• Disclaimer
  • Downloads
  • Ghastly Affair – The Gothic Game of Romantic Horror
  • My Gaming Biography

The Engine of Oracles

~ Daniel James Hanley's Creations For Gaming. Home of the Ghastly Affair RPG.

The Engine of Oracles

Tag Archives: Georgian

Mass Combat in Ghastly Affair Part II – Cavalry Units

24 Wednesday Feb 2021

Posted by Daniel James Hanley in Ghastly Affair, Gothic Gaming, Historical Gaming, OGL, OSR

≈ 2 Comments

Tags

18th Century, blackpowder, Eighteenth Century, First Empire, French Directory, French Revolution, Georgian, Gothic, Gothic Gaming, Gothic Wargame, Historical, Historical Gaming, Napoleonic, Regency, Revolutionary War


Meissonier - 1814, Campagne de France

See also: Mass Combat in Ghastly Affair Part I – Infantry Units

Some Notes on 18th Century and Napoleonic Cavalry

The typical Cavalry of the 18th Century and Napoleonic era were called either “Dragoons” or “Carabiniers”. In earlier centuries the term “Dragoon” had referred to Infantry units that rode into battle but dismounted to fight, but had come to designate general-purpose or (“Line”) Cavalry capable of fighting both in open and close formations. The term “Carabinier” on the other hand, made reference to the short-barreled musket (carbine) that was the main artillery weapon of most Cavalry units. Other, more specialized types of Cavalry included “Hussars” (light raiding units that wore Hungarian-inspired uniforms and mustaches), “Lancers” (which carried long lances that made their charges especially formidable) and Cuirassiers (heavy units who wore steel breastplates and helmets). Whatever his designation and primary weapon, every cavalryman also carried a pistol, and some kind of sword or saber for hand-to-hand combat

Serving in (or officering) a cavalry unit was considered much more prestigious (and romantic) than service in an infantry (or artillery) unit. Because they frequently had to provide their own horses and pay for their own training, cavalry tended to be drawn from higher up the social scale than the infantry. Cavalry officers had an especial reputation for arrogance and imperiousness, which was particularly notable among “Hussar” units. Besides the overall unit commander, every Cavalry unit had a Bugler or Trumpeter, who communicated orders and help maintain morale by playing their horn. A minor officer called a “Cornet” (comparable to the Ensign of an Infantry unit) carried the flag or banner of the unit. Often, the Cornet also assumed the duties of the Trumpeter.

Not only would the soldiers in a unit wear a distinctive uniform, but it was also common for all the horses in a Cavalry unit to be the same breed – and often, the same color.

ScotsGreys

CAVALRY COMPANY

60 to 120 soldiers mounted on horses and acting as a unit.

Creature Class: Antagonist
Number Appearing: 1 – 3
Initial Impression: About a hundred mounted soldiers in uniform, accompanied by occasional blasts from a bugle.

Size: Large (150’ x 20’ in Line, 60’ x 60’ in Wedge, 150’ x 100’ in Skirmish Line)
Perversity: 13
Disposition: Aggressive
Charisma: 11 (or same as commanding Captain) Intelligence: 9 Wisdom: 9
Strength: 7,200 Dexterity: 11 Constitution: 9
Speed: 12

Armor Class: None
Hit Dice: 30
Attacks: 1 (carbines and pistols; or sabers, lances, pistols, and trampling) [½ Damage when in Wedge or Skirmish Line]
Special Abilities: Dissolve into Troops, Charge, Form Line, Form Wedge, Form Skirmish Line, Immune to Single Target Magic, Multiple Attacks, Trample Infantry.
Weaknesses: Gun Smoke, Pistol and Carbine Inaccuracy.
Possible Assets (+3 Bonus): Brilliant Commander, Marksmen, Seasoned Troops, Fanatical.
Possible Afflictions (-3 Penalty): Poorly Equipped, Incompetent Commander, Sick, Malnourished.
Preternatural Powers: None (Unless a Magician or Mad Scientist is part of unit)

Level: 10

An 18th Century Cavalry Company is approximately 100 mounted men commanded by a Captain. Two Companies joined together form a Cavalry Squadron.

