CRAMBE & ENVIRONS, 1666
A Historical‐Fantastic Sandbox for Old School Essentials. For interested referees, a companion historical guide can be found here. The module plays on its own without it. The Old School Essentials SRD can be found here.
TABLE OF CONTENTS
- Introduction & Historical Context
- Factions & Politics
- Regional Overview
- Key Locations
- Encounters & Hooks
- NPC Index
- Magic & Artifacts
- Notable Creatures & Threats
- Appendices
- Referee's Conclusion
INTRODUCTION & HISTORICAL CONTEXT
The year is 1666. England teeters between the grandeur of royal restoration and the lingering scars of civil war. King Charles II, who ascended to the throne following the beheading of his father, still contends with the memory of Puritan austerity. In London, the Great Fire has reduced whole districts to charred rubble, and although the worst of the plague appears past, its shadow still haunts provincial streets. Meanwhile, the Anglo-Dutch War rages on, and every foreign face might conceal a saboteur or spy.
In Yorkshire lies Crambe, a modest village by the River Derwent. Set against wide skies and raw pastures and farmland, it is a place where fortunes can be as fickle as the weather. Knock on any door and you'll hear grievances—unpaid debts, whispered witchcraft, overdue rents, enforced Anglican attendance, hidden Catholic chapels, and rumors of eerie lights flickering in the bogs.
Amidst these earthly troubles, something altogether stranger beckons. A mudslide on a hillside has exposed a segment of a metal sphere, half-buried in the northern hills. Locals dismiss it as heresy or wild gossip, yet a few shepherds have seen its otherworldly glow under the moon. And older secrets lie even closer: a Saxon vampire-warlord sealed away in an abbey crypt, a demonic pact giving a local noble an edge in battle with payment in arrears.
FACTIONS & POLITICS
Crambe is modest in size. Like many small towns secular and ecclesiastical powers intermingle, setting the stage for religious conflict, science-fantasy mysteries, and clandestine plots.
LOCAL GENTRY
- Sir John Wentworth (Howsham Hall)
- The Vaughan Sisters (York-based Absentee Owners of Kirkham Abbey Lands)
- Sir Edmund (Whitwell-on-the-Hill)
Burdened by war debts, property disputes, and a relentless hunger for advantage—whether through star-metal salvage (once they discover it), hidden monastic treasures or simple commerce—they constantly maneuver to tip the scales in their favor.
CHURCH & ECCLESIASTICAL ENFORCERS
- Vicar Tobias Hardwick of St. Michael's
- Goodway Trent, Apparitor of Archbishop Sheldon
Representing the restored Anglican authority, they balance genuine piety with a hardline stance against "heretical" or "popish" influences, all while enforcing strict conformity.
DISSENTERS & CATHOLICS
- Quaker groups in Barton-le-Willows
- Secret Catholic families, holding clandestine Masses in ancient corners
- A concealed Jesuit priest, Laurent Dufoix
Living in constant caution—whether resisting state-imposed worship or paying steep fines to preserve their faith—they are ready to ally with anyone capable of shielding them from the Church's zealous enforcers.
COMMON FOLK & OUTLAWS
- John of the Mire, self-styled robber of the rich
- Nan Garford, the tavern keeper
- Village laborers, farmers, and tenant families
Struggling daily to earn a living, they brood over heavy taxes and superstitions. John of the Mire, while robbing official caravans, is seen by some as a modern Robin Hood, and Nan's inn—always abuzz with gossip—serves as the village's informal news center.
DUTCH AGENTS & WARTIME SABOTAGE
- Jan van Heemskerk and associates
Masquerading as traveling merchants, they aim to sow chaos, disrupt supply lines, and potentially ignite havoc in Yorkshire reminiscent of London's recent conflagration.
FACTION RELATIONSHIP MATRIX
Faction | Notes | Attitude Toward Gentry | Attitude Toward Church | Attitude Toward Dissenters & Catholics | Attitude Toward Common Folk/Outlaws | Attitude Toward Dutch Agents |
---|---|---|---|---|---|---|
Sir John Wentworth | Desperate to recoup fortunes; can pivot from benefactor to betrayer. | Seeks alliances or sabotage if it eases his debts | Maintains cautious respect for Hardwick while fearing Trent | Tolerant if they pay rent | Sees bandits as a plague on his purse | Will attempt to destroy them |
Vaughan Sisters | Driven by profit and lineage pride; masters of cunning manipulation. | Engage in boundary disputes; willing to harass rivals | Socially polite yet suspicious of Trent | Indifferent—scapegoating when needed | May secretly hire outlaws for covert ops | Could trade or barter secrets |
Sir Edmund | Haunted by the specter of an infernal debt, desperate for rationality. | Alternates between sympathy and aloofness, depending on the rumored "pact" | Fears Trent's prying into manor affairs | Views dissenters as convenient scapegoats | Warily employs outlaws if necessary | Might blame them for unexplained hauntings |
Church | Divided internally: Hardwick's compassion clashes with Trent's severity. | Prefers stable alliances with the gentry while remaining vigilant | Hardwick is pastoral; Trent is punitive | Targets Quakers & Catholics as prime suspects | Considers common folk as subjects to guide or punish | Regards Dutch agents as heretical invaders |
Dissenters/Catholics | Worship in secrecy, risking fines or worse. | Distrustful yet pragmatic if survival is at stake | Fear Trent; some Quakers maintain a tentative rapport with Hardwick | Often at odds with one another, vulnerable to state reprisal | Might ally with outlaws if framed as "God's justice" | Forced into isolation or reluctant dealings |
Common Folk/Outlaws | Mostly focused on survival; outlaws wear a romantic "Robin Hood" aura despite their deeds. | Resent tax collectors but appreciate rare acts of mercy | Remain wary of Church power and its punishments | Some sympathize with dissenters, sharing hiding places | Depend on bandits for protection—or exploitation | Easily scapegoated as foreigners |
Dutch Agents (Jan van Heemskerk) | Focused on war aims; shrewd and lethal when cornered. | Viewed as prime targets for sabotage and infiltration | Elicit hostility from Trent and cautious disdain from Hardwick | Maintain a courteous façade to exploit others' weaknesses | May bribe bandits or villagers to cover their tracks | Operate as the infiltration cell themselves |
REGIONAL OVERVIEW
GEOGRAPHY & WEATHER
The North Riding of Yorkshire is a blend of hills, mud, and farmland—characterized by winding lanes, woodland pockets, moors, and sluggish rivers. Many attribute the area's persistent hardships—failed harvests, rising taxes—to "God's displeasure" at the realm's moral decline following civil strife.
