister has her own personality (sly, hot-tempered, or haunted by nightmares).
Sir Edmund
(Whitwell-on-the-Hill)
- Wentworth: Neutral or friendly, sometimes seeks support vs. the Vaughans
- Vaughans: Ongoing land dispute
- Fears Trent discovering possible infernal pacts
- Hopes Hardwick provides a rational explanation for his manor’s hauntings
- Takes no strong stance; sees them as potential scapegoats if accused of black magic - Resents bandit activity near his lands
- May quietly hire mercenary outlaws to investigate or hush up demonic rumors
- Might blame sabotage on Dutch infiltration rather than face the truth of infernal happenings Haunted by rumored diabolic debt. Wants a mundane explanation for the strange occurrences plaguing his manor.
Church & Ecclesiastical
(Vicar Hardwick & Apparitor Trent)
- Wentworth: Hardwick is cordial; Trent monitors him for heresy
- Vaughans: Polite on the surface, suspicious of their rumored greed
- Edmund: Trent is especially suspicious of the manor’s occult rumors
- Hardwick: Pastoral care for all; tries to be fair
- Trent: Actively hunts dissenters and Catholic “traitors”
- Hardwick: May show pity; Trent: Very harsh, especially if they resist Anglican authority - Condemn banditry as sinful; might look the other way if local villagers suffer poverty
- Keep watch on Nan’s tavern for “sinful gatherings”
- Likely to brand them as foreign heretics or spies (Trent)
- Hardwick uneasy about open conflict but will not defend sabotage
Hardwick is compassionate but can be shaken by real evil.
Trent is dogmatic and punitive, a true terror to any who defy the Anglican norm.
Dissenters & Catholics
(Quakers, Recusant Families)
- Tend to distrust local gentry who enforce harsh fines or evictions
- Some minor sympathies for more lenient families (e.g., Wentworth if he needs allies)
- Trent’s worst targets; Hardwick tries pastoral tolerance but must obey Church law - They share faith ties, though Quakers and Catholics are distinct traditions
- Support each other if persecuted
- May sympathize with “Robin Hood” outlaws if the cause is moral
- Some small trade with Nan’s tavern in secret
- Mostly indifferent unless forced to choose sides
- Could quietly abhor sabotage but fear the Church even more
Forced underground by official persecution; might need help hiding from Apparitor Trent or seeking safe worship spaces.
Common Folk & Outlaws
(Jack Ferrell, Nan Garford, Villagers)
- Gentry: Range from fear (landlords) to resentment (tax collectors)
- Some grudging respect for gentry who protect them from worse threats
- Often uneasy around Trent’s authority
- Hardwick is liked as a local pastor, but they don’t share all secrets
- Neutral or sympathetic if they share a common cause (religious or anti-feudal) - Jack Ferrell leads outlaws who rob the rich, sometimes helping the poor
- Nan Garford fosters info-trade with everyone
- Might do deals with Dutch agents if offered enough coin
- Fearful of foreign plots and rumors of sabotage
Many just want to survive. Jack’s band sees themselves as heroes of the oppressed. Nan’s tavern is neutral ground but a hotbed of rumors.
Dutch Agents
(Jan van Heemskerk, et al.)
- Potential sabotage targets: all gentry estates
- Could bribe or blackmail individuals to gain safe passage
- Trent would call them heretical foreign agents
- Hardwick’s polite stance overshadowed by war paranoia
- No inherent stance, but may pose as traveling merchants to avoid suspicion - Possible covert alliances with bandits who want to undermine local lords
- They avoid large gatherings or public scrutiny
- They are the Dutch themselves
- May recruit or threaten locals for sabotage missions
Their mission is to disrupt English supply lines or spread chaos in 1666–67. Skilled in deceit; will pay well for aid or silence.

LOCAL GENTRY

Most land in and around Crambe remains under the control of a few aristocratic families, each with a storied past and pressing debts. Their alliances and rivalries create the web of local politics.

Sir John Wentworth of Howsham Hall

Sir John is a stalwart Royalist who gambled his fortune supporting first Charles I and then the Restoration. Although knighted for his loyalty, his coffers now run dangerously low. He maintains a veneer of generosity, hosting lavish hunts (when funds allow) and putting on airs of refinement—yet many suspect the real extent of his debt. His attempts to discover lost treasure or new sources of income have grown more desperate.

Sir John keeps a small retinue of aging retainers, most of them veterans from the Civil War. They remain loyal out of nostalgia and hope that Sir John might recoup enough wealth to reward them. His estate, Howsham Hall, is in mild disrepair, though it still impresses outsiders with its Jacobean façade and riverside gardens. Rumor suggests he has become fixated on the supposed “fallen star-metal” in the northern hills. Some whisper that if the metal can be forged into unbeatable arms, he might sell them to the Crown or other wealthy bidders to regain solvency.

The Vaughan Sisters (Holders of Kirkham Lands)

Owning large tracts around the Kirkham Abbey Ruins, the Vaughan sisters—Susanna, Anne, and Douglas—live primarily in York, but they often send agents or visit for short stays. They inherited these lands after a complex string of marriages and regrants. Each sister has a distinct personality:

  • Susanna feigns sweet piety in public while quietly stoking rumors about her rivals.
  • Anne is openly confrontational: hot-tempered, quick to challenge anyone who crosses her.
  • Douglas suffers from recurring nightmares that revolve around a gaunt figure rising from the flooded abbey crypt. Her diaries record references to “Godwin the Ravenous,” a Saxon warlord rumored to have been walled up alive.