A Cavalry Company reduced to 0 Hit Points becomes two Cavalry Troops in Skirmish Line formation. A 300’ diameter area around the center point where the Company broke will be filled with dead horses, slain men, and scattered equipment. All movement through that area is at half Speed, it cannot be Charged through, and any other Military Units within that area (other than Infantry in Square) are forced into Skirmish Line formation.

Cavalry Company Special Abilities.

Charge: If a Cavalry Company in Line or Wedge formation gallops at full speed towards a target or unit for at least one full Round, the Company does double damage (1d6 +Damage Bonus, times 2) on its first Round of hand-to-hand combat (except against an Infantry unit in Square formation). The Company can make no attacks during the Round(s) spent galloping towards its target, however.

Dissolve into Troops. A Company can be broken up into 4 or 5 independent Cavalry Troops.

Form Line: A Line is a wide formation of horses in two rows, nearly shoulder to shoulder. A Company in a Line inflicts full 1d6+30 damage on each attack. It takes 10 Rounds to Form a Line.

Form Wedge: A Wedge is a triangular formation of horses attacking with its apex pointed at its opponent. A Cavalry unit in Wedge formation does only half damage on a successful attack, but any defending Infantry Units in Line or Column must immediately check Morale or involuntarily devolve into a Skirmish Line (and allow the Cavalry to ride through them it if wants). It takes 10 Rounds to form a Wedge.

Form Skirmish Line: A Skirmish Line is an irregular and open formation that allows horses maximum freedom of movement, and makes the unit harder to target with cannons. A unit in Skirmish Line can also occupy the same area as an opponent. However, a Company in a Skirmish Line only inflicts half damage on a successful attack. It takes 3 Rounds to deliberately Form a Skirmish Line from any other formation.

Immune to Single Target Magic: Because a Cavalry Company is an aggregate of individuals, it is effectively immune to Preternatural Effects that affect just a single Recipient. Unfortunately, this also means that Curing and Healing effects that only benefit individuals are wasted as well. Effects that target as area (such as Fireball), work normally.

Multiple Attacks: The Company can attack multiple targets or units instead of concentrating on a single one. The Company makes a normal Check for each attack, but its Damage Bonus is reduced as shown below:

 

Targets

Damage Bonus per attack

1

+30

2

+15

3

+10

4

+8

5

+6

Trample Infantry: A Cavalry Company does double damage (1d6 + Damage Bonus, times 2) when engaged in hand-to-hand combat against Infantry units (except those in Square formation).

Cavalry Company Weaknesses

Gun Smoke: After its first volley of pistol or carbine fire, a Company in any formation other than a Skirmish Line suffers a -2 Penalty on all further attacks. This is due to a large cloud of smoke enveloping the unit and obscuring sight. This Gun Smoke will last until the Company spends a full Turn not firing its guns, or moves 50’ from its current position.

Pistol and Carbine Inaccuracy: Almost all Cavalry units are –2 on Attack Checks against targets further than 50’ distant, due to the inaccuracy of their smooth-bore pistols and carbines. Furthermore, smooth-bore pistols are completely inaccurate past 225 feet, and carbines past 350 feet.

August Querfurt - Schlachtenmotiv

CAVALRY PATROL

10 to 20 soldiers mounted on horses and acting as a unit.

Creature Class: Antagonist
Number Appearing: 1
Initial Impression: About a dozen mounted soldiers in uniform, accompanied by occasional blasts from a bugle.
Size: Large (20’ x 20’ in Line, 20’ x 20’ in Wedge, 50’ x 30’ in Skirmish Line)

Perversity: 13
Disposition: Aggressive
Charisma: 11 (or same as commanding Sergeant) Intelligence: 9 Wisdom: 9
Strength: 1,200 Dexterity: 11 Constitution: 9
Speed: 12

Armor Class: None
Hit Dice: 6
Attacks: 1 (carbines and pistols; or sabers, lances, pistols, and trampling) [½ Damage when in Wedge or Skirmish Line]
Special Abilities: Dissolve into Troops, Charge, Form Line, Form Skirmish Line, Multiple Attacks, Trample Infantry.
Weaknesses: Gun Smoke, Pistol and Carbine Inaccuracy.
Possible Assets (+3 Bonus): Brilliant Commander, Marksmen, Seasoned Troops, Fanatical.
Possible Afflictions (-3 Penalty): Poorly Equipped, Incompetent Commander, Sick, Malnourished.
Preternatural Powers: None (Unless a Magician or Mad Scientist is part of unit).

