DAA1 The Ghost of Jack Cade On London Bridge
DAA1 The Ghost of Jack Cade On London Bridge
DAA1 The Ghost of Jack Cade On London Bridge
This adventure is set in the Dark Albion campaign Clink on any link below for quick access to the pages:
setting. It is OSR compatible, but primarily writ-
ten for Fantastic Heroes & Witchery by the same
author. Adventure scenario
• Synospis 03
• The Main Protagonists 03
• Jack Cade Makes Amends 04
Dark Albion: The Rose War is a 280 pages long
sourcebook available both as a PDF ebook as well as • The Ghost of Jack Cade 04
soft-cover printed book on RPGNow, and as a hard- • Reid Todd 04
back printed book on lulu.com. • The Story So Far 04
• Involving the Player-Characters 05
• Running the Adventure 06
London Bridge
• London Bridge’s Specific Locations 07
— Reid Todd’s Location 08
— London Bridge Chapel 09
— Central Gatehouse 10
— Southern Gatehouse 12
• London Bridge’s Houses 13
• London Bridge’s Special People/Buildings 14
Specific Situations
• Stealth & Perception on the Bridge 19
• Chases on London Bridge 19
• Falling into the Thames 20
Fantastic Heroes & Witchery, is an OSR role-play- • Chases on Rowed boats 20
ing game of 430 pages, available as a PDF ebook on
RPGNow, a hardback printed book on lulu.com, and
as a softcover printed book on amazon.com.
Arcane Objects
• The Spell-Book 21
• The Magical Crystal 21
NPC Stat-Blocks 22
Dark Albion: The Rose War is a campaign setting primarily designed for use with OSR
games, such as Fantastic Heroes & Witchery. This adventure is set in the Dark Albion
campaign setting and is OSR compatible (i.e.: it’s usable with most OSR games).
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Bo Banducci (Order #28642388)
The Ghost of Jack Cade on London Bridge
Foreword
Table of Contents
T he Ghost of Jack Cade on London Bridge is a fantasy ad-
venture compatible with most OSR games such as Fantas-
Adventure scenario tic Heroes & Witchery (by the author of this adventure), Swords
• Synospis 03 & Wizardry, Osric, and others. This short scenario can be run in
a single gaming session, but the description of London Bridge
• The Main Protagonists 03
could then be used for more adventures of the GM’s design.
• Jack Cade Makes Amends 04
•
•
The Ghost of Jack Cade
Reid Todd
04
04
T his is a low level, introductory adventure for play in Dark
Albion: The Rose War. It is intended for 1st (or possibly
2nd) level characters, and occurs mostly on London Bridge. The
• The Story So Far 04 PCs are called upon to investigate a ghostly apparition that has
• Involving the Player-Characters 05 scared some of the bridge’s inhabitants. This adventure is not a
• Running the Adventure 06 dungeon crawl in which you explore mysterious corridors and
crypts, then fight unnatural monsters. In fact, 1st level cha-
racters would probably have a hard time surviving that sort of
London Bridge adventure. Instead, The Ghost of Jack Cade is more of an inves-
• London Bridge’s Specific Locations 07
tigation, involving mostly non-confrontational interactions with
— Reid Todd’s Location 08 various NPCs, until solving the mystery. Fights, if any, will be
— London Bridge Chapel 09 mostly with a few zero-level thugs, and could even be avoided
— Central Gatehouse 10 if the PCs are careful. Then, at the conclusion of the adventure,
— Southern Gatehouse 12 the PCs should be able to recover a stolen spell-book; this might
• London Bridge’s Houses 13 be a plot hook to later have them gain a useful ally and contact
among the magisters of Oxford.
• London Bridge’s Special People/Buildings 14
Specific Situations O ther than that, a few ideas are also proposed in the last
page to run a sequel to The Ghost of Jack Cade (but they
would require some GM work to flesh-out).
• Stealth & Perception on the Bridge 19
• Chases on London Bridge 19
• Falling into the Thames 20 Game Rules
• Chases on Rowed boats 20
Arcane Objects
T he Ghost of Jack Cade’s adventure is not designed for a
specific OSR rule-set, but contains indications that should
make it easily usable with most of them. This includes:
• The Spell-Book 21 • Character stat-blocks provide both an ascending BtH/BAB
• The Magical Crystal 21 (i.e., Bonus-to-hit / Base-attack-bonus) and a descending TaAC0
(i.e., To-attack-Armor-Class-zero) indicated in bracket. Similarly
NPC Stat-Blocks 22 the stat-blocks provide both ascending and descending armor-
class values (descending AC in brackets). On the other hand,
a single saving throw value is provided; those who use the five
Epilog & Next Adventure 23 types of saves (as in Osric/1e) will have to use the relevant rule-
set’s tables; and those who roll saves against a DC will apply a
OGL License and Credits 24 default DC 15 to all saves.
• When skill checks are considered, three methods are taken
into account: roll a d6; roll a % check; or roll a d20 vs. a DC. If
no value is indicated, use the rule-set’s default value, such as a
normal % skill check or a DC 15.
• When saving throws are considered, the scenario indicates
which one of the five categories (as in Osric/1e) is appropri-
ate, or what is the related ability score. For example: “make a
Dexterity saving throw [or vs. Breath Weapons].”