- Climate: Overcast skies prevail, punctuated by fierce summer storms that rattle shutters and transform roads into sticky quagmires. In winter, sudden freezes can encase the land in ice, turning even short journeys perilous.
- Scenery: Rolling fields bordered by drystone walls break the monotony, with bursts of wildflowers in spring and occasional autumn brilliance. Beyond Crambe's fields, low hills and hawthorn thickets hide the rumored "fallen star."
For dynamic weather effects, see Appendix B.
TRAVEL & ROAD CONDITIONS
- Major Roads: A rutted route from York to Malton passes about three miles south of Crambe, crossing the Derwent on a low stone bridge. Stagecoaches ply this road intermittently—though schedules often suffer due to war rumors, bandit sightings, or heavy rains.
- Secondary Lanes: Narrow, winding tracks link Barton-le-Willows, Whitwell, and Crambe. In spring, they may turn to mire; in winter, they might freeze solid—posing risks of broken axles, lamed horses, and isolation.
- River Travel: The Derwent flows gently but is prone to flooding. Flat-bottomed craft ply its waters, often used for smuggling. Along its bends, alder and willow groves provide cover for clandestine movements at dawn or dusk. Fishing requires permission from Howsham Hall.
ECONOMY & COMMERCE
The local economy centers on tenant farming—cultivating wheat, oats, or barley—and raising small flocks of sheep or cattle. With wartime restrictions curtailing exports and new taxes weighing heavily on farmers, quiet resentment simmers beneath the surface.
- Regional Exports: Modest shipments of grain, wool, and occasional finished cloth.
- Local Industries: Basket-weaving in Barton-le-Willows; blacksmithing in Crambe and Whitwell; and half-abandoned watermills at Howsham.
- Contraband: Dutch saboteurs trade in black-market goods (including "devilish flaming oil"), while smugglers peddle illicit liquor, brandy, or Catholic prayer books.
KEY LOCATIONS
CRAMBE VILLAGE
A small farming village on the banks of the River Derwent. Home to roughly 100 souls, the village sits on a gentle rise along the river's west bank. Houses cluster around a weathered village green, dominated by the square tower of St. Michael's Church. The residents endure harsh winters, meager summers, and an ever-present climate of fear—whether from plague, war, or whispers of unholy forces.
Overlooked by the steely tower of St. Michael's Church, Crambe is a humble settlement of muddy lanes, rutted tracks, and an anxious populace. War-weary gossip, suspicion of strangers, and the dread of rising rents shape daily life.
OVERVIEW
-
Rulership & Authority:
Officially, Crambe falls under Sir John Wentworth's domain at Howsham Hall, though day-to-day matters are managed by his local reeve (responsible for rent collection and minor disputes). The Church, through Vicar Hardwick and the ever-watchful Apparitor Trent, adds further pressure. -
Geography & Setting:
The village crowns a gentle rise above the Derwent. Thin plumes of smoke rise from thatched roofs; surrounding farmland stretches into the distance. A dirt lane leads southward toward York and northward to the marshes and neighboring hamlets. -
Mood & Customs:
Villagers toil from dawn to dusk in fields or workshops. Sundays are dominated by mandatory Anglican worship—though attendance is often reluctant. Gossip, grain prices, and local rumors animate conversation at Nan's Cask (the local tavern).
INHABITANTS
Most residents are peasant families struggling under oppressive rents. Notable locals include:
- Nan Garford – Proprietor of Nan's Cask (Inn & Tavern); shrewd, motherly, and privy to the best rumors.
- Vicar Tobias Hardwick – A kind-hearted yet anxious priest of St. Michael's Church; outwardly conformist but discreetly tolerant of minor transgressions. He harbors a particular disdain for Jesuits.
- Goodway Trent – The Church's stern Apparitor; forever hunting for signs of heresy to bolster his career.
- John of the Mire – A local outlaw and folk hero to some, reputed to hide in nearby ruins and marshes; he occasionally visits Crambe in disguise.
- Various Tenant Farmers & Craftsfolk – Including menders, weavers, woodcutters, and even a blacksmith's apprentice who mostly repairs broken tools.
LOCATIONS IN CRAMBE
-
ST. MICHAEL'S CHURCH
A squat, aging structure enclosed by a low stone wall.- Exterior: Weathered stone, creeping ivy, and a leaning tower.
- Interior: Wooden pews, dusty hymnals, and a cold crypt below. Occasional drafts hint at hidden passages.
- Significance: Vicar Hardwick conducts Sunday services here, while Apparitor Trent keeps a close watch.