Level: 6

A Cavalry Patrol is the smallest unit of Cavalry, typically encountered while performing reconnaissance for a larger unit. Typically it consists of about a dozen cavalrymen commanded by either a junior Lieutenant, or a Sergeant.

A Cavalry Patrol reduced to 0 Hit Points breaks up into 5 or 6 mounted individuals. A 40’ diameter area around the center point where the Patrol broke will be filled with dead horses, slain men, and scattered equipment. All movement through that area is at half Speed, it cannot be Charged through, and any other Military Units within that area (other than Infantry in Square) are forced into Skirmish Line formation.

Cavalry Patrol Special Abilities.

Charge: If a Cavalry Patrol in Line or Wedge formation gallops at full speed towards a target or unit for at least one full Round, the Patrol does double damage (1d6 +Damage Bonus, times 2) on its first Round of hand-to-hand combat (except against an Infantry unit in Square formation). The Patrol can make no attacks during the Round(s) spent galloping towards its target, however.

Dissolve Unit: A Patrol can be broken up into individual cavalrymen and horses.

Form Line: A Line is a wide formation of horses in two rows, nearly shoulder to shoulder. A Patrol in a Line inflicts full 1d6+6 damage on each attack. It takes 10 Rounds to Form a Line.

Form Skirmish Line: A Skirmish Line is an irregular and open formation that allows horses maximum freedom of movement, and makes the unit harder to target with cannons. A unit in Skirmish Line can also occupy the same area as an opponent. However, a Patrol in a Skirmish Line only inflicts half damage on a successful attack. It takes 3 Rounds to deliberately Form a Skirmish Line from any other formation.

Immune to Single Target Magic: Because a Cavalry Patrol is an aggregate of individuals, it is effectively immune to Preternatural Effects that affect just a single Recipient. Unfortunately, this also means that Curing and Healing effects that only benefit individuals are wasted as well. Effects that target as area (such as Fireball), work normally.

Multiple Attacks: The Patrol can attack up to 4 targets or units instead of concentrating on a single one. The Patrol makes a normal Check for each attack, but its Damage Bonus is reduced as shown below:

Targets

Damage Bonus per attack

1

+6

2

+3

3 – 4

+2

Trample Infantry: A Cavalry Patrol does double damage (1d6 + Damage Bonus, times 2) when engaged in hand-to-hand combat against Infantry units (except those in Square formation).

Cavalry Patrol Weaknesses

Gun Smoke: After its first volley of pistol or carbine fire, a Patrol in any formation other than a Skirmish Line suffers a -2 Penalty on all further attacks. This is due to a large cloud of smoke enveloping the unit and obscuring sight. This Gun Smoke will last until the Patrol spends a full Turn not firing its guns, or moves 50’ from its current position.

Pistol and Carbine Inaccuracy: Almost all Cavalry units are -2 on Attack Checks against targets further than 50’ distant, due to the inaccuracy of their smooth-bore pistols and carbines. Furthermore, smooth-bore pistols are completely inaccurate past 225 feet, and carbines past 350 feet.

Battle of Vauchamps by Reville

CAVALRY SQUADRON

120 to 240 soldiers mounted on horses and acting as a unit.