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Bo Banducci (Order #28642388)
mage decided to recover it, hiring Reid Todd (one of his
contacts in London) to do it. Yet, unfortunately for the
dventure dishonest mage, Reid decided to keep the strange crystal
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Bo Banducci (Order #28642388)
Jake Cade Makes Amends R eid Todd is a 28 year old native of London, normally
residing in a small alley adjacent to Tower Street, and
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Bo Banducci (Order #28642388)
2) Reid Todd sought a scribe —Charles Gedding, see p.15— on two guards who have become members of the small
London Bridge, to know more about the book and crystal stolen Jack Cade’s following. But then, because she lives on
(as Reidd is illiterate). He eventually discovered that he could the southern part of the bridge, and she is too scared to
frighten some people in using the crystal at night, in making think clearly, a housewife who also witnessed the ghost
himself pass for a ghost. Later, he got what he believed to be an (after having heard about the rumors), goes to the
awesome idea: he would haunt London Bridge as the ghost of Tabard inn and asks Father Tobias for help. If he is left
Jack Cade. He thought that he would thus trick all manners of to his own device, the priest will ask the wrong people,
cutthroats to follow him, and then scare the local population, as and thus shortly thereafter “fall” into the Thames.
a scheme to get power and money. This plan is doomed to fail, Unless the PCs agree to investigate in his stead.
but the PCs will become involved before the brilliant idea turns
into a pathetic fiasco.
3) As part of his scam, Reid rented an apartment Involving the player
on the bridge, where he pretends to be Oshone
Fodelius, a seer and astrologer from Wales.
characters
(Reid Todd knows nothing about Wales, so a
native would quickly realize he is but an im-
postor.) He often uses Gregorius’ spellbook
T he PCs should become involved in the adventure as best fit
with their class and background. The most obvious would
be a cleric sent on investigation by a senior member of his order.
to make people believe he is a real magi- Since this ghost story still is a simple rumor, the Clerical Order
cian, though a real mage would quickly doesn’t feel the need to waste the time of an experienced cleric,
realize that “Oshone Fodelius” is a so will send a novice instead (i.e., the PC). Otherwise, the GM
petty charlatan (the spellbook will have to determine a reason for the PCs being there together,
would appear genuine only so they may witness events that (hopefully) will arouse their cu-
if read with Read Magic). In riosity and entice them to investigate. Here is an example using
any case, Reid/Oshone tries to a slight variant of the well known tavern cliché:
manipulate a chosen few, seemingly
evil and credulous targets, into making
them believe they have been chosen by
T he PCs don’t know each others yet, but have come from
various places to the Tabard Inn, intent on joining a group
of pilgrims toward Canterbury. (It might be fun that each player
a just and angry spirit (i.e., Jack Cade’s
determines the particular motive his/her character has for
ghost) to become one of his “paladins,”
doing this pilgrimage.) However, for some reason they arrived
to bring back justice to Albion, and thus
early, or the caravan’s departure has been delayed, so the PCs
be a savior who will later be rewarded
have a few more days to wait there. Hence, they are sitting in
with women and wealth, etc. So far
the inn’s main room, drinking or playing cards, when a visibly
he has gained 11 followers (mostly
scared housewife enters, searching for a priest. Apart from the
zero-level dregs, including a fisherman;
PCs there is only a barmaid and a NPC priest in the room; the
Hugh and Bertolf, two sergeants of the
housewife runs towards the latter.
bridge’s watch; and a thug by the name
of “Crane the Sleek”).
4) After learning a rumor about Walter Fogge, the Bridge War- F ather Tobias is a zero-level curate used
to the tranquillity of his
church on the other side of
den (a zero-level commoner), stealing from the bridge’s coffers
(i.e. toll money used to keep the bridge up), he visited the man London. He is overweight, and
at night, and appearing as “the ghost of Jack Cade,” threatened the prospect of a pilgrimage
of exposing Fogge’s felonies if he dared do anything against Jack frightens him, as he can-
Cade’s return. Scared (both by the supernatural apparition and not but think about the
the threat), the Bridge Warden then openly dismissed all these bandits and other dangers
rumors as foolish, pretending that no ghost can possibly exist he might encounter on
on the bridge. Reid Todd can thus carry on with his scheme their way to Canterbury.
unhindered. Worse, if the PCs come to be noticed by the Bridge (This, despite that the
Warden, the latter may very well try to stop them in some way pilgrims will be a group
(including a rather expedient one if at all possible). of two dozen people...) Hence, when
the housewife calls for his help against a ghost
5) Once per night, the ghost of Jack Cade appears somewhere she witnessed under her windows last night, Tobias is at loss.
near the bridge, to impress and manipulate his small following In fact, he first tells her to ask the Clerical Order. However, the
of 11 credulous idiots in spreading the rumor and searching for scared woman insists that Father Tobias helps her. Still bothered
new members. He also asks them to search for rich bourgeois by the demand, the priest eventually notices the PCs sitting in
who would appear as “obvious enemies of the population’s the inn, and asks them to accompany him. If the PCs refuse to
rightful rebellion,” and report them to the ghost. This, actually, join, the priest will reluctantly follow the housewife, and will
is for Reid to learn about rich people he could later rob. forever disappear next night (after having fallen in the Thames
6) Among the people who actually saw the ghost at night, two and drowned; although his corpse will later be found on the
of them wanted to alert the authorities, and shortly thereafter shore). If the PCs accompany the priest, he will quickly prove to
disappeared from the bridge. They made the mistake of alerting be a totally incompetent investigator overwhelmed by the mys-
the watch, and were thus taken care of by Hugh and Bertolf, the tery. If they propose him that he goes back to the inn, and they
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Bo Banducci (Order #28642388)
take care of the situation by themselves, Father Tobias will feel
relieved: the PCs just gained a contact and ally that could help
them in the future (well, assuming that he will indeed come
back alive from his Canterbury pilgrimage…).
ondon Bridge
Running the Adventure
I well remember the street on London Bridge, narrow
T he PCs will probably go to the bridge and try to get clues. darksome and dangerous to passengers from the
They might openly ask questions or discreetly watch what multitude of carriages; frequent arches of strong timber
happens until getting interesting information. In any case, it’s crossed the street, from the tops of the houses, to keep
suggested that the PCs may speak with some people on the them together, and from falling into the river. Nothing but
bridge and learn more about the ghost: it has been seen at use could preserve the rest of the inmates, who soon grew
night when the waters are calm, levitating somewhere near the deaf to the noise of falling waters, the clamors of the wa-
middle of the bridge, usually on the downstream side. Then, termen, or the frequent shrieks of the drowning wenches.
unless they are extremely cautious, have the PCs meet with — Thomas Pennet
some killers (probably Hugh, Bertolf, and Crane the Sleek).