- Rumor: Strange footsteps echo at night—either restless spirits or secret dissenters using the crypt.
-
NAN'S CASK (INN & TAVERN)
A cramped, low-beamed alehouse near the village green. -
Atmosphere: Cozy yet smoky, with floors strewn with rushes. At dusk, gossip flows as freely as ale.
- Common Fare: Thin stew (2 pence), weak ale (1 pence), and a slightly superior "private stock" for favored patrons.
- Services: A single upstairs loft offers lodging (4 pence per night), safer than the alternatives.
- Rumor: Nan claims to have overheard talk of "Dutch saboteurs," though details remain hazy.
-
THE STOCKS & PETTY JAIL
A rudimentary wooden structure with iron fetters for public humiliation—used against drunks, debtors, or "heretics." -
Interior: A single, claustrophobic cell with a straw pallet. The reeve or Apparitor Trent can detain troublemakers on flimsy evidence.
- Local Tale: John of the Mire once spent a night here for highway robbery before escaping under mysterious circumstances—some say aided by the very wind.
-
VILLAGE GREEN & SURROUNDING HOUSES
A beaten earth patch ringed by timber-framed cottages. Children chase thin chickens; village dogs laze in the sun. -
Common Folk: Initially wary of strangers, they often warm up after a pint or two at Nan's Cask—then the latest gossip flows freely.
- Wells & Gardens: Many homes nurture modest gardens for root vegetables or herbs; some even maintain small shrines or hang protective horseshoes.
SERVICES & SUPPLIES
- Blacksmith's Lean-To: An ever-busy apprentice handles basic tool repairs (1–3 shillings). More complex forging (such as for firearms) requires the expertise found in York.
- Village Vendors: Makeshift stalls selling grain, eggs, or salted fish appear on market day (Saturdays). Prices can fluctuate wildly in poor harvest years.
- Healing: Vicar Hardwick may offer blessings or rudimentary care, while Widow Dawkins—a local herbalist—sells poultices and "witch-brews" (barter often accepted).
TYPICAL GEAR AVAILABILITY
Item | Cost | Notes |
---|---|---|
Simple Meal (stew) | 2 pence | Thin, watery stew with local barley bread |
Ale (pint) | 1 pence | Weak ale brewed on-site by Nan |
Lodging (per night) | 4 pence | Shared loft accommodation at Nan's Cask |
Torch | 1 pence | Handmade and sooty |
Firewood Bundle | 1–2 pence | Prices may spike in winter |
Horse Rental | 10 shillings/day | Rarely available; horses are often unfit |
Herbal Poultices | 2–5 shillings | Available from Widow Dawkins (barter possible) |
Weapons | Barter Only | Any transaction may raise suspicions |
(1 Pound = 20 Shillings = 240 Pence)
RUMORS IN CRAMBE (1D6)
- Midnight Lights Near the River: "Swamp gas or witch-lanterns?" Locals suspect outlaws—or something far worse.
- Infernal Screech at Whitwell Manor: A peddler swears he heard "devilish howling," though it might simply be foxes… or not.
- New Rent Hike: Rumor has it that Sir John's reeve plans to double the fees next month, sparking talk of revolt.
- Plague in a Nearby Village: A ragged messenger warns that the disease lingers—making victims vanish overnight.
- Secret Catholics: Someone is hosting a clandestine Mass in the ruins of Kirkham Abbey. Apparitor Trent is on high alert.
- Strange Metal: A shepherd discovered a glowing stone in the northern hills and then fell ill. Could it fetch a high price—or unleash a curse?
CRAMBE ENCOUNTER TABLE (1D6)
Roll once per day (or whenever the party lingers):
- Reeve's Men: Collecting taxes or inspecting cargo, they might seize any suspicious items.
- Exhausted London Refugee: Begging for food, recounting tales of the Great Fire.
- Bandit Scout: Lurking in an alley, sizing up potential marks.
- Ecclesiastical Enforcer: One of Trent's subordinates, ever on the lookout for "heresy."
- Traveling Pedlar: Peddling amulets, plague cures, and salacious pamphlets about the war.
- Mysterious Lights: Flickering at dusk along the road or over the marsh—are they will-o'-the-wisp or a lure for ambush?
Potential Adventures:
- Footsteps Below: Unsettling noises echo from beneath the church at night. Hardwick hesitates to investigate alone, fearing it may be more than just rats.
- Rent Revolt: A reeve, fiercely loyal to Sir John, enforces a new rent. The villagers must decide whether to pay, resist, or seek help from the party.
KIRKHAM ABBEY RUINS
Once an Augustinian priory, now a crumbling skeleton of stone arches and broken cloisters. The Vaughan Sisters control these lands but seldom inspect them, leaving the abbey half-wild and steeped in rumors of hauntings. A section of the crypt lies flooded by the Derwent's seasonal overflow, making exploration a venture best undertaken with torches, ropes, and a strong stomach. Persistent rumors of secret Catholic Mass on these grounds are false.
- Godwin the Ravenous (Saxon Undead):
Local lore tells of a Saxon lord interred here—sealed away by the original monks in a hidden chamber. Some claim he is a vampire or necromancer who devoured his brethren until subdued by sacred relics. Crumbling inscriptions reference "Godwin" and "blood-hunger," though details have long been lost. - Flooded Chambers:
Certain corridors lie submerged to the knee or waist-deep. Wooden beams drift like carcasses amid stagnant water; bats wheel overhead at dusk, accompanied by eerie, luminous swamp gas. - Plunder vs. Curse:
The Vaughans suspect that gold or relics lie hidden within the ruins, yet laborers often abandon their work after hearing strange moans echo off the wet stone. Should the undead stir, the threat may be far greater than any treasure dispute.