Creature Class: Antagonist
Number Appearing: 1 – 3
Initial Impression: About two hundred mounted soldiers in uniform, accompanied by occasional blasts from a bugle.
Size: Large (300’ x 20’ in Line, 80’ x 80’ in Wedge, 300’ x 100’ in Skirmish Line)

Perversity: 13
Disposition: Aggressive
Charisma: 11 (or same as commanding Lieutenant Colonel) Intelligence: 9 Wisdom: 9
Strength: 14,400 Dexterity: 11 Constitution: 9
Speed: 12

Armor Class: None
Hit Dice: 60
Attacks: 1 (carbines and pistols; or sabers, lances, pistols, and trampling) [½ Damage when in Wedge or Skirmish Line]
Special Abilities: Dissolve into Companies, Charge, Form Line, Form Wedge, Form Skirmish Line, Multiple Attacks, Trample Infantry.
Weaknesses: Gun Smoke, Pistol and Carbine Inaccuracy.
Possible Assets (+3 Bonus): Brilliant Commander, Marksmen, Seasoned Troops, Fanatical.
Possible Afflictions (-3 Penalty): Poorly Equipped, Incompetent Commander, Sick, Malnourished.
Preternatural Powers: None (Unless a Magician or Mad Scientist is part of unit)

Level: 10

A Squadron of Cavalry is commanded by a Lieutenant Colonel, Major, or Chef d’Escadron. Two Squadrons make a full Cavalry Regiment, commanded by a Colonel.

A Cavalry Squadron reduced to 0 Hit Points becomes a Cavalry Company in Skirmish Line formation. A 500’ diameter area around the center point where the Squadron broke will be filled with dead horses, slain men, and scattered equipment. All movement through that area is at half Speed, it cannot be Charged through, and any other Military Units within that area (other than Infantry in Square) are forced into Skirmish Line formation.

Cavalry Squadron Special Abilities

Charge: If a Cavalry Squadron in Line or Wedge formation gallops at full speed towards a target or unit for at least one full Round, the Squadron does double damage (1d6 +Damage Bonus, times 2) on its first Round of hand-to-hand combat (except against an Infantry unit in Square formation). The Squadron can make no attacks during the Round(s) spent galloping towards its target, however.

Dissolve into Companies. A Squadron can be broken up into 2 independent Cavalry Companies.

Form Line: A Line is a wide formation of horses in two rows, nearly shoulder to shoulder. A Squadron in a Line inflicts full 1d6+60 damage on each attack. It takes 10 Rounds to Form a Line.

Form Wedge: A Wedge is a triangular formation of horses attacking with its apex pointed at its opponent. A Cavalry unit in Wedge formation does only half damage on a successful attack, but any defending Infantry Units in Line or Column must immediately check Morale or involuntarily devolve into a Skirmish Line (and allow the Cavalry to ride through them it if wants). It takes 10 Rounds to form a Wedge.

Form Skirmish Line: A Skirmish Line is an irregular and open formation that allows horses maximum freedom of movement, and makes the unit harder to target with cannons. A unit in Skirmish Line can also occupy the same area as an opponent. However, a Squadron in a Skirmish Line only inflicts half damage on a successful attack. It takes 3 Rounds to deliberately Form a Skirmish Line from any other formation.

Immune to Single Target Magic: Because a Cavalry Squadron is an aggregate of individuals, it is effectively immune to Preternatural Effects that affect just a single Recipient. Unfortunately, this also means that Curing and Healing effects that only benefit individuals are wasted as well. Effects that target as area (such as Fireball), work normally.

Multiple Attacks: The Squadron can attack multiple targets or units instead of concentrating on a single one. The Squadron makes a normal Check for each attack, but its Damage Bonus is reduced as shown below:

Targets

Damage Bonus per attack

1

+60

2

+30

3

+20

4

+15

5

+12

6

+10

Trample Infantry: A Cavalry Squadron does double damage (1d6 + Damage Bonus, times 2) when engaged in hand-to-hand combat against Infantry units (except those in Square formation).

Cavalry Squadron Weaknesses

Gun Smoke: After its first volley of pistol or carbine fire, a Squadron in any formation other than a Skirmish Line suffers a -2 Penalty on all further attacks. This is due to a large cloud of smoke enveloping the unit and obscuring sight. This Gun Smoke will last until the Squadron spends a full Turn not firing its guns, or moves 50’ from its current position.