It would also be an important point in the adventure, if the
PCs could see the ghost at close range, and mingle among its
T he bridge was built by the end of the 12th century,
taking 33 years to complete. It is approximately 900
feet (270 m) long, 25 feet (8 m) wide, and 45 feet (15 m)
cutthroats followers. Lastly, give the PCs enough clues so they
high (above the water), made of stone. The bridge is sup-
eventually learn
ported by 20 arches of unequal spacing, their large piles being
about Oshone Fo-
set on even larger cutwaters (called starlings). All of this redu-
ces the Thames’ width by more than half, and thus hinders its
tidal ebb and flow. As such, depending on the season and hour
of the day, there could be a difference of up to 6 feet (2 m) in
water level on the two sides of the bridge, resulting in very dan-
gerous rapids between the piers. (Trying to pass with a small
boat requires a relevant skill check at DC 20, or with a
–20% or –4 penalty; if failed the boat capsizes
and the passengers will probably
drown.)
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Bo Banducci (Order #28642388)
T here is a gatehouse and drawbridge for the passage of tall
ships in the middle of London Bridge, and another defen-
sive gatehouse on each end. Note that the severed heads of
A
O nly the bridge itself, plus the chapel and the three gate-
houses are built of stone. All other buildings that have
been erected on the bridge are made of wood. The bridge would
not be sturdy enough to support the weight of stone buildings. C
Then, these wood buildings are regularly replaced by new ones.
For example, when Jack Cade’s rebels fought the mob on Lon-
don Bridge in 1450, several of its houses were burnt, which will
thus have to be rebuild (or already have been).
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Bo Banducci (Order #28642388)
B: REID TODD’S LOCATION
T he building (located between the 4th and 5th starling, when counting
from the north) belongs to a wealthy jeweler, Bernard Lloyde (a zero-
level commoner), who uses a part of it for his shop and living quarters, and
rents the remaining rooms.
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Bo Banducci (Order #28642388)
2e) Hat Maker’s Apartment.
Henry Wolton lives with his family on the same floor as Reid/
Oshone. However, he doesn’t know nor suspect anything about
him, beyond thinking that Oshone “reeks of deception.”
1) Lower Crypt.
The crypt is lit and open not only during the day, but also all
night long. This is so, in order to let fishermen and boatmen
who work at night or early in the morning, to come and make
prayers (usually imploring the protection of St. Thomas against
the Thames’ treacherous waters) whenever they need it. There empty. Since then the fishermen and boatmen are scared, fear-
has been an increase of their prayers lately, as several of them ing the ghost’s wrath, and asking for the spiritual protection of
have witnessed the green ghost floating in the air not far from St. Thomas.
the bridge. It always occurs when the Thames’ waters are at
their calmest, and only once per night, for a rather short mo- 2) Main Chapel.
ment (i.e. 10 minutes). They also have witnessed some people
The chapel operates as any other church; it is open to all during
(less than a dozen) who come close to the ghost (sometimes by
the day. Its two priests know about the rumors concerning the
boat, at other times silently on the bridge), listen to it, and then
ghost, but cannot do anything themselves except praying in
discreetly depart thereafter. One of the fishermen decided to
hope that a divine intervention takes care of it. They already
loudly voice his concerns to the Bridge Warden. However, the
have alerted the Clerical Order; if one of the PCs is a cleric,
latter didn’t believe him. Then, a few days later, the fisherman
he/she was sent by the order to investigate; if there is no cleric
disappeared, and his wrecked boat was found on the shore,
among the PCs, clerics will arrive later, after the PCs did their
own investigation (whether successfully or not).
3) Chapel’s Roof.
There is a walkway around the roof. If the PCs spend the night
there observing the Thames below, near the bridge, they could
at some point notice the green ghost floating in the air. The
ghost almost always appears close to the central part of the
bridge, as Reid thinks more reasonable to not do this too close
to where he lives as Oshone.
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Bo Banducci (Order #28642388)
will be detained
until handed down to
the authorities. There is a 20%
chance of the jail being currently occu-
pied (usually by a single zero-level commoner
caught stealing on the bridge).
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Bo Banducci (Order #28642388)
from the gatehouses) may finally reveal (with a successful, ap-
propriate skill check; default DC15) that some of the toll money
regularly disappears, probably totaling 20-30L per year. The
Bridge Warden thus illegally doubles his revenue of 20L /year.
10) Balcony
The balcony oversees the bridge’s entrance. It would be easy
to see the ghost from there at night (provided the PCs carefully
wait for it), and 1d6 turns after its disappearance they would
then see 1d4+1 persons (including Hugh and Bertolf) discreetly
moving through the gate, and later, always alone, Oshone Fode-
lius returning to his apartment.