Together, they wish to secure full rights over the Abbey ruins and exploit them—whether for tourism, salvage of lead roofing, or the rumored hidden gold. They remain entangled in a legal dispute with Sir Edmund of Whitwell-on-the-Hill, who claims overlapping property lines.

Sir Edmund (Whitwell-on-the-Hill)

A Royalist cavalry officer who fought under Prince Rupert, Sir Edmund emerged from the war battered in spirit. He retired to his ancestral manor at Whitwell, only to face uncanny afflictions. Staff claim to hear demonic hoofbeats on the roof at night, and a sulfuric stench sometimes seeps through locked rooms. Whispers swirl that in the darkest days of the war, Sir Edmund forged a diabolic pact for success on the battlefield. Now, with England at peace, his infernal “debts” have come due.

Sir Edmund’s pride drives him to secrecy. He refuses to admit the possibility of genuine supernatural intrusion, hoping to find a rational culprit behind these phenomena—perhaps sabotage by the Vaughan sisters. Or so he tells himself. He might hire the party to investigate covertly, offering them hush money if they confirm something truly unnatural is at play.


CHURCH & ECCLESIASTICAL ENFORCERS

Vicar Tobias Hardwick (St. Michael’s in Crambe)

A man of measured faith and gentle optimism, Vicar Hardwick tries to maintain harmony among his flock. He provides modest alms for the poor, encourages piety, and believes that many “devilish” happenings can be explained by superstition or natural phenomena. However, glimpses of real evil—be it an undead shade in the crypt or a demon haunting a manor—would shake him deeply. If confronted with tangible proof of black magic, Hardwick would use every means at his disposal to eradicate it, including hiring or sanctioning adventurers.

Goodway Trent (Apparitor of Archbishop Sheldon)

Trent acts as an official who hunts heresy, whether Catholic, Quaker, or suspected witchcraft. He is sharp-faced, unyielding, and unwavering in his belief that England’s travails (the plague, the Fire) are divine punishments for persistent sin. His presence often heralds fines, humiliations in the parish stocks, or worse. Trent has a small retinue of scribes and bailiffs. Though not physically imposing, his official power intimidates many. He loathes cunning-folk and rumored witches, as well as secret Catholic chapels. If he learns of star-metal or “unholy” phenomena, he may brand it devilish and attempt to destroy or confiscate it.


DISSENTERS & CATHOLICS

Yorkshire has historically been a patchwork of faiths—while the official Anglican Church now has the upper hand, Catholic recusants and Nonconformists exist in pockets.

  • Quaker Barn in Barton-le-Willows: A discreet meeting place led by Elias Hodgson. Quakers prefer silent worship, refusing oaths or tithes, which could bring them into conflict with local authorities.
  • Catholic Families: Old gentry lines may retain hidden chapels or traveling Jesuit priests who say Mass in secrecy. Some locals cling to Mary worship and saint relics that date back before the Dissolution.

Both groups might seek the party’s assistance in evading raids by Goodway Trent or in retrieving sacred items from the abandoned corners of Kirkham Abbey. Alternatively, they might be scapegoated if new horrors befall the region.


COMMON FOLK & OUTLAWS

Jack Ferrell, Bandit Leader (F3)

Jack styles himself as a modern-day Robin Hood—he and his small band of outlaws ambush wealthy caravans, but they discreetly distribute some spoils among starving peasants. His popularity among the lower classes keeps him safe: no one willingly betrays Jack to the authorities. Jack’s ultimate ambition is uncertain. He might aim to gather enough coin to buy a pardon or to stake a new life elsewhere. Or perhaps he burns with genuine hatred for the aristocracy, haunted by personal injustice from the war era.

Nan Garford, Innkeeper of “Nan’s Cask”

Nan is a sharp-eyed, sharp-tongued woman who runs the main tavern in Crambe. She can match any patron’s wit over a flagon of ale. Villagers confide in her, travelers swap their best stories, and she hears it all. Nan sometimes sells curated “tidbits” of rumor or black-market items to those who can pay—and she protects those secrets well. She strives to keep her inn neutral ground, but if threatened, she can call on local goodwill (and a few hidden crossbows) in a heartbeat.


DUTCH AGENTS & WARTIME SABOTAGE

Jan van Heemskerk (F2)

A Dutch operative posing as a traveling spice merchant, Jan coordinates sabotage in the area. With the Second Anglo-Dutch War raging (1665–1667), he and his confederates carry barrels of volatile “devilish flaming oil” to strategic points—mills, storehouses, or munition caches. His cover story is polished: he sells exotic coffee, tobacco, and “rare pepper.” Locals are easily enticed by these new goods. Jan’s greatest fear is being unmasked before he can complete his mission.

He may recruit the party if they seem mercenary enough: good coin is available for those willing to guard him or turn a blind eye to suspicious cargo. Alternatively, if the party stumbles on evidence of sabotage, Jan might try to bribe them or, failing that, eliminate them quietly.