Pistol and Carbine Inaccuracy: Almost all Cavalry units are -2 on Attack Checks against targets further than 50’ distant, due to the inaccuracy of their smooth-bore pistols and carbines. Furthermore, smooth-bore pistols are completely inaccurate past 225 feet, and carbines past 350 feet.

Peterloo Massacre

CAVALRY TROOP

20 to 40 soldiers mounted on horses and acting as a unit.

Creature Class: Antagonist
Number Appearing: 1 or 2
Initial Impression: Approximately thirty mounted soldiers in uniform, accompanied by occasional blasts from a bugle.
Size: Large (45’ x 20’ in Line, 30’ x 30’ in Wedge, 80’ x 40’ in Skirmish Line)

Perversity: 13
Disposition: Aggressive
Charisma: 11 (or same as commanding Lieutenant or Sergeant) Intelligence: 9 Wisdom: 9
Strength: 2,400 Dexterity: 11 Constitution: 9
Speed: 12

Armor Class: None
Hit Dice: 10
Attacks: 1 (carbines and pistols; or sabers, lances, pistols, and trampling) [½ Damage when in Wedge or Skirmish Line]
Special Abilities: Dissolve into Troops, Charge, Form Line, Form Wedge, Form Skirmish Line, Multiple Attacks, Trample Infantry.
Weaknesses: Gun Smoke, Pistol and Carbine Inaccuracy.
Possible Assets (+3 Bonus): Brilliant Commander, Marksmen, Seasoned Troops, Fanatical.
Possible Afflictions (-3 Penalty): Poorly Equipped, Incompetent Commander, Sick, Malnourished.
Preternatural Powers: None (Unless a Magician or Mad Scientist is part of unit).

Level: 10

A Cavalry Troop is approximately 30 mounted men generally commanded by either a Lieutenant or a Sergeant.

A Cavalry Troop reduced to 0 Hit Points becomes a Cavalry Patrol in Skirmish Line formation. A 60’ diameter area around the center point where the Troop broke will be filled with dead horses, slain men, and scattered equipment. All movement through that area is at half Speed, it cannot be Charged through, and any other Military Units within that area (other than Infantry in Square) are forced into Skirmish Line formation.

Cavalry Troop Special Abilities

Charge: If a Cavalry Troop in Line or Wedge formation gallops at full speed towards a target or unit for at least one full Round, the Troop does double damage (1d6 +Damage Bonus, times 2) on its first Round of hand-to-hand combat (except against an Infantry unit in Square formation). The Troop can make no attacks during the Round(s) spent galloping towards its target, however.

Dissolve into Patrols. A Troop can be broken up into 3 independent Cavalry Patrols.

Form Line: A Line is a wide formation of horses in two rows, nearly shoulder to shoulder. A Troop in a Line inflicts full 1d6+10 damage on each attack. It takes 10 Rounds to Form a Line.

Form Wedge: A Wedge is a triangular formation of horses attacking with its apex pointed at its opponent. A Cavalry unit in Wedge formation does only half damage on a successful attack, but any defending Infantry Units in Line or Column must immediately check Morale or involuntarily devolve into a Skirmish Line (and allow the Cavalry to ride through them it if wants). It takes 10 Rounds to form a Wedge.

Form Skirmish Line: A Skirmish Line is an irregular and open formation that allows horses maximum freedom of movement, and makes the unit harder to target with cannons. A unit in Skirmish Line can also occupy the same area as an opponent. However, a Troop in a Skirmish Line only inflicts half damage on a successful attack. It takes 3 Rounds to deliberately Form a Skirmish Line from any other formation.

Immune to Single Target Magic: Because a Cavalry Troop is an aggregate of individuals, it is effectively immune to Preternatural Effects that affect just a single Recipient. Unfortunately, this also means that Curing and Healing effects that only benefit individuals are wasted as well. Effects that target as area (such as Fireball), work normally.

Multiple Attacks: The Troop can attack up to 4 targets or units instead of concentrating on a single one. The Troop makes a normal Check for each attack, but its Damage Bonus is reduced as shown below:

 

Targets

Damage Bonus per attack

1

+10

2

+5

3

+3

4

+2

Trample Infantry: A Cavalry Troop does double damage (1d6 + Damage Bonus, times 2) when engaged in hand-to-hand combat against Infantry units (except those in Square formation).