Potential Adventures:
- Sealed Tomb: A bricked-up alcove conceals either Godwin's coffin or ancient relics. Breaking it open might yield fortune, unleash horror, or both.
- Secret Writ: A missing monastic charter—sought by Sir John—could be hidden in a half-flooded corridor. Deciphering it might reveal how to contain (or awaken) Godwin's dark power.
WHITWELL-ON-THE-HILL (SIR EDMUND'S MANOR)
A hillside settlement, smaller than Crambe, famed for a stony orchard yielding unusually tart apples. The manor is a somber structure with a walled courtyard, stables, and a modest chapel.
- Sir Edmund's Haunting:
Residents whisper of sulfuric odors in certain corridors, phantom footsteps overhead, and a lone chapel bell tolling at midnight. Sir Edmund, ever the stoic, claims it is sabotage by his enemies—but his anxious twitch suggests he may fear something far more diabolic. - Infernal Contract:
Rumors suggest that during the Civil War, Sir Edmund struck a bargain with otherworldly forces for battlefield success. A sealed parchment—allegedly hidden in the manor library—may confirm or dispel these sinister whispers. - Gardens & Orchard:
Neglected and overrun with weeds, the orchard is said to yield apples that, when sliced, emit a hiss. Whether this is mere superstition or a cursed omen remains to be discovered.
Potential Adventures:
- Exorcism by Night: Sir Edmund hires the party to investigate—and perhaps exorcise—the haunting. But if darker truths emerge, the manor may soon be a battleground for mortal and infernal forces.
- Manor Infiltration: The Vaughan Sisters or Dutch agents might covertly enlist the party to spy on Edmund's rumored pact. Should evidence surface, blackmail or worse is sure to follow.
BARTON-LE-WILLOWS
A small cluster of homesteads nestled amid marshy terrain and a profusion of willow trees—the bark of which is used to weave baskets and fish traps. A constant, gentle mist rises from cooking vats used to soften the willow rods.
- Quaker Barn:
A modest, unadorned meeting house where local Quakers gather at dawn to pray in silence. Their nonviolent, oath-free practices infuriate Apparitor Trent, who has already fined several for "absentee worship" or "seditious gatherings." - Marsh Paths:
Twisting trails disappear into reed-choked bogs. Lanterns or will-o'-the-wisps sometimes mislead travelers into dangerous, waterlogged graves or half-sunken ruins.
Potential Adventures:
- Hidden Refugees: Local Quakers may shelter Catholic travelers or plague refugees, provoking Trent's wrath. The party could be tasked with escorting or protecting these vulnerable souls.
- Bog Treasures: Rumors tell of ancient coins or lead-sealed documents discovered in the mud. Are these remnants of the abbey's coffers—or relics from an even older era?
OLD HALL GARTH
A once-grand estate linked to Kirkham Priory, now partly reclaimed by nature. Ivy and nettles choke its collapsed walls. Occasional vagrants or outlaws have taken refuge within its sturdier rooms, kindling small fires in battered hearths.
- Sealed Passage:
Legend holds that a hidden tunnel once connected Old Hall Garth to Kirkham Abbey. Reopening it might bypass the flooded crypts—or reveal a separate network containing a hidden chapel or storehouse. - Bandit Hideout:
John of the Mire or his followers might use these ruins as a safe house or cache. Ghostly "lights" said to flicker at night only add to its ominous reputation.
RIVER DERWENT & MARSHES
The slow, winding Derwent shapes the region's mood—offering serene reflections on bright days and terrifying floods after torrential rains. The marshes teem with frogs and biting insects, while thick mists can render companions invisible within moments.
- Smuggling Routes:
Local bargemen know the secret channels well. Dutch agents covertly transport contraband here—from flaming oil to mysterious locked boxes of possibly arcane origin. - Marsh Lights & Drowned Shadows:
Phantom bells and strange, drifting lights have been reported at night. Some claim these are echoes of a drowned chapel, still tolling for lost souls.
THE CRASHED PROBE SITE
At the edge of rough pasture, amid twisted brush and stunted oaks, lies the wreckage of a recently crashed alien probe ship. The star-metal object appears as a scorched, semi-spherical shell, its surface roughened by grit and oxidization. Locals dismiss it as a "fallen star," yet the truth is far stranger.
- Alien Metal:
Fragments can be painstakingly chipped away. The material glows faintly under starlight, reacts strangely to heat, and prolonged exposure may induce sickness (hair loss, rashes, nightmares). - Sealed Chambers:
Inside the largest fragment is an airless chamber where a single metallic "being" (an Android) lies inert—awaiting reactivation. If awakened, it may regard humans as curious obstacles, unless persuaded otherwise. - Time Distortions:
Near the site, compasses spin, hourglasses run backward, and birdsong loops in eerie repetitions.
Potential Adventures:
- Recovery Mission: Once the local gentry learn of the probe, they might pay handsomely for samples of star-metal. However, forging such material into weapons in a 17th-century smithy is perilous—and may invite strange maladies.
- Mechanical Horror: Should the Android reawaken, it could become a relentless tracker—or, perhaps, communicate in bizarre code, forging an unlikely pact with a clever adventurer or local faction.
HOWSHAM HALL (WENTWORTH ESTATE)
Sir John's estate is set near a bend of the Derwent. Its once-Jacobean façade still glints with past grandeur, though diminished fortunes now hover over its neglected gardens.