REGIONAL OVERVIEW

GEOGRAPHY & WEATHER

The North Riding of Yorkshire in the mid-17th century is a patchwork of rolling fields, thick hedgerows, winding roads, and the slow meander of the River Derwent. The local climate tends to be damp, with sudden rains that leave the roads thick with mud. James Herriot (speaking from a later vantage) described the region’s persistent drizzle, chill winds, and low-lying fog, all of which can hamper travel and cloak nightly horrors.

Winters can be punishing, sometimes freezing the roads solid, while springs bring flood risks. Summers rarely get hot, but thunderstorms can sweep in unexpectedly. The land around Crambe and Kirkham features wooded vales, farmland, pockets of marsh near the Derwent, and the faint silhouettes of gentle hills to the north. Somewhere among those hills lies the fabled “fallen star.”


TRAVEL & ROAD CONDITIONS

Major Routes: A rutted main road runs between York and Malton, passing near Whitwell-on-the-Hill. Coaches ply this route occasionally, carrying mail and passengers—but these are neither swift nor frequent.

Lesser Tracks: Spoke-like lanes connect small villages—these can be treacherous in wet seasons, turning to sludge in spring or dangerously icy in winter. Wagons risk breaking axles or getting mired for days.

River Transport: The Derwent can float shallow barges laden with grain or smuggled goods, but it’s no highway. Its many bends and shallow spots deter large-scale shipping. In the night hush, these waters can mask illicit movements of contraband or the gliding approach of something more sinister.


ECONOMY & COMMERCE

Most locals farm or tend livestock, barely eking out a living. They rely on small markets in nearby towns—Malton or York—for surplus sales. Skilled laborers (blacksmiths, carpenters) find steady work due to the never-ending need for repairs, especially after the Civil War’s disruptions.

Trade disruptions from the Anglo-Dutch War have made foreign luxuries scarce, driving prices up. Meanwhile, rumors of saboteurs keep tension high, limiting travel. The local manors—Howsham Hall, Whitwell, Kirkham Estate—all fight to keep afloat financially, seeking hidden caches of monastic gold, forging star-metal weapons, or hoping to root out the contraband trade to claim it for themselves.


KEY LOCATIONS

1. CRAMBE VILLAGE

A modest settlement on slightly higher ground near the Derwent. About 100 people call it home, mostly tenant farmers under Sir John Wentworth.

  • St. Michael’s Church:
    A small stone church, damp with age. The interior smells of old incense and lingering mildew. Vicar Hardwick preaches here, counseling wary parishioners in these tumultuous times. An aging crypt lies beneath the church floor, rumored to connect to older catacombs or a half-collapsed passage. Many discount such tales—yet at midnight, workers have heard furtive knocks echoing from the walls.

  • Nan’s Cask (Tavern & Inn):
    A low-ceilinged, timber-framed building. Smoke from its hearth mingles with the smell of stale ale. Nan Garford presides with quick wit, providing a communal hub for gossip, news, and deals. Rooms are cramped but serviceable. She charges 6 pence a night for a loft bed, with watery ale at 1–2 pence per mug. A back shed may be used for stabling—albeit precariously.

  • Lock-Up (Village Stocks & Jail):
    A thatched shed that doubles as a basic jail for petty criminals. The stocks sit out front. Jack Ferrell famously escaped from here one stormy night, claiming “the wind itself” battered the door loose.

Adventure Seeds:

  • Footsteps Below: Locals whisper that someone or something prowls the crypt at night. Vicar Hardwick is torn between dismissing it as echoes and wanting outside help to investigate.
  • Tax Troubles: Thomas Grimley, the estate reeve, steps up rent collection. The villagers grow restless, and Nan’s Cask becomes a hotbed of quiet rebellion.

2. KIRKHAM ABBEY RUINS (FLOODED CRYPT & SAXON VAMPIRE)

Once an Augustinian priory, Kirkham Abbey fell into disrepair after its dissolution under Henry VIII. Much of its structure was salvaged for stone, but a few half-standing walls, pillars, and arches remain. The Vaughan sisters hold the official title to this land, though they rarely patrol it. Over time, the River Derwent’s flooding has partially submerged the lower crypts.

  • Legend of Godwin the Ravenous:
    Local lore speaks of a Saxon warlord, “Godwin,” entombed here. Some versions claim the monks of Kirkham sealed him behind iron and lead wards after discovering his thirst for blood (or necromantic practices). The watery crypt might indeed contain a corroded coffin etched with runes.

  • Ruined Cloisters:
    Debris-laden walkways, half-choked with ivy and briars. On moonlit nights, furtive shapes move among the pillars—human smugglers or something worse. Bats cluster overhead, dropping guano on interlopers and occasionally startling them with frenzied squeaks.

  • Flooded Chambers:
    Waist-deep water in some corridors. Slimy stones can cause disastrous slips. Faint inscriptions remain on the walls, hinting at wards or curses. Some say you can still hear chanting echoes at night.

Potential Plots:

  • The Vaughan sisters may commission the PCs to retrieve monastic artifacts rumored to be worth a fortune.
  • Sir John Wentworth, in desperate need of funds, tries to hire a clandestine expedition to search for buried abbey gold.
  • If Godwin wakes, he might spread vampiric corruption or barter for freedom in exchange for Saxon war-treasures.