Cavalry Troop Weaknesses

Gun Smoke: After its first volley of pistol or carbine fire, a Troop in any formation other than a Skirmish Line suffers a -2 Penalty on all further attacks. This is due to a large cloud of smoke enveloping the unit and obscuring sight. This Gun Smoke will last until the Troop spends a full Turn not firing its guns, or moves 50’ from its current position.

Pistol and Carbine Inaccuracy: Almost all Cavalry units are -2 on Attack Checks against targets further than 50’ distant, due to the inaccuracy of their smooth-bore pistols and carbines. Furthermore, smooth-bore pistols are completely inaccurate past 225 feet, and carbines past 350 feet.

Grande Armée - 10th Regiment of Cuirassiers - Colonel

Specialized Cavalry Units

Cuirassiers: These heavy unit wear steel breastplates and helmets that give them Armor Class 5. However, they are slower than other units, moving at Speed 11, rather than 12.

Chasseurs: These light units are faster than others, moving at Speed 13. They are often used for reconnaissance, or to harry supply lines.

Cossacks: These Russian units are especially brave and hardy, having Constitution scores of 11 (rather than 9), and the Asset “High Morale”. However, they have the Weakness “Hard to Control”, so all attempts to issue battlefield orders to Cossacks incur a -3 Penalty on the Charisma Check.

Hussars: These elite units ride especially fast horses, wear faux Hungarian costumes, and sport long mustaches. They move at Speed 13, and have the Asset “High Morale”, conferring a +3 Bonus on all Morale Checks. The culture of Hussar units actually encourages them to plunder and commit atrocities against civilians, however, so they have Perversity 14 rather than 13.

Lancers / Ulans/ Uhlans: These units carry long lances, which are typically embellished with colorful pennants. For the first Round of Hand-to-hand fighting after a Charge, Lancers automatically win Initiative, and receive a +1 Bonus on their Attack Check. German Lancers are called “Ulans”, while the famous Polish lancers are “Uhlans” (with an “h”).

Mameluks: These Egyptian mercenaries are especially skilled with their sabers, enjoying a +1 Bonus when engaged in Hand-to-Hand fights.

Share this:

  • Email
  • Print
  • Facebook
  • Pinterest
  • Reddit
  • Tumblr

Like this:

Like Loading...

Mass Combat in Ghastly Affair Part I – Infantry Units

09 Tuesday Feb 2021

Posted by Daniel James Hanley in Ghastly Affair, Gothic Gaming, Historical Gaming, OGL, OSR

≈ 2 Comments

Tags

18th Century, blackpowder, Eighteenth Century, First Empire, French Directory, French Revolution, Georgian, Gothic, Gothic Gaming, Gothic Wargame, Historical, Historical Gaming, Napoleonic, Regency, Revolutionary War


Battle of Waterloo 1815

The lack of Mass Combat rules in Ghastly Affair might seem glaring in light of its default setting, the era of the French Revolution and Napoleon. What follows is an attempt to rectify that omission. It makes possible scenarios such as a Company of British infantry cut off from its Regiment and facing down revenants in the Tabernas Desert during the Peninsular War, or a Troop of French cavalry from the Grande Armée attempting to flee Russia while threatened by werewolves and General Winter alike.

The tentative method of mass combat here presented is to treat whole military units (Battalions, Companies, etc.) as single beings (much as Ghastly Affair does with Angry Mobs). Fights involving military units therefore use exactly the same rules as those involving individual adversaries – including determining Initiative , and checking Morale at appropriate times. In general, units with more members should have higher Hit Points than those with fewer, but a relatively underpopulated unit might have high HP on account of its good health, or exceptionally thorough training.