11) Terrace
There is two ballistas that can be used to shoot targets down
on the bridge, plus between them, the renown spikes on which
are impaled the severed heads of various traitors and felons, in-
cluding Jack Cade’s. Investigating the head of Jack Cade would
reveal nothing supernatural, except for a small piece of scroll
with a short text, inside his mouth. This is a sort of plea-prayer
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Bo Banducci (Order #28642388)
2) Office
There is a desk, a few stools and shelves, plus a sturdy safe un-
der the stairs. The Bridge Keeper writes down in a ledger how
much money is collected everyday day. An investigation about
it would reveal nothing of a suspicious nature (it’s possible
that the Bridge Keeper and the assistant discreetly keep a few
coins in their pockets, but this would be relatively insignificant).
The money collected during the day (as well as the ledger) is
brought to the Bridge Warden in the evening after the gate has
been closed.
3) Kitchen
This room is used as a kitchen. The Bridge Keeper’s wife and
her daughters cook food for the gatehouse residents, but also in
excess to be sold to people who pass through the gate.
4) Guard Room
There are armors and weapons stored in this room: 5 chain-
mail armors and shields, 7 halberds, 3 morning-stars, and 6
crossbows plus ample ammunition. These weapons see little
use, as the Bridge Keeper and his assistants only wear a dagger
on a daily basis.
between these piers has become dangerous for the larger boats.
[A: NORTHERN GATEHOUSE]
P eople who enter the bridge from Southwark must pay a
toll to the Bridge Keeper (those who come from London
must pay their toll at the northern gatehouse). Price is: ½p per T he northern gatehouse has not been detailed, but holds the
same function on the other end of the bridge. Despite the
person, except on Sunday when it is 1p; 2p per mount (horse, building is much older and its interior is smaller, it is operated
mule, etc.); and 1p to 4p per carriage depending on its size in a much similar way (i.e., with
and contents. The money collected is used to pay the bridge’s a Bridge Keeper and his assis-
maintenance and repairs. This is a continuous process and the tants who collect toll money for
laborers get a daily wage, so the money is spent as it is gained. the Bridge Warden.)
Hence, at any given time there is only 2d100p in the Bridge
Keeper’s coffer.
1) Gate
The doors are in thick sturdy wood reinforced with iron. Bat-
tering down these doors would require a ram, or mace, etc.,
and would be DC25 (or at a –3 penalty if using a d6), taking
3d6 rounds, which would be more than enough to awaken the
guards. The doors are opened during the day, with two or three
men collecting the toll and regularly bringing it in room #2.
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Bo Banducci (Order #28642388)
London Bridge’s houses
E xcept for their chimneys that obviously must be made of
stone or bricks, the buildings are made of wood, their walls
being timber-framed with wattle walls. On average a building
on the bridge is three-storey high, though the highest has five
storeys. Due to an obvious lack of space, the bridge’s buildings
are uniformly cramped, with rooms that rarely exceed a surface
of 10x10 feet. Inside, the stairways are steep and narrow, and in
the smaller buildings resemble much more a ladder than a flight
of stairs. The apartments are generally overcrowded, allowing
for very little privacy. Likewise, furniture tend to be scarce, limi-
ted to a few stools, a bench, a chest or two, that sort of things.
Even if the bridge’s inhabitants must be relatively wealthy (as Room Contents (but not the attic)
they must pay specific yearly taxes to live there), they are far
01–10 Empty
from being nobles living in large stone mansions. In fact, what
makes London Bridge attractive to build a house despite the 11–30 Basic furniture of low value
lack of space, is the running water below. 31–60 Furniture of good value
61–75 Luxury furniture, carpets, art objects, etc.
AVERAGE NON-DESCRIPT BUILDINGS 76–00 Storehouse or workshop for shop on ground floor
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Bo Banducci (Order #28642388)
11-15: AUNT BEATRICE’S DELICACIES
London Bridge’s Special
people and buildings T his shop is first noticed by the wonderful smells drifting
out in the street. During the day a large table just inside
the window displays honey donuts, flaky pastries and cinnamon
W hen the GM needs something more colorful or specific
than nondescript shopkeepers in typical bridge houses,
any of the 20 following entries could be used (either choose or
swirls. A small metal fence in the window blocks potential
thieves, and children entering the shop are watched closely. Yet,
Aunt Beatrice, the owner, is kind hearted, and day old pastries
roll 1d100):
are sold for half price, and at two days they are handed out
at the back door after closing. All the neighborhood loves her
01-05: ALCHEMIST
and she knows many of the kids by name, and since she has
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Bo Banducci (Order #28642388)
21-25: BOOKKEEPER / SCRIBE The butcher’s abattoir is in a small house close to the bridge in
Southwark, and he does his best to keep it as clean as possible.
A new and pretty building with a door painted in bright
green and red colors, and a sign depicting a book. It was
built recently, to replace a small tavern that burned then fell
The basement however is off limits to everyone except Harold
himself. And it is here that he will bring any animals he can
get down the stairs. The construction has left the place almost
into the river. Often, drunk people try to enter the house, still
sound-proof, and here Harold revels in the slaughter of his ani-
believing it to be the tavern, which upsets the proprietor. The
latter is a scribe and bookseller, Charles Gedding, who delights mals, cutting the joints of meat from them while trying to keep
in intellectual pursuits and hates vulgar people. He has a base them alive. He actively traps cats and stray dogs to bring down
50% chance (or +5 on d20 skill checks) of having clues about here, and torture before turning them into food. Then, the more
books and where to find them. (The more obscure the book, the the animals suffer and the more he enjoys it, the better are his
more vague the clue.) He otherwise operates as a reader and sausages. In fact, unknown to Harold, his private worship of
writer for illiterate people; it is Charles who did read Gregorius’ cruelty has attracted the attention of some major demon, who
notes and book for Reid Todd a couple of weeks ago. However, is discreetly granting him a supernatural ability to thus make his
he doesn’t know what happened to the thief. delicious sausages. Hence, anyone of the Law alignment who
eat Harold’s sausages will feel bad thereafter (make a Cons-
titution save [or vs. Poison], or suffers from nausea until next
26-30: BUTCHER’S SHOP day). Likewise, those of Chaos alignment will have to succeed a
T his is a rather plain three storey building, owned by Harold Wisdom save [or vs. Spells] or commit some heinous act shortly
Fennigan, a butcher renown for his delicious sausages. The after eating the sausages.