- Powder Shed:
A ramshackle outbuilding stores leftover black powder from Civil War days. Sir John retains it as an "insurance policy" against future upheavals. Its volatility makes it a prime target for Dutch saboteurs. - Moldering Library:
Shelves laden with legal treatises, genealogies, and monastic records await a keen eye. Sir John combs through them in search of hints about abbey gold or ancient relics—even if some pages have mysteriously gone missing. - Disgruntled Retainers:
A cadre of aging soldiers remains loyal yet complains bitterly about delayed wages and threadbare uniforms. Some might be susceptible to bribes or coercion by an ambitious party.
Potential Adventures:
- Guard Contract: Sir John might hire the PCs to safeguard the estate from saboteurs or inspect the area around the star-metal crater. The contract's rewards are generous—but hidden clauses may lurk.
- Stolen Pages: Clues to the location of a sealed Saxon vault (or the truth behind Sir Edmund's infernal pact) could lie within missing folios. Retrieving them might provoke direct conflict with the Vaughans, outlaws, or even a star-metal–obsessed blacksmith.
ENCOUNTERS & HOOKS
ROAD ENCOUNTERS (1D6)
- Reeve's Men:
Collecting tolls or rents, they inspect cargo thoroughly—confiscating any suspicious items. - Traveling Pedlar:
Peddling everything from dubious plague cures to sensational pamphlets about the Great Fire, he's eager to trade gossip for a pint or a coin. - Bandit Scouts:
Lurking in hedgerows, they size up the party. If the group appears strong or well-armed, the bandits might signal John of the Mire—potentially proposing an alliance or testing their moral resolve. - Dutch Smuggler:
Transporting a small chest or cask with utmost caution, she may pose as a rare spice merchant—though the telltale odor of chemicals is hard to disguise. - Refugees from London:
A ragged family, exhausted and desperate, recounts grim tales of plague pits and smoldering ruins. They may offer clues about hidden Dutch operations or desperate gentry. - Gentry Messenger:
Racing on horseback to deliver sealed letters—be it war updates, tax notices, or a covert invitation from London-based sorcerers.
OFF-ROAD / MARSH ENCOUNTERS (1D6)
- Will-o'-the-Wisp:
Eerie lights drifting in the bog—either natural phenomena or a ruse by bandits or saboteurs. - Feral Dogs / Wolves:
Emaciated and possibly diseased by star-metal exposure, their strange howls and pale eyes lend them an unnerving aura. - Widow Dawkins:
The local herbalist, foraging for rare marsh plants, may offer cryptic omens and potions—if her price is right. Threatened by Church enforcers, she might seek the party's protection. - River Barge at Twilight:
Driven by unusually silent bargemen, a keen observer might detect casks leaking an oily, flammable substance. - Ghostly Bell Sound:
A solitary toll echoes across the reeds—investigation may reveal an old, half-buried bell or something far more spectral. - Hidden Sinkhole:
The ground suddenly collapses under a wagon or horse. Exploring it might reveal drowned skeletons or lumps of star-metal fused into the mud.
ADDITIONAL RUMORS & HOOKS (1D6)
- Infernal Horseman:
Sighted galloping across the moors with blazing eyes. Some claim it is the devil collecting unpaid souls; others insist it's John of the Mire in disguise. - Star-Sick Livestock:
Cows near the northern hills produce two-headed calves whose milk curdles on contact—an omen or a bizarre cosmic affliction? - Secret Catholic Mass:
A disguised Jesuit is rumored to conduct clandestine services in the abbey ruins. Goodway Trent is determined to expose them by any means necessary. - Lost Map Page:
Nan Garford swears she overheard talk of a "parchment that reveals the sealed tomb." She might trade this rumor for coin or a personal favor. - Sabotage in the Making:
Dutch conspirators plan to destroy the powder shed at Howsham Hall—and they need local guides or scapegoats. The party must choose: thwart them or profit from the chaos. - Saxon Blade:
An old soldier at the tavern insists a cursed Saxon sword, recovered from the abbey crypt, can fell any man with a single blow—though retrieving it nearly cost him his fingers.
NPC INDEX
KEY PERSONAGES (DETAILED)
Sir John Wentworth (Level 3 Fighter)
Appearance/Personality: Tall and once vigorous, now slightly past his prime. His polished boots and a subtle tremor betray inner stress.
Motivation: Desperate for fresh revenue—willing to finance star-metal expeditions or hush any scandal that endangers his status.
Old School Essentials Stats:
- Armor Class: 14 (buff coat)
- Hit Points: 18
- Attack Bonus: +3
- Weapons: Typically armed with a flintlock pistol (1d8 damage, reload 4 rounds), a rapier (1d6), or a saber (1d8).
- Note: Morale 8 unless cornered.
The Vaughan Sisters (Susanna, Anne, Douglas; Aristocrats)
Appearance/Personality:
- Susanna: Poised, with a cunning smile and an air of feigned piety.
- Anne: Hot-tempered and dangerously impulsive.
- Douglas: Quiet and haunted, given to ominous dreams.
Motivation: To exploit Kirkham Abbey's rumored wealth, preserve their lineage, and outmaneuver Sir Edmund's land claims.
Combat/Conflict: They rely on hired retainers and may carry a small dagger (1d4) or a pocket wheellock (1d6) for emergencies.
Sir Edmund (Level 4 Fighter)
Appearance/Personality: Wiry, graying at the temples, with a haunted glint in his eye.
Motivation: Determined to dispel—or confront—the rumors of an infernal pact. Despite his rational demeanor, nightmares plague him.
Old School Essentials Stats:
- Armor Class: 15 (reinforced leather coat)
- Hit Points: 22
- Attack Bonus: +4
- Weapons: Typically armed with a cavalry saber (1d8) and a matchlock pistol (1d8).