There is, of course, a great deal of abstraction assumed in the presentation. The composition of military units could, of course, vary greatly from nation to nation – and even in the same nation across the assumed time period of 1765 to 1820. This is particularly true in the case of France, where the semi-private pre-Revolutionary army was very different from the fully nationalized military commanded by Napoleon. Therefore, the treatment of units that follows is fairly generic – good enough to figure out what happens when an Infantry Platoon faces off against a family of crazed cannibals, or a Battalion battles a dragon that has been slumbering for centuries, but admittedly inadequate for realistically recreating Waterloo. Doubtless, any experienced war-gamer could probably find innumerable faults with my presentation of 18th century military units and tactics as it relates to any specific historical military unit.

An Overview of 18th Century and Napoleonic Infantry

The ordinary rank and file infantry of the 18th Century were often called “Fusiliers”, especially in the French army of the late 18th century and Napoleonic era. They are typically armed with a smooth-bore musket, a bayonet, and possibly a straight-bladed sword (although in many units only officers carry swords). Each Infantryman carries his own bedroll; a canteen; and a supply of black powder, wadding, and bullets. Spare clothing and personal items (such as a shaving kit and playing cards) are carried in a backpack. The uniforms of ordinary Infantrymen are colorful because 18th century battlefields are blanketed with obscuring gun smoke, and drab clothing will inevitably result in friendly units firing on each other frequently. Before the French Revolution, most Infantry units wore tricorn hats. In the Napoleonic-era, this changed to the cylindrical “shako” hat, usually embellished with a plume.

Specialized infantry units include “Grenadiers” (prestigious heavy infantry armed with grenades), “Chasseurs” (light infantry who march ahead of other units), and “Sappers” (demolitions experts).

On the battlefield, it is usual for only half the members of an infantry unit to fire their muskets at a time. This allows the other half time to reload their single-shot guns.

Infantry officers are distinguished by their more elaborate uniforms (which they often have made for themselves at their own expense), and different headgear (often a bicorn hat rather than a tricorn or shako). Sergeants carry spontoons (wide-bladed spears), which they use for signaling, to correct the aim of line soldiers, and as a weapon in hand-to-hand combat. A minor officer called an “Ensign” is in charge of protecting the unit’s flag or standard. Besides the ordinary men and officers, units larger than a squad will also have a drummer and fifer (flute-player), who help to keep time in marches, convey orders on the battlefield, and keep up morale. The drummer may be a boy, but is usually just a young enlisted soldier.

It was common in the 18th century for Infantry (and Cavalry) units to be raised, trained, and equipped not by the national government, but by individual noblemen. The nobleman who raised the unit would then either command it himself, or give command to his son. It is very common for units to be comprised of foreigners and other people who first loyalty is to their commander and fellow soldiers, rather than the sovereign of the nation they nominally serve. Other units may be composed of forcibly conscripted or “impressed” men who would, if any real opportunity presented itself, either desert, or mutiny and become brigands. Such conscripted men are likely take out their frustration at their predicament by committing atrocities against civilian populations.

Military units more than a day’s march from a fort are almost always accompanied by numerous “camp followers” – private food merchants, cooks, entertainers, seamstresses, washerwomen, nurses, and prostitutes who provide much of the actual logistical support for the army. Among the camp followers will also be the wives and children of soldiers, who are (unless they are the commanding officer’s family) expected to help with cooking, washing, cleaning, and repairs. There can be as many camp followers as there as soldiers in the unit.


Napoleons retreat from moscow

INFANTRY BATTALION

360 to 720 soldiers on foot, acting as a unit.