N
ground floor is taken up completely by his shop, and he lives in ote that as a future plot device, it’s not long before Harold
the levels above with his young (and rather timid) wife, Amy. turns into an insane psychopath (and gains his first level
They have no children and the local women are beginning to
of Cultist), killing his wife and using her body to make his best
gossip that she is barren.
sausages ever (with much enhanced secondary effects thereaf-
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Bo Banducci (Order #28642388)
31-35: CARTOGRAPHER’S SHOP solid, and probably support it. Inside, everything is squeaky, and
in some places one must be careful or risk falling right through
T his is a rickety looking four-storey building that
leans slightly into the street; its owner is Allan
Eastbury, an elderly man with startlingly bushy eye-
the bad wooden stairs and floor. Hence, entering the building
wields important risks: 2d6 rounds after entering it, there is a
10% risk* per character present in it, that the building collapses;
brows that are literally long enough that he brushes
roll a d6 to see the extent of the collapsing:
them to the sides such that their tips blend into the
hair at his temples. Allan is a sage and noteworthy • 1-3: It begins to collapse, but fortunately stops there after
collector of maps. In fact, map-collecting is his passion a few beams fell.
in life, with the three floors of his home having the • 4-5: It only half collapses; some parts fall below, but other
walls of every room lined with scroll shelves filled with parts remain in place. With a successful Dexterity save,
parchment maps and geographical treatises. People characters remain in the part that doesn’t fall, but still suf-
often come to Allan in order to peruse his impressive fer 1d6 pts of damage; on a failed save they fall amidst the
collection. For a modest fee he will copy any of his beams, etc., suffering 8d6 points of damage (Dex save for
maps and he is always interested in acquiring a new or half).
interesting one. • 6: The building entirely topples down with a terrible
T here is one further quirk to his map collecting noise, dealing 10d6 points of damage to those inside (Dex-
habits though: Allan finds an equal joy in owning terity save [or vs. Breath Weapons] for half).
a map, regardless of its accuracy or even if it depicts (*:Cautious movement inside the building halves the risk;
anything of any relation to the real world. In fact, fight doubles it. Then, if someone survives the collapse’s
many of his maps are of fictional or legendary lands or falling and crushing damage, he will find himself in the river
structures. This proves especially challenging for the below, with all that entails.)
would-be visitor to his library as Allan neither distin-
guishes nor remembers which maps are real and which
are imaginary. To make matters even more convoluted, 46-50: DEN OF FANATICS
T
one of Allan’s acquaintances is an adventurer and traveler who his four storey building has several
brought him a map that he supposedly drew of his travels into religious symbols of the Uncon-
the realms of demons. quered Sun obviously displayed
F or those PCs knowledgeable or lucky enough though, Allan on its front wall and above the
can be an amazing resource of both rare knowledge and entrance. Yet, the building
rare maps. Allan can also be an excuse to give the PCs some of is clearly not an abbey or
the “parchment maps” found in the Dark Albion: The Rose War temple. It is in fact the
PDF file (available on RPGnow). He could also have treasure home of a small commu-
maps leading to one of the adventures detailed in the Dark nity of zealots. Often, a
Albion: The Rose War campaign setting. few of them will come
to make some penitence
of their own, right in the
36-40: CLOSED BUILDING middle of the street in
front of the house, hinde-
T his shabby-looking building is shunned by the neighbors,
its shop on the street floor is always closed. There are often
screams at night, and a nearby shopkeeper claims to have seen
ring circulation. At other
times, a preacher will try
to lecture people, and
scary men (in black leather and antipathetic) enter it at one
predict some impending
time or another. However, people won’t do anything about it,
disaster on the “community of sinners”. Then, every day early
as they well know this building belongs to a powerful noble,
in the morning, they sing religious songs aloud, windows fully
they don’t want to anger. The building is in fact inhabited by
open. As a result, most of the neighborhood strongly dislikes
two mercenaries (2nd and 3rd lvl. fighting-men) who execute
these zealots, and would be glad to see them leave. However,
base missions for their master, and are currently waiting for his
so far nobody has dared to speak openly against them, for fear
orders. In the building’s attic they keep prisoner an unfortu-
of angering the Church (though this is only a guess...). The
nate young woman they kidnapped some days ago, and badly
Chapel’s clergy, on the other hand, has no great love of these
mistreated. She will soon die (and be thrown into the Thames)
fanatics, whom they see too radical and narrow-minded, and
if not rescued. She doesn’t know anything apart of having been
maybe wanting to step on their toes. Yet, none of these fanatics
kidnapped by the two evil men. The mercenaries themselves
is a true priest, and they behave themselves, just indulging in
know nothing about the “ghost.” In fact Reid Todd has been
angering the population. In fact, a clever person could probably
careful to avoid them.
convince them to create their own sect, and thus seed religious
problems as well as a future schism.
41-45: COLLAPSING BUILDING
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Bo Banducci (Order #28642388)
The merchants otherwise know quite a few things about distant
lands and cultures.