- Note: Fights resolutely but tends to yield when facing unexplainable supernatural forces.
Vicar Tobias Hardwick (Cleric 3)
Appearance/Personality: Round-faced and kindly, yet burdened by concern for his flock.
Motivation: To maintain peace and faith, though he may ask the PCs for help when true evil stirs.
Spells: Knows Cure Light Wounds, Detect Evil, and Bless.
Goodway Trent (Ecclesiastical Apparitor)
Appearance/Personality: Thin-lipped and pale, with perpetually narrowed eyes.
Motivation: Obsessed with rooting out heresy and witchcraft, he sees diabolic influence in every shadow.
Old School Essentials Stats:
- Armor Class: 13 (padded coat)
- Attack Bonus: +2 (wields a short sword, 1d6)
- Note: His true strength lies in his legal authority—imposing fines, arrests, and public humiliation.
John of the Mire (Bandit Leader, Level 3 Fighter)
Appearance/Personality: Dark-haired with a playful grin; his flamboyant style is marked by a green sash and a battered hat adorned with a feather.
Motivation: A self-styled Robin Hood, he despises oppressive taxes—even as he commits violent theft.
Old School Essentials Stats:
- Armor Class: 13 (leather)
- Hit Points: 16
- Attack Bonus: +3
- Weapons: Equipped with a dagger (1d4) and a battered flintlock musket (1d10, reload 5 rounds).
- Note: Morale 9 when with his band; drops to 6 when alone.
Reeve John Grave (Level 2 Specialist)
Appearance/Personality: Wiry and sharp-featured, perpetually irked. Clad in a faded doublet and worn riding boots, he's never without his tally-stick and ledger.
Motivation: Loyal to Sir John—more out of duty and fear than admiration. He enforces tolls, rents, and petty fines with rigid zeal.
Old School Essentials Stats:
- Armor Class: 12
- Hit Points: 8
- Attack Bonus: +2
- Weapons: Wields a stout cudgel (1d6) or a dagger (1d4) and can summon a small militia (1d4+1 level-0 guards, AC 12, 4 HP each, armed with cudgels or flintlock muskets).
- Note: Morale 7 (drops quickly when confronted with true danger).
Nan Garford (Innkeeper, Level 2 Specialist)
Appearance/Personality: Stout, keen-eyed, and direct—her words can cut as sharply as any blade.
Motivation: To protect her business and amass secrets, for information is her true currency.
Skills: High Charisma; excels at gathering information and bartering.
Jan van Heemskerk (Dutch Spy, Level 4 Specialist)
Appearance/Personality: Polite yet guarded, dressed in travel-worn finery that belies his true identity as a spice merchant.
Motivation: To cause chaos, disrupt supply lines, and gather intelligence for the Dutch war effort.
Old School Essentials Stats:
- Armor Class: 13
- Hit Points: 16
- Attack Bonus: +2
- Weapons: Typically armed with a wheellock pistol (1d8) and a dagger (1d4).
- Note: Skilled in stealth, disguise, and document forgery.
MINOR FIGURES & HANGERS-ON
- Elias Hodgson (Quaker Elder): Peaceful and earnest, he is willing to engage if Trent's threat looms.
- Father Laurent Dufoix (Jesuit Priest): Flemish Jesuit priest on the run moving between secret chapels. Intensely devout and ready to die for the faith.
- Widow Dawkins (Wise Woman, Level 1 Magic-User): Dispenses minor charms and herbal poultices, with whispers of "occult meddling" clinging to her name.
- Randall the Millwright (Laborer at Howsham Hall): Skilled but short-tempered; he despises Sir John's obsession with star-metal and knows the estate's secrets well.
MAGIC & ARTIFACTS
UNIQUE MAGIC ITEMS
- Abbot's Seal
- A small engraved cylinder once used to authenticate priory records.
- Effect (OSE): When pressed against a closed door or crypt seal, it may dispel lesser undead wards or illusions. Once per day, it grants a +2 bonus to a Cleric's Turn Undead checks invoking the abbey's memory.
- Star-Metal Shards
- Fragments extracted from the probe wreckage, glowing under the night sky.
- Effect: Weapons forged from star-metal gain a +3 bonus to hit and damage. However, forging them is perilous—each day spent forging requires a Constitution save or the smith suffers 1d4 permanent CON damage (curable only by potent magic).
- Devil's Pact Parchment
- A tattered vellum, rumored hidden within Sir Edmund's estate library and inscribed in infernal script.
- Effect: Merely reading it summons a lesser devil to bargain. If signed, the contract grants the signatory a boon (for example, a one-time +5 bonus to a saving throw or a supernatural advantage at a crucial moment). The price is left to the GM's imagination—be it a soul, a loved one's life, or an unyielding curse.
- Reliquary of St. Drostan
- A small silver casket said to contain a saint's finger bone, claimed by the Church to have been lost during the Dissolution.
- Effect: When brandished before undead or demonic foes, the wielder gains +2 to Morale and Reaction Rolls with "good-aligned" forces. Evil entities must save vs. Magic or recoil for 1d4 rounds.
- Barrel of "Devilish Flaming Oil"
- Delivered by Dutch saboteurs, this volatile substance, when ignited, burns fiercely (2d6 damage on the first round, 1d6 on the second, ignoring normal extinguishing methods).
- Effect: Exceptionally unstable—accidental sparks or stray musket shots might trigger a detonation.