3. WHITWELL-ON-THE-HILL (SIR EDMUND’S MANOR)

A smaller village of around 70 souls, built along a hillside orchard. The orchard yields apples that sometimes carry a faint bitterness locals joke is from “the devil’s breath.”

  • Sir Edmund’s Manor:
    A two-story stone building with outbuildings for stables, storerooms, and a walled garden. The household staff complains of nighttime knocks, sulfur reek in the hallways, and shadowy shapes capering on the rooftops—hoofprints left behind. Sir Edmund suspects sabotage by political rivals, but part of him fears it might be real demonic retribution.

  • Manor Chapel:
    Generally empty unless the local curate from another parish visits for a special service. At odd hours, the chapel bell has been heard tolling once, though no one sees who rings it.

Potential Plots:

  • Exorcism or Investigation: Sir Edmund or his steward might hire outsiders to discreetly investigate the phenomenon—preferably those with nerve and cunning. Payment is offered in coin or a beneficial letter of introduction.
  • Possible Pact Document: Rumors persist of a hidden parchment locked in the manor library—a contract in infernal script sealed with blood. If found and destroyed, it might free the house from curses. Or it might unleash something worse.

4. BARTON-LE-WILLOWS

Marshy ground abounds here, lined with willow trees used for basket-weaving. A small Quaker congregation meets in a modest barn on the edge of the village, led by Elias Hodgson. Officially, few people know this, but rumors swirl among the suspicious.

  • Willow Groves & Basketry:
    Residents steam and bend willow rods, weaving them into everything from simple baskets to durable fish traps. The constant presence of boiling vats creates an odd haze.

  • Marsh Paths:
    Narrow footpaths wind among reedy bogs. Will-o’-the-Wisp sightings are common. Are they simply swamp gases or malicious spirits? Fishermen say these lights have grown bolder lately, leading travelers astray.

  • Quaker Barn:
    Unmarked, with modest benches and a sense of calm reverence when used for worship. The faithful gather quietly at dawn. If confronted by Goodway Trent, they will rely on conscientious objection and peaceful resistance.


5. OLD HALL GARTH

A half-collapsed estate once belonging to the Kirkham Priory. Tucked away in a lonely copse of trees, it has become a den for outlaws or exiles seeking refuge. The halls are roofless in places, overgrown with nettles. No one has maintained it in years.

  • Sealed Passage:
    Legend speaks of a bricked-up tunnel that once connected Old Hall Garth to Kirkham Abbey underground—supposedly so that monks could flee in times of trouble. If reopened, it might bypass the flood waters in the Abbey crypt or lead to hidden store-rooms.

  • Current Inhabitants:
    Drifters, bandits, or even secret Catholic worshippers might hole up here. Strange graffiti on the walls suggests occasional occult rites—possibly the efforts of bored criminals, or something more genuine.


6. RIVER DERWENT & MARSHES

The Derwent flows sedately but can flood unpredictably. Marshes flank certain bends, harboring frogs, waterfowl, and gnats in obscene quantities. At dusk, dense fog rolls in, muffling footsteps and torchlight. Local superstitions speak of drowned ghosts and phantom bells from chapels submerged centuries ago.

  • Smuggling Lanes:
    A cunning pilot with a flat-bottomed boat can navigate the shallows, moving contraband under cover of darkness. The vantage from the banks is poor; watchers rarely spot the silent approach.

  • Hazards:
    Sucking mud, sinkholes, or sudden drop-offs can claim unwary travelers. The rotting timbers of old jetties might collapse underfoot. The marsh also hosts the occasional Will-o’-the-Wisp (actual monster) or is used by Dutch saboteurs to hide barrels of flaming oil.


7. THE CRASHED PROBE SITE

Far in the northern hills above Crambe lies a half-buried metal husk that fell from the sky decades (or centuries) ago—though locals only have vague legends of a “fallen star” or “devil’s chariot.” The site is partly concealed by a landslide.

  • Appearance:
    Twisted metal of unknown origin, shimmering with an otherworldly sheen. Fragments scattered around the crater can be pried loose by determined souls.

  • Inside:
    Chambers sealed by fused metal, requiring extraordinary force or cunning to open. One occupant—a mechanical Android—lies dormant, awaiting activation.

  • Radiation-like Effects:
    Prolonged exposure leads to hair loss, sores, and visions. Livestock that graze nearby sometimes birth twisted offspring. Locals interpret this as a curse or devilry.

Plot Hooks:

  • Smiths across Yorkshire yearn to forge star-metal weapons, rumored to be unbreakable. But the forging process might require special conditions and leads to sickness.
  • If the Android awakens, it could become a terrifying hunter, or perhaps an ally who sees the humans as bizarre primitives.

8. HOWSHAM HALL (WENTWORTH ESTATE)

Seat of Sir John Wentworth, though the estate shows signs of slow decay. The grounds once boasted manicured gardens, a watermill, and orchard. Now the orchard looks half-abandoned, and the watermill’s wheel is battered.

  • Architecture & Interiors:
    An impressive Jacobean façade, grand but worn. Mice scurry in the corridors, and certain rooms go unheated due to cost. Antique tapestries depict hunts, battles, and biblical scenes of apocalyptic horsemen—disturbingly appropriate, given the era’s calamities.