T he window shutters of this four storey house are always their hands on a magical object, they would have no way of
shut, yet the building is inhabited. Men are seen entering becoming aware of its magical nature, so it would be sold like
or leaving the house day and night, and they generally try to any other mundane (but exotic) object.
remain extremely discreet about it. People in the vicinity tell of
prostitution (probably because of the two young women living
on the street floor), while others prefer to conjecture about
some conspiracy or evil cultists.
56-60: EXOTIC PARAPHERNALIA T his four storey house is home to an arrogant and incom-
petent fop (zero-level commoner). He is the son of a rich
merchant from Bruges (on the continent), who wanted to get
T his tall (five storey high) but narrow building, is a shop
owned by three brothers: Peter, Robert and Samuel Raw-
lins. The shop is on ground and first floor, while they inhabit the
rid of him. As such, the son was sent there to take care of the
goods his father would export, and make “an easy fortune”. But
then, fewer and fewer ships came, and eventually the young
storeys above, with their respective families. They buy and sell
fop remained alone and without money. Being incompetent he
all manners of exotic equipment. If you need a Crescent Moon’s
was unable to perform any job, and had to rent two floors of
religious garb or a frogman’s armor (good for disguises but im-
the house in order to survive. Now he would like to get back
posing a penalty on movements), either you find it here or you
home, but is terrified of travelling alone and has no money to
don’t find it at all. Note these merchants are hard bargainers,
hire guards to protect him. Nevertheless, he may try to fast-talk
typically buying at 50% then selling at 200% of what
some adventurers, promising them his father would pay hand-
could be considered a normal price. However, since
somely for his return. However, the rich merchant remarried
they only deal in items hardly found anywhere else
and has a new heir to whom he intends to give his wealth. He
in Albion, they have no concurrence. Only ordinary
certainly does not want to see his idiotic son back, and will in
equipment can be found here though, as they never
fact pay the adventurers to actually return him to the city.
keep extremely valuable items that could attract
thieves. Nonetheless, the brothers always know to
whom buy or sell rare things (such as object of fae
origin), for a consequent commission (10% to 20%).
T ravelling to Bruges with the fop would be easy and direct
by ship; but then the PCs might be forced to, or enticed in,
going back to Albion by land, traveling to Calais across Frogland
They could seem to be rich, but as they actually territories (with all that may entail). For this, the map p.117 of
have few customers they just make a decent living. the Dark Albion campaign setting would be much useful.
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Bo Banducci (Order #28642388)
66-70: IMMIGRANTS’ HOUSE 81-85: MYSTERIOUS WOMAN
T his is a small three storey building in good flowers sent, etc., to the woman who seems to not
condition, used by locals for household items, be aware of him.
O
tools and cheap leather goods. The owners (both zero-level f course, who hides under the disguise is ultimately left
commoners) are Henry Holcotte, a stick-thin older man with at GM’s discretion. Some of the more widespread rumors
a large mustache, and Humphrey, his brother afflicted with a include (roll a d6):
large scar over his face. They are friendly to locals and regulars,
• 1: It is a frogman (or frogwoman) in disguise, who needs
but business-like with strangers. They live above the cramped
to live near water.
shop, using a set of outside stairs. At dusk the two men push
all the goods up against the walls, and set up tables and tap a • 2: It is a fae with great magical powers who should better
keg. The small bar can hold only about 10-15 people, and has be left alone.
no advertising but word of mouth. The two men serve and talk, • 3: It is a spy and assassin in service to the Queen,
and the bar closes early. They have great local gossip and are who should better be left alone.
generally friendly, and the bar will typically empty out and close • 4: It is a noble in disgrace hiding from her en-
rather than fight. emies, or maybe from the King himself.
• 5: It is a woman who hides her face from the sun
(hence from the Unconquered Sun) because of a
long penitence to redeem grave sins.
• 6: It is a leper.
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Bo Banducci (Order #28642388)
91-95: SAILOR’S HOUSE
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Bo Banducci (Order #28642388)
Falling into the Thames F irst of all, a boat is AC10 (it cannot dodge blows, but may
resist weapon strokes entirely) and has 3d6 hit-points.
A t any time a character may fall in the Thames. If it occurs, When it reaches zero hit-points, it cannot float anymore and
use the following guidelines: sinks. Each two points of damage reduce its “racing rating” (see
below) by 1 point.
• If the character is unarmored, make a Dexterity save
[or vs. Petrification]. If the save is failed, the character
falls flat on the water, thus suffering 1d6 points of dam- T o resolve a chase between rowed boats on the Thames, roll
1d8 for each boat (so long as there is someone rowing it),
then add all the relevant modifiers detailed on the table below.
age if falling from the bridge, or 2d6 if falling from the
roof of one of the bridge’s buildings. The base number to take into account is the boat’s “racing
rating” of 2d4 points; the higher the better, reflecting better ma-
• If the character is wearing armor, subtract the AC neuverability, lighter weight, etc. So a boat with a racing rating
bonus from the damage dealt, if any (e.g., chainmail of 7 is potentially faster than one with a racing rating of 4. (Note
armor is AC 15 [or AC5], which means a +5 bonus that only a mariner, fisherman or sailor will discern at a glance
added to the base AC 10; hence chainmail reduce this which boat is better than another.)
falling damage by 5 points). Note by the way that this
damage reduction should only apply to falls in water,
Base racing rating 2d4
not on hard ground.