WEIRD PHENOMENA
- Midsummer Dancing Lights:
Bright orbs that swirl near the abbey ruins. They might be natural swamp gases—or an unearthly guardian stirred by star-metal's presence. - Time Slippage:
Near the probe crash site, hourglasses run backward, clock hands freeze at midnight, and birdsong repeats in eerie loops. - Infernal Footprints:
Cloven hoofprints appear on walls and ceilings at Whitwell Manor—marks no mortal can replicate, vanishing with the dawn.
NOTABLE CREATURES & THREATS
1. Godwin the Ravenous (Saxon Vampire)
- Armor Class: 16
- Hit Dice: 6 (27 HP)
- THAC0: 15
- Attacks: Rusted sword (1d8) or claws (1d6)
- Movement: 120' (40')
- Saving Throw: F6
- Morale: 10
- Alignment: Chaotic
- XP: 500
- Regeneration: Recovers 3 HP per round unless exposed to running water or holy relics from Kirkham Abbey.
- May bargain if awakened—or unleash a deadly blood-hunt in a bid to reclaim his lost hearth-hall.
2. Android (Crashed Probe)
- Armor Class: 18
- Hit Dice: 4 (18 HP)
- THAC0: 17
- Attacks: Metal slam (1d8) or laser discharge (hits on any roll except a 1; save vs. death; recharge 1 round)
- Movement: 120' (40')
- Saving Throw: F4
- Morale: 10
- Alignment: Neutral
- XP: 240
- Immunities: Poison, illusions, and mind-affecting magic.
- Communicates in beeps and clicks; its glossy "skin" and four identical limbs hint at its alien origin.
3. Devilish Apparition (Marquis Anhalt du Cassis)
- Armor Class: 20
- Hit Dice: 12 (54 HP)
- THAC0: 10
- Attacks: Flaming sword (1d12)
- Movement: 120' (40') or Fly 180' (60')
- Saving Throw: F12
- Morale: 10
- Alignment: Chaotic
- XP: 2,000
- Spell-Like Abilities: Sleep, charm, fireball, invisibility (10 ft. radius), projected image, and pass-wall.
- Prone to Corrupt Bargains and vulnerable to relics from Kirkham's undercroft or potent holy wards.
4. Will-o'-the-Wisp
- Armor Class: 19
- Hit Dice: 5 (22 HP)
- THAC0: 16
- Attacks: Touch (1d4 plus energy drain/confusion)
- Movement: 180' (60')
- Saving Throw: F5
- Morale: 12
- Alignment: Chaotic
- XP: 360
- Special Traits: Incorporeal and immune to most non-magical attacks.
- Uses feigned retreat tactics to lure victims into treacherous marshes.
5. Mutated Hounds
- Armor Class: 13
- Hit Dice: 2 (9 HP)
- THAC0: 19
- Attacks: Bite (1d6 plus possible radiation burn)
- Movement: 120' (40')
- Saving Throw: F2
- Morale: 8
- Alignment: Neutral (or Chaotic)
- XP: 75
- Radiation Burn: Inflicts 1d3 damage on a failed save vs. Poison.
- May go berserk (+2 to attacks) if cornered or reduced to half HP.
APPENDICES
A: TIMELINE OF EVENTS (16641667)
Set in late 1665 through early 1667, this module's timeline mirrors turbulent historical events. A detailed period timeline is available in the historical reference document.
- 1664: Rising tensions with the Dutch; whispers of invasion, espionage, and a creeping plague from the south.
- 1665: The Great Plague devastates London, with outbreaks reaching York. Fear and quarantine disrupt Yorkshire's roads.
- 1666:
- Spring/Summer: War with the Dutch intensifies. Apparitor Trent hunts for "heretics," citing divine wrath amid the plague.
- September: The Great Fire engulfs London, fueling theories of divine retribution—or foreign plots.
- Autumn: Strange lights flicker in the Yorkshire marshes as star-metal rumors take root.
- 1667: As peace talks begin, local Dutch agents stage final acts of sabotage. The region stands on the brink of a new era—or new horrors.
B: WEATHER GENERATION TABLE
Roll 1d6 each morning (adjusted by season). The weather can influence travel, encounter rates, and local superstitions. If conditions are volatile, roll 2d6 to see if the weather persists.
Roll | Winter | Spring | Summer | Autumn |
---|---|---|---|---|
1 | Blizzard | Cold Rain & Mud | Heat Wave & Humid | Heavy Fog |
2 | Light Snow | Steady Drizzle | Raging Thunderstorm | Torrential Rain |
3 | Overcast & Icy Wind | Mild Showers | Pleasantly Warm | Cool & Overcast |
4 | Frozen Ground, Clear | Sudden Downpour | Clear & Hot | Blustery, Leaf-Fall |
5 | Sleet, Slippery Roads | Sunny Intervals | Muggy Drizzle | Misty Evenings |
6 | Harsh Storm (–2 to travel) | Thunder & Hail (flooding) | Violent Storm | Stormy Gales & Cold Rain |
C: DAILY LIFE & CUSTOMS
- Work & Worship:
Most rise before dawn to labor in the fields or workshops, break for a meager midday meal, and resume work until dusk. Sundays revolve around church—or secret dissenting meetings—with subdued activity throughout the village. - Folk Traditions:
Many hang a horseshoe above their doorways to ward off evil. Midsummer is celebrated with bonfires and dancing, though some devout clergy dismiss these as lingering pagan practices. - Social Hierarchy:
Bowing or curtsying to a social superior is expected. The local reeve or steward enforces the lord's edicts—collecting rents and maintaining order.
D: PRICES, WAGES, & COINAGE
Using roughly historical conversions:
- 1 Pound (£1) = 20 Shillings = 240 Pence.