  • Powder Store:
    A small outbuilding contains leftover black powder from the Civil War. Sir John tries to maintain it in case of new conflict. Dutch agents would love to sabotage or steal this store.

  • Library & Archives:
    Sir John dedicates hours to rummaging through dusty charters, land grants, and monastic records, convinced they hide clues to buried wealth. Some pages are suspiciously missing. Could a rival have stolen them, or is something else at play?

Plot Hooks:

  • Guard Duty: Sir John might hire the party to protect the powder store from rumored saboteurs.
  • Research & Revelation: The missing pages might mention the Saxon vampire, the star-metal, or a secret Templar-like cult.

ENCOUNTERS & HOOKS

ROAD ENCOUNTERS (1D6)

Roll when traveling on main roads or lanes:

  1. Reeve’s Men: Gruff collectors stopping every traveler to check for contraband or overdue rents. They might attempt to seize property if the party looks poor or suspicious.
  2. Traveling Pedlar: Sells cheap potions, pamphlets describing the Great Fire, or potentially dubious “plague cures.” He’s chatty and full of half-truths.
  3. Bandit Scouts: Spying from a hedgerow, they test the party’s strength. If they sense weakness, they arrange an ambush down the road.
  4. Dutch Smuggler: Possibly one of Jan van Heemskerk’s associates. She’s nervous, carrying a barrel that smells oddly of chemicals.
  5. Refugees from London: A ragged family fleeing plague or the ruined capital. They beg for alms or mention missing relatives.
  6. Gentry Messenger: Riding in haste with sealed letters for Sir John or Sir Edmund. The contents might detail war news, property disputes, or offers of a demonologist’s services.

OFF-ROAD / MARSH ENCOUNTERS (1D6)

Use when the party travels off marked paths or in the wetland areas:

  1. Will-o’-the-Wisp: Glowing lights flicker, luring travelers into sinking mud. These could be actual monsters or smugglers’ lanterns.
  2. Feral Dogs or Wolves: Starving, possibly ill from contact with star-metal. If they sense easy prey, they attack; if fought, they flee to preserve their pack.
  3. Widow Dawkins (Local Wise Woman): Gathering herbs. She might offer cryptic warnings, and for a small payment, she’ll share knowledge of local curses.
  4. River Barge at Twilight: The bargemen appear nervous, carrying sealed casks. They might be smuggling contraband or weaponizing Dutch oil.
  5. Ghostly Bell Sound: A single toll resonates across the bog. Investigating might reveal skeletal remains or a drowned chapel.
  6. Treacherous Sinkhole: A wagon wheel or horse can vanish into muck. Within the hole are ancient bones or strange lumps of star-metal, shining ominously.

ADDITIONAL RUMORS (1D6)

  1. Devilish Horseman Seen at Night: Glowing red eyes and the thunder of hooves. Some say it’s a demon collecting souls; others suspect a trickster in costume.
  2. Star-Sick Livestock: Cows near the northern hills bear scaly patches. Their milk spoils quickly, fueling rumors of a monstrous contagion.
  3. Secret Catholic Mass: A traveling Jesuit rumored to conduct clandestine services in the Abbey ruins. Goodway Trent wants him caught.
  4. Lost Map Page: Nan Garford overheard gossip about a crucial library page that pinpoints monastic treasure. She’s willing to trade this rumor for a favor.
  5. Sabotage: Dutch conspirators plan to ignite the mill at Howsham Hall. The party might intervene—or help, if the reward is great.
  6. Saxon Warlord’s Blade: An old soldier in the tavern claims the blade from the Abbey crypt can kill any man with a single cut. It might be nonsense, or a genuine artifact.

NPC INDEX

KEY PERSONAGES (DETAILED)

Sir John Wentworth (Noble)

  • AC: 14 (leather coat and fine clothes, +1 Dex)
  • HP: 22
  • Attacks: Sword (+4 to hit, 1d8+2 dmg), flintlock pistol (1d6 dmg, 1 shot then reload 2 rds)
  • Move: 30’, Save: F4, AL: Neutral
  • Notable Traits: Charismatic (+2 Reaction with nobility), desperate for funds, knowledgeable about old monastic charters.
  • Goals & Hooks:
    • Retain wealth and standing; thwart or co-opt potential treasure-seekers.
    • Might pay well for secrecy regarding star-metal or sabotage.

Thomas Grimley (Veteran, Reeve)

  • AC: 13 (buff coat), HP: 12
  • Attacks: Mace (+2 to hit, 1d6+1 dmg)
  • Move: 30’, Save: F2, AL: Lawful
  • Traits: Loyal to Sir John, pragmatic, suspicious of travelers.
  • Hooks: Collects overdue rents, organizes manor tasks, might hire muscle if threatened.

The Vaughan Sisters (Noble)

  • AC: 12, HP: 5 each
  • Attacks: rapier or dagger if forced, each +1 to hit, 1d6 dmg
  • Move: 30’, Save: as T1 (they rely on cunning over brute force)
  • AL: Neutral
  • Individual Quirks:
    • Susanna: Skilled in rumor, manipulates social circles.
    • Anne: Quick-tempered, demands satisfaction for slights.
    • Douglas: Suffers nightmares, fixated on preventing the undead’s rise.
  • Hooks: Seek full rights to Kirkham Abbey, suspect sabotage from Whitwell. May fund an expedition to the crypt or hire the party to prove Sir Edmund’s pact is a hoax.