Rower is a mariner + level
• Unarmored and unencumbered characters proficient Rower is not a mariner –2
in swimming don’t need to make any die roll. They just
Rower has great strength + Str bonus
swim. Others must make a skill check (or at least a
Dexterity save [or vs. Paralysis]) to not drown. Wearing Per additional rower (if it is a mariner) +1
the lighter armors imposes a penalty to the roll (see Per additional (non-rowing) passenger –3
FH&W p.64); but with a plate-mail (or heavier) armor, Has a sail + wind in the appropriate direction* +3d4
its an immediate sinking. Passenger brutally moving (e.g., during a fight) –2
• Characters dragged to the Thames’ bottom by the Creative use of magic to move faster (GM +1d4 per
weight of their armor or equipment, may have a few decides if allowing it or not) spell level
rounds to try to do something (most likely getting rid (*: Requires being a trained sailor/mariner, or it’s useless.)
of this armor and equipment). However, it requires
to succeed two saving throws: A Constitution save
[or vs. Petrification] to not immediately drown and
suffocate; and then a Wisdom save [or vs. Wands] to
I f a boat is already farther away when another decides to
pursue it, the GM must give it a number of points to reflect
its advance. For example, if the pursuer starts rowing two
not panic and thus be able to act in a meaningful way. rounds later, the first boat has already rolled and added 1d8 +
If both saves are successful characters underwater modifiers twice. So on the third round when the pursuer starts
have a number of rounds equal to 1 + Con bonus to going after it, both roll 1d8 + modifier, but the pursued boat
do something (or see FH&W rules p.119). Note that adds the points gained during the two prior rounds. Then, each
removing armor in a hurry takes 1d4 rounds, +1 round round of chase the points rolled accrue. When the pursuer has
if medium armor, +2 rounds if heavy armor. the same or a higher number of points than the boat ahead, it
catches that boat.
• During the day there is a 20% chance that a boat is
nearby, and that its crew will come to the character’s
help. (What these people could do to help, however, is
at GM’s discretion, but generally they won’t be of any
I f the GM is in need of determining some distances, lets
assume (for ease of play) that 1 point = 10 feet traveled in
one round.
help to a full plate armored character directly sinking
• Finding a boat: If the PCs want to pursue a boat,
to the Thames’ bottom.)
they obviously need to get one for themselves. Deter-
• When an item falls in the Thames, it’s generally but mine their immediate availability as follows:
lost. There is no way it could be recovered in these on each starling (or attached to it in the
troubled waters, since no diving equipment has been water), there is a 65% chance of finding
invented as of yet. This is especially true of small items. Hence, a boat at night, 15% during
if the magic crystal falls into the Thame, it will be lost. It would the day. Then, reaching
certainly require hours of searching with the help of potent
sorcery (e.g., Detect Magic, Locate Object, and Water Breath-
ing spells) to get a slight chance of recovering it. This is clearly
unavailable to 1st level characters.
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Bo Banducci (Order #28642388)
a boat may take 1d3 rounds; getting into the boat and starting • Flawed spells. 1st
the chase takes one full round. level: Gregorius’ Charm
Otherwise, during the day there could be passing boats nearby: Person, Gregorius’ Sleep;
10% chance of immediately finding one (comes in 1d6 rounds 2nd level: Gregorius’ Mind
once called), willing to transport the characters for a few pen- Reading. [Note: a low level
nies; otherwise there is a 5% cumulative chance per turn of spellcaster has no chance
getting one if waiting for a boat. of discerning the flawed
nature of these spells until
• Swimming after a boat: This is most probably hopeless, actually casting them. In
but if in need of numbers, assume that a character proficient in fact, they are per-
Swimming gets a base: (1d3 + Str modifier)/2, rounded down. fectly working
Someone not proficient normally drowns. Then, if the charac- spells, ex-
ter is upstream near the bridge, roll a Swim check at DC 15-20 cept their
[or skill check with a –5 or –10% penalty] to not be drawn into effects
the rapid, and there do another check at DC 15 or drown. may not
be what a PC would
otherwise want from
them...]
—Gregorius’ Charm Person (1st lvl.): This works very similar
to a regular Charm Person spell, except the victim becomes
incredibly jealous toward the character. Imagine those
people who make life impossible and unbearable for their
rcane Objects spouse; then do the same thing with the person charmed by
this spell, except no romance needs to be involved. Hence,
the jealousy will be triggered anytime the caster takes an
interest in some item, wants to speak (or simply watch)
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Bo Banducci (Order #28642388)
projects a green, ghostly and glowing image of the wielder, that
is only clearly visible in darkness (in daylight it is more difficult
to discern, and requires to be within 30 feet of it). This image
cannot generate sound, is insubstantial, and cannot be used for
anything but visual display.
NPCs: OSRIC stat-blocks (can be used for other similar games such as Labyrinth Lord, Iron Falcon, etc.)