- Common Items:
A pint of ale costs about 1–2 pence; a basic meal roughly 3 pence; a decent pair of shoes 2–3 shillings. - Wages:
- Unskilled laborers: ~6 pence/day
- Skilled artisans (e.g., blacksmiths): 1 shilling/day or more
- Soldiers' pay is irregular and often supplemented by plunder.
E: FIREARMS & BLACK POWDER RULES
Old-school firearms pack high damage but come with slow reloads and a risk of misfires. Guidelines:
- Matchlock Musket
- Damage: 1d10
- Range: 60 m (approx. 200 ft.)
- Reload: 5 rounds
- Misfire: On a natural 1, the weapon fails to fire, requiring a full round to rectify.
- Flintlock Musket
- Damage: 1d10
- Range: 60 m
- Reload: 4 rounds
- More reliable than the matchlock, though still prone to misfires on a natural 1.
- Wheel-Lock Pistol
- Damage: 1d8
- Range: 30 m
- Reload: 4 rounds
- On a misfire (natural 1), roll 1d6; on a 1 or 2, the mechanism breaks until repaired.
- Flintlock Pistol
- Damage: 1d8
- Range: 30 m
- Reload: 3 rounds
- Common but reliant on expensive black powder.
- Blunderbuss
- Damage: 1d8 (close range), 1d6 (mid range), 1d4 (long range)
- Cone effect (GM's discretion for multiple close targets).
- Reload: 5 rounds
- Misfires & Damp Powder:
Rain, humidity, or rough travel may spoil powder. On wet days, impose a 2-in-6 chance that a shot will automatically misfire. - Explosives:
A small gunpowder bomb or barrel deals 2d6+ damage in confined spaces (GM's call). Targets must save vs. Breath or take full damage, with the risk of chain reactions near large powder supplies.
F: HOLD THIS SECTION FOR SOMETHING
G: RUMOR TABLE (2D12)
What murmurs do your players hear?
Roll | Rumor |
---|---|
2 | "Sir Edmund's orchard yields black apples that bleed if sliced under a full moon." |
3 | "The Dutch plan to bribe John of the Mire to blow up the powder store at Howsham Hall." |
4 | "A fallen star crashed in the hills, cursing any who dare touch its metal." |
5 | "The monks of Kirkham once sealed a werewolf—not a vampire—beneath the abbey floor." |
6 | "John of the Mire left a bag of silver in Nan's attic for the plague orphans—bless him!" |
7 | "A single bell toll at midnight signals a new soul claimed by the devil." |
8 | "Vicar Hardwick secretly hosts Catholic masses; that's why he's so 'nice.'" |
9 | "The Vaughans bribed smugglers to sneak gold out of Kirkham's crypt." |
10 | "Trent discovered bottles of witch's brew hidden beneath many village floors." |
11 | "A warband of Saxon ghosts roams the moors in search of their lost chieftain." |
12 | "Dutch saboteurs plan to set all of Yorkshire ablaze—just like London." |
13 | "A metal man prowls near the crater, collecting the bones of animals it kills." |
14 | "Whitwell's stable boy found hoofprints on the manor roof—lit by a red glow." |
15 | "A blacksmith forged a star-metal blade but died screaming before he could finish it." |
16 | "A Jesuit preaches in the old crypt, insisting the Fire was a harbinger of apocalypse." |
17 | "The watermill at Howsham Hall sometimes runs backward at dawn." |
18 | "Two travelers vanished from Nan's Cask, leaving only muddy footprints behind." |
19 | "Marsh lights reveal where plague victims were discarded into mass graves." |
20 | "Reeves are colluding with the Dutch, trading honest folk for foreign gold." |
21 | "Anyone dancing in the abbey ruins on Midsummer is doomed to vanish forever." |
22 | "A giant raven is said to guard Godwin's tomb—a sentinel of the undead." |
23 | "Cromwell's men allegedly hid stolen silver in Old Hall Garth." |
24 | "The Great Fire was just the beginning—something far worse is coming to Yorkshire." |
H: MANOR LIFE, ETIQUETTE, & LAW
- Hierarchy: The local lord or lady oversees tenant farmers, expecting rent in coin or goods. A bailiff or steward ensures everyday discipline.
- Etiquette: Bowing or curtsying to the gentry is mandatory in formal encounters. Addressing a superior by their Christian name is taboo unless invited.
- Legal System: Most minor crimes are dealt with in manorial courts; serious matters escalate to quarter sessions in York. Witchcraft accusations can still result in hangings, though the recent chaos has tempered public zeal.
- Religious Conformity: Failing to attend Anglican services can incur fines—especially under zealots like Trent. Quakers, Catholics, or other Nonconformists risk even harsher penalties if discovered worshipping in private.
REFEREES CONCLUSION
Crambe & Environs, 1666 is designed to evoke both the earthy grit of Restoration-era Yorkshire and the dangerous mysteries lurking beneath its surface. Players may become entangled in petty property disputes, unravel monstrous legends, or even broker catastrophic alliances with Dutch saboteurs. Every rumor, every shard of star-metal, and every whispered secret in the tavern offers an opportunity to shape the region's destiny—whether to leave it better off or in smoldering ruins.
Run the game with empathy for the villagers' hopes and fears, with cunning for the gentry's opportunism, and with an unblinking possibility that perhaps—just perhaps—a demon lurks behind that locked door. Or maybe it is only the wind keening through the broken arches of Kirkham Abbey.
"We endure more than we can comprehend in this Year of Grace 1666. Let us pray that these trials do not break us."
— Vicar Hardwick, sermon after the Great Fire