Sir Edmund (Noble)

  • AC: 15 (studded doublet), HP: 20
  • Attacks: Cavalry saber (+4, 1d8+2 dmg), wheel-lock pistol (1d6 dmg, reload 2 rds)
  • Move: 30’, Save: F4, AL: Chaotic (if demonically corrupted) or Neutral (if not fully damned)
  • Traits: Proud, anxious, haunted.
  • Hooks: Seeks to remove “infernal illusions” from his manor. Possibly holding or concealing a genuine demon contract.

Vicar Tobias Hardwick (NH)

  • AC: 12 (simple robe, no armor), HP: 13
  • Attacks: Staff (+1 to hit, 1d6 dmg), Turn Undead as Cleric 3
  • Move: 30’, Save: C3, AL: Lawful Good
  • Traits: Compassionate, slow to conclude diabolism.
  • Hooks: Could sponsor a quiet inquiry into rumored evil, or bless an expedition against undead if convinced.

Goodway Trent (NH)

  • AC: 13 (padded coat), HP: 16
  • Attacks: Sword (+2 to hit, 1d8 dmg)
  • Move: 30’, Save: F3, AL: Lawful (zealous)
  • Traits: Severe, dogmatic, obsessed with rooting out heresy.
  • Hooks: Harasses Quakers or suspected Catholics, prepared to burn anything “tainted.” Could become a thorn in the party’s side if they dabble in magic or star-metal.

Jack Ferrell (Bandit Leader, F2)

  • AC: 14 (light armor), HP: 18
  • Attacks: Sword (+3 to hit, 1d6+2 dmg), short bow (1d6 dmg)
  • Move: 30’, Save: F3, AL: Neutral (chaotic streak)
  • Traits: Bold, charismatic, rumored sense of honor.
  • Hooks: Might ally with PCs if they promise justice for the poor or hamper local gentry's attempts to detain him. Alternatively, he robs them if they flaunt wealth or present an opportunity for personal gain. Fundamentally a violent criminal.

Nan Garford (NH)

  • AC: 12, HP: 10
  • Attacks: Dagger (+2, 1d4 dmg)
  • Move: 30’, Save: as T2, AL: Neutral
  • Traits: High Charisma (knows everyone), cunning negotiator.
  • Hooks: Trades rumors for coin or favors, might have critical intel about sabotage or crypt prowlers.

Jan van Heemskerk (Dutch Smuggler, T4)

  • AC: 13, HP: 12
  • Attacks: Pistol (1d6 dmg), dagger (1d4 dmg)
  • Move: 30’, Save: F2, AL: Chaotic (foreign saboteur)
  • Traits: Smooth talk, ambitious, planning to burn strategic sites and York with his “devilish oil.”
  • Hooks: A spy operating behind enemy lines, run accordingly. Seeks local allies or hires unscrupulous mercenaries. Will kill or bribe those who discover or hamper his sabotage plans.

MINOR FIGURES & HANGERS-ON

  • Elias Hodgson (NH, Quaker Elder): Peaceable, refuses to fight or swear oaths. If threatened by Trent, might ask for the party’s help.
  • Widow Dawkins (MU2, Wise Woman): Knowledge of herbs and “old ways.” Possibly suspected of witchcraft. Sells charms, some of which actually work.
  • Randall the Millwright (NH, Howsham Hall): Juggles upkeep of the mill and hush-hush side deals. Complains of hearing odd vibrations in the sluice at night.

MAGIC & ARTIFACTS

UNIQUE MAGIC ITEMS

  1. Abbot’s Seal
    A cylindrical seal carved with Augustinian symbols.

    • Effects: Once per day in consecrated ground, grants a +2 level bonus to Turn Undead attempts. Unseals hidden wards in Kirkham Abbey.
    • Drawback: If used cynically or for profit, its power goes dormant for 1d6 days, turning freezing cold.
    • Reliquary of St. Drostan
      A small silver casket housing a saint’s finger bone.

    • Effects: When opened during a liturgical ceremony, +1 Morale to allies, –1 Morale to nearby undead. If brandished in unholy territory, the bearer must Save vs. Paralysis or suffer 1d4 burning damage.

    • Drawback: The Church might label it contraband or confiscate it if they discover it’s not “approved.”
    • Star-Metal Shards
      Iridescent lumps from the crash site.

    • Effects: Weapons forged from star-metal gain +3 to hit and damage, glowing faintly in darkness.

    • Forging Hazard: Each day forging or working it requires a Save vs. Poison or suffer 1d4 CON damage due to “radiation.”
    • Drawback: Prolonged contact leads to hair loss, night terrors, suspicion from townsfolk (“devilish steel”).
    • Devil’s Pact Parchment
      Tattered vellum bearing infernal script, sealed with red wax.

    • Effects: When read fully, summons Marquis Anhalt du Cassis, a devilish entity that can bargain for knowledge or power at a dreadful price.

    • Drawback: If the summoner breaks the contract, they are cursed with –2 to all rolls for 1 month (no save). The Church and decent folk would see mere possession of this as capital heresy.
    • Barrel of “Devilish Flaming Oil”
      A black tar-like substance brought by Dutch saboteurs.