Class/Level Hit-pts Save AC TaAC0 Dmg Morale Alignt
Reid Todd Thief — 3rd level 12 T3 (p.25) 7 20 1d4 50% NE
(aka Oshone Fodelius) Str11, Dex15, Con10, Int11, Wis9, Cha15. Backstabb x2. Skills of a 3rd level thief (i.e.: see p.24)
Thief — 1st level 5 T1 (p.25) 8 20 1d6 50% NE
Crane the Sleek
Str11, Dex13, Con13, Int9, Wis9, Cha10. Backstabb x2. Skills of a 1st level thief (i.e.: see p.24)
Fighter — 1st level 8 F1 (p.14) 8 or 5 19 1d8 +2 55% NE
Hugh, Bertolf
Str13, Dex11, Con13, Int9, Wis9, Cha11. Weapon specialization (enabling 3 attacks every 2 rounds)
Zero level 6 F0 (p.14) 8 or 5 20 1d8 40% LN
Basic Man-at-arms
Str11, Dex11, Con11, Int9, Wis9, Cha9. Detect trouble and Watch Over Prisoners skills at 40%
Zero level 4 F0 (p.14) 10 20 1d4 30% N
Basic Commoner
Str9, Dex10, Con10, Int9, Wis9, Cha10. Professional skills (competence level: 1d4+3 x10%)
Magister — 3rd level 7 MU3 (p.17) 10 20 1d4 40% CE
Nicholaus Trevet
Str9, Dex10, Con13, Int15, Wis12, Cha11. Spells per day: 2 (1st lvl) / 1 (2nd lvl)
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Bo Banducci (Order #28642388)
some inn, either in Oxford (if the PCs reached the town in one
day), or halfway between London and Oxford (if they travel by
foot or were otherwise delayed). In any case, there should be
something to incite the PCs to spend the night in the inn (such
as a strong rain while travelling on the road, or impossibility to
Pilog and Next find the magister before next day, etc.). If not, the GM will have
to improvise...
adventure 2) If the PCs don’t have it, then it is in Trevet’s hands, and
the evil magister is heading toward Oxford, intent on seeking
D epending on the players and their characters’ Gregorius’ help (as the latter is not supposed to know that his
actions, the adventure may have various conclu- spell-book and the crystal were stolen on Trevet’s orders). The
sions. Yet, in any case Nicholaus Trevet is still searching PCs may follow Trevet, thus reach Gregorius, and then reveal
for the magic crystal, and will quickly learn where to Trevet’s treachery to the Oxford magister.
find it. Thus, assuming the PCs don’t die and manage to
foil Reid Todd’s plans, here is a few examples of what NICHOLAUS TREVET
could happen:
• The PCs unmask Reid Todd, but he manages to es-
cape with the book and magic crystal. Since the PCs
N icholaus Trevet is a deceptive
and manipulative magister
normally residing in Cambridge. He
have no clues as to where he might flee, the story may is in fact the disciple of Theodorius
well end there (and next time will be another adventure Vinland, a much higher ranking
entirely). Alternately, the GM may have Nicholaus Trevet and respected magister of the
find the PCs and propose them to pursue the thief, pre- Cambridge University. The latter
tending that he stole the magic crystal from him. though, is much less respectable
than everyone believes, as he
• The PCs capture Reid Todd and hand him to the authorities.
has a secret interest in demono-
After questioning the thief, the authorities learn about the spell-
logy which over the years has
book and magic crystal, and want to recover them. Unless the
corrupted his soul. His disciple
PCs left London in the meantime, they must give these objects
Nicholaus oversees his
(at least the magic crystal). Yet, shortly thereafter Reid Todd is
network of informants and
slain horribly and the magic crystal stolen. As a result, the PCs
contacts among thieves,
are called upon by the authorities to investigate.
from whom he can
• The PCs unmask Reid Todd and get the spell-book and magic obtain all manners
crystal, without reporting to the authorities. If the thief is left of criminal services
alive, he will then seek Nicholaus Trevet and pretend the PCs (such as getting a
are those who stole the objects in the first place (see his lies young virgin for a
p.04). Then, the two will seek the PCs with angry and nasty in- gruesome ritual). However, a few weeks ago Nicholaus decided
tents in mind. If Reid Todd died, the evil magister will nonethe- to betray his master (after having suffered too many humilia-
less learn where to seek the PCs and will run after them. tions and mistreatments), and thus discreetly fled Cambridge
bringing with him a few magical items stolen from Theodorius,
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Bo Banducci (Order #28642388)
License itself. No other terms or conditions may be applied to any
Open Game Content distributed using this License.
OGL Notice 3.Offer and Acceptance: By Using the Open Game Content You
indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to
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This book is published under the Open Game License (OGL) License to Use, the Open Game Content.
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Game Content appearing in this book is derived from the 3.0 5.Representation of Authority to Contribute: If You are
System Reference Document, copyright 2000 Wizards of the Coast, contributing original material as Open Game Content, You repre-
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DESIGNATION OF PRODUCT IDENTITY COPYRIGHT NOTICE of any Open Game Content You are copying,
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ROSE WAR, and FANTASTIC HEROES & WITCHERY; (B) logos, 7. Use of Product Identity: You agree not to Use any Product
identifying marks, and trade dress; (C) all artwork, logos, symbols, Identity, including as an indication as to compatibility, except as
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trademark clearly identified as Product identity by the owner of the • System Reference Document, Copyright 2000-2003,
Product Identity, and which specifically excludes the Open Game Wizards of the Coast, Inc.; Authors: Jonathan Tweet, Monte Cook,
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products or the associated products contributed to the Open Game Gygax and Dave Arneson.
License by the Contributor (g) «Use», «Used» or «Using» means to • 100 Fantasy City Locations, Copyright © 2004, Dominique
use, Distribute, copy, edit, format, modify, translate and otherwise Crouzet and orther authors.
create Derivative Material of Open Game Content. (h) «You» or • Fantastic Heroes & Witchery, Copyright © 2011-2013,
«Your» means the licensee in terms of this agreement. Dominique Crouzet.
2. The License: This License applies to any Open Game Content • Dark Albion: the Rose War, Copyright © 2014-2015, RPG-
that contains a notice indicating that the Open Game Content may Pundit and Dominique Crouzet.
only be Used under and in terms of this License. You must affix such
a notice to any Open Game Content that you Use. No terms may be • Dark Albion Adventures: The Ghost of Jack Cade on
added to or subtracted from this License except as described by the London Bridge, Copyright © 2015, Dominique Crouzet.
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Bo Banducci (Order #28642388)