    • Effects: Explodes in flames (2d6 damage over 2 rounds on a struck target) and spreads quickly, ignoring typical attempts to douse it.

    • Drawback: Extremely volatile. A single spark can ignite an entire storehouse, risking massive collateral damage.

WEIRD PHENOMENA

  • Midsummer Dancing Lights: A swirl of luminous orbs in the marsh. Might be natural will-o’-the-wisps or illusions cast by an unknown force.
  • Time Slippage: In the presence of star-metal, clocks sometimes run backward briefly, and watchers experience fleeting déjà vu.
  • Infernal Footprints: Hoofprints on impossible surfaces—walls, ceilings—that vanish with dawn, leaving scorch marks or cracked tiles.

BESTIARY (NOTABLE CREATURES & THREATS)

Refer to Appendix F for full OSE stat blocks. Below are highlights of special adversaries.

  1. Godwin the Ravenous (Saxon Laverd, Vampire)

    • Origin: Imprisoned under Kirkham Abbey, now undead and thirsting for mortal blood. Clad in corroded chainmail, brandishing a rusted Saxon blade.
    • Abilities: Standard vampire powers (charm gaze, regeneration) but with a unique vulnerability to the Abbot’s Seal and lead wards.
    • Tactics: Prefers cunning negotiations or ambushes; might promise treasures of a forgotten age in return for freedom.
  2. Android (Crashed Probe) (Golem)

    • Nature: A mechanical or clockwork “golem” with advanced senses. Immune to illusions and poison.
    • Attacks: Laser-like discharge (treat as a black-powder musket with 1d8 damage, ignoring normal armor). Can only fire every other round.
    • Behavior: Potentially tries to communicate in alien code, but if threatened, it fights relentlessly.
  3. Devilish Apparition (Marquis Anhalt du Cassis, Truename, Lahedhnaaghovop) (Efreeti)

    • Summoning: Requires the Devil’s Pact Parchment. Appears as a swirling vortex of black smoke with a goat-like silhouette.
    • Powers: Illusions, charm effects, can physically rend opponents if fully manifested.
    • Weakness: Disruption of the pact or strong faith (extraordinary holy symbols) can drive it away. Knowledge of the truename offers command.
    • Will-o’-the-Wisp (Spectre)

    • Traits: Lures travelers into hazards, emits a faint luminescence. Intelligent enough to taunt victims.

    • Countermeasures: Magical or silver-based attacks can harm it.
    • Feral Hounds / Wolves

    • Behavior: Basic pack tactics. Some near the star-metal crater show bizarre mutations—extra teeth, glowing eyes.


APPENDICES

A: TIMELINE OF EVENTS (1664–1667)

  • 1664: Rising Anglo-Dutch tensions; Pepys notes naval preparations. Yorkshire hears rumors of possible conscription.
  • 1665: The Great Plague ravages London; scattered outbreaks reach York. Fear leads to quarantines and suspicious receptions for travelers. War with the Dutch intensifies.
  • 1666: Summer sees continued plague; in September, the Great Fire consumes much of London. People in Yorkshire reel at the news, uncertain if it signals divine wrath or foreign sabotage.
  • 1667: Peace talks with the Dutch begin after costly naval battles. Local saboteur cells make final attempts to disrupt inland supplies.

B: WEATHER GENERATION TABLE

Roll 1d6 each day/segment. Adjust by season (Winter: –1, Summer: +1 to roll, etc.).

Roll Winter Spring Summer Autumn
1 Blizzard: roads impassable Cold Rain: heavy mud Clear & hot, high humidity Heavy Fog: travel slowed
2 Light Snow, icy ruts Drizzle: partial flooding Sweltering Heat: –1 to checks in armor Torrential Rain: possible flash floods
3 Overcast, biting winds Mild Showers, windy Thunderstorms: lightning hazards Blustery Winds, overcast skies
4 Frozen ground, but dry Cloudy, scattered rain Light Rain, muggy Overcast, cool, swirling leaves
5 Sudden freeze at night Sun breaks through damp Clear, mild storm risk Steady Rain, muddy roads
6 Harsh Storm: –2 to travel Sudden downpour, local flooding Violent Storm: thunder & hail Stormy squalls, nighttime gales

C: DAILY LIFE & CUSTOMS

  • Rural Cycle: Dawn chores, midday meal of bread or pottage, dusk brings supper and early rest. Seasonal tasks (plowing, sowing, harvest, winter repairs) dominate.
  • Folk Traditions: Horseshoes above doors, “witch bottles” buried under thresholds, Midsummer bonfires (in some villages) to ward off evil.
  • Church Attendance: Required on Sundays; those absent without cause face fines, especially if Apparitor Trent is near.

D: PRICES, WAGES, & COINAGE

  • Currency: 12 pence = 1 shilling; 20 shillings = 1 pound.
  • Sample Costs:
    • Ale: 1–2 pence per pint
    • Common Meal: 2–3 pence (bread, pease porridge, small beer)
    • Musket shot & powder: 1 shilling per shot
    • Modest Clothing: 5 shillings for a decent set
  • Wages:
    • Laborers: 6 pence/day
    • Skilled Artisan: ~1 shilling/day
    • Live-in servants typically paid annually (£2–£5), plus board.

E: FIREARMS & BLACK POWDER RULES (OSE)

  • Matchlock Musket: 1d8 dmg, range 50/100/150 ft., reload 3 rounds, misfire on natural 1.
  • Wheelock Pistol: 1d6 dmg, range 30/60/90 ft., reload 2 rounds, costlier but more reliable.
  • Black Powder Explosives: 2d6 damage in 10-ft radius for a small keg. Each nearby creature Save vs. Breath or take full damage.

F: SAMPLE STAT BLOCKS (OSE FORMAT)

Godwin the Ravenous (Saxon Vampire)

  • AC 16, HD 6 (30 HP), Att 2 claws (1d4+2) or sword (1d8+2)
  • Move 30’, ML 10, Save F6, AL Chaotic
  • Special: Regenerates 2 HP/round unless hit with holy water or star-metal; Gaze Attack (victim Save vs. Paralysis or be charmed). Fear aura if PC is under 3 HD.

Android (Crashed Probe)

  • AC 18 (metal shell), HD 4 (20 HP), Att Metal slam (1d8) or Laser (1d8, 1/2 ROF),
  • Move 30’, ML 12, Save as F4, AL Neutral (alien)
  • Special: Immune to poison, illusions, and mind-affecting spells. If damaged, may self-repair 1 HP/round for 3 rounds, then recharges after 1 day.

G: EXPANDED RUMOR TABLE (2D12)

Roll 2d12 for a random rumor that might be swirling around Nan’s Cask or church gatherings:

Roll Rumor
2 “Sir Edmund’s orchard yields black apples that moan at midnight.”
3 “Dutch saboteurs plan to ignite York’s powder magazine.”
4 “A star fell near the hills, healing or cursing those who touch its metal.”
5 “Kirkham’s crypt holds an undead bishop hungry for children’s souls.”
6 “Jack Ferrell once robbed a tax collector and gave all the silver to plague widows.”
7 “A single bell toll from Whitwell means the devil is claiming a new soul.”
8 “Crambe’s church crypt is never dry—something drinks the water, they say.”
9 “The Vaughan sisters bribed men to break open a sealed tomb in the Abbey.”
10 “Vicar Hardwick made a pact with an angel—how else did he survive the plague?”
11 “A ghostly warband roams the marsh at night, wearing Saxon mail.”
12 “Black powder shipments vanish on the Derwent. Sabotage, or something worse?”
13 “A metal man lurks in the northern hills, wailing in the wind.”
14 “Hoofprints keep showing up on Whitwell’s roof—impossible to remove.”
15 “Star-metal forging warps the smith’s mind. Don’t trust anyone with that blade.”
16 “A Jesuit says secret Mass in the old crypt, leading a hidden congregation.”
17 “Late at night, the mill at Howsham hums a tune, as if possessed.”
18 “Nan’s Cask must be cursed—two travelers never woke up after lodging there.”
19 “Lights in the marsh are ghosts of plague victims. Don’t follow them.”
20 “Dutch gold bribes reeves to betray honest folk.”
21 “Dance among the abbey ruins at Midsummer and vanish for a year and a day.”
22 “A giant black hound prowls near the crypt—some say it’s Godwin’s guardian.”
23 “Cromwell stashed silver in an abandoned estate near Crambe. No one’s found it.”
24 “The Great Fire in London is a sign we’re all damned; more fires will come here.”

H: MANOR LIFE, ETIQUETTE, & LAW

  • Manor Hierarchy: The lord or lady rules over tenants, collecting rents, hosting the manor court. The reeve organizes day-to-day tasks.
  • Etiquette: Bow or curtsey before superiors, never speak out of turn at the lord’s table, and doff your cap in church.
  • Law Enforcement: Justices of the Peace handle minor crimes, while serious cases go to quarter sessions or the assizes in York.
  • Punishments: Nonconformists are fined heavily or imprisoned. Witchcraft is still technically a hanging crime. Recusant Catholics pay monthly fines for not attending Anglican services.

REFEREE’S CONCLUSION

In Crambe & Environs, 1666, you hold the threads of a deeply layered tapestry—historical intrigue, decaying feudal politics, and eldritch horrors that may lie dormant or clawing at the edges of reality. Let your players navigate the swirl of rumor, greed, religious fervor, and cosmic dread. Each faction has tangible goals, each location drips with atmospheric detail, and each rumor can spiral into a multi-session plot or an offhand local yarn.

Embrace the unpredictability of emergent play. Allow the party’s choices and allegiances—allying with bandits, exposing saboteurs, forging star-metal blades, or confronting a Saxon vampire—to shape Yorkshire’s fate. Some will cling to rational explanations, others will confront genuine evil. The region’s muddy roads, thick fogs, and restless superstitions promise suspense at every turn. With cunning Dungeon Mastery and a willingness to delve into the tension between the mundane and the monstrous, you can craft an unforgettable campaign in Crambe & Environs, 1666. May your table ring with old Saxon war cries, the hush of Quaker prayer, the spark of star-forges, and the quiet rustle of hoofprints overhead.

“Methinks the countryside’s quiet, as though holding its breath. God help us if that breath runs foul.” – A tinker’s parting words at Nan’s Cask.