Creature Class: Antagonist
Number Appearing: 1 – 4
Initial Impression: Several hundred armed and uniformed men, marching to the sounds of drums and flute.
Size: Large (500’ x 10’ in Line, 10’ x 500’ in Column, 60’ x 60’ in Square, 500’ x 50’ in Skirmish Line)
Perversity: 13
Disposition: Aggressive
Charisma: 11 (or same as commanding Lieutenant Colonel) Intelligence: 9 Wisdom: 9
Strength: 5,400 Dexterity: 11 Constitution: 9
Speed: 6 in Line, 9 in Column, 3 in Square, 9 in Skirmish Line
Armor Class: None (+2 if wreathed in Gun Smoke, +2 if in Skirmish Line)
Hit Dice: 150
Attacks: 1 (musket volley; or muskets, bayonets, and swords) [½ Damage when in Column, Square or Skirmish Line]
Special Abilities: Dissolve into Companies, Form Column, Form Line, Form Square, Form Skirmish Line, Immune to Single Target Magic, Multiple Attacks, Set Bayonets Against Charge.
Weaknesses: Gun Smoke, Musket Inaccuracy.
Possible Assets (+3 Bonus): Brilliant Commander, Marksmen, Seasoned Troops, Fanatical
Possible Afflictions (-3 Penalty): Poorly Equipped, Incompetent Commander, Sick, Malnourished
Preternatural Powers: None (Unless a Magician or Mad Scientist is part of unit)
Level: 10

An 18th Century Infantry Battalion consists of 5 or 6 Companies of Soldiers, generally commanded by an officer with the title of Lieutenant Colonel, Chef de Batallion, or Major.

Two Infantry Battalions together form an Infantry Regiment commanded by a Colonel.

An Infantry Battalion reduced to 0 Hit Points devolves into three surviving Infantry Companies. The Presenter should assume that half the casualties suffered by the formerly intact Battalion are dead, and half are wounded to the point of incapacity.

Infantry Battalion Special Abilities

Dissolve into Companies: An Infantry Battalion can be dissolved into 5 or 6 Infantry Companies of 60 to 120 soldiers, each commanded by a Captain. This might be done in order to encircle an enemy, for example. It takes 10 Rounds to Dissolve into Companies.

Form Column: A Column is a narrow formation of soldiers in several files (usually about 5). A Battalion in a Column moves quickly at Speed 9, but it inflicts only half damage on a successful attack. Column form is therefore usually employed for marching, but seldom offensively. It takes 6 Rounds to Form a Column.

Form Line: A Line is a wide formation of soldiers in two rows, standing and firing shoulder to shoulder. This is the default formation for battle in the 18th century. A Battalion in a Line moves slowly at Speed 6, but inflicts full 1d6+150 damage on each attack. It takes 6 Rounds to Form a Line.

Form Square: A Square is a tight and compact formation just 60’ to a side. A Cavalry unit charging a Square loses all advantages (enjoying no bonus to the attack, and doing normal damage). A Battalion in a Square can only move at Speed 3, and inflicts half damage on a successful attack. It takes 10 Rounds to Form a Square.

Form Skirmish Line: A Skirmish Line is an open formation that allows soldiers to hide behind trees and walls, shoot from prone positions, and otherwise take advantage of available cover. A Battalion in a Skirmish Line enjoys a +2 AC, but only inflicts half damage on a successful attack. It takes 6 Rounds to Form a Skirmish Line.

Immune to Single Target Magic: Because an Infantry Battalion is an aggregate of individuals, it is effectively immune to Preternatural Effects that affect just a single Recipient. Unfortunately, this also means that Curing and Healing effects that only benefit individuals are wasted as well. Effects that target as area (such as Fireball), work normally.

Multiple Attacks: The Battalion can attack multiple targets or units instead of concentrating on a single one. The Battalion makes a normal Check for each attack, but its Damage Bonus is reduced as shown below:

Targets

Damage Bonus per attack

1

+150

2

+75

3

+50

4

+38

5

+30

6

+25

Set Bayonets Against Charge: An Infantry Battalion that spends a full Round preparing to meet a charging Calvary unit will inflict double damage (1d6 + 150, times 2) on the first Round of Hand-to-Hand fighting against it. The Battalion cannot attack, move, or take any other action while preparing to meet the charging unit, however.

Infantry Battalion Weaknesses

Gun Smoke: After firing its first volley of musket fire, a Battalion in any formation other than a Skirmish Line suffers a -2 Penalty on all further attacks, but also enjoys a +2 on its Armor Class. This is due to a large cloud of smoke enveloping the unit and obscuring sight. This Gun Smoke will last until the Battalion spends a full Turn not firing its muskets, or moves 50’ from its current position.

Musket Inaccuracy: Almost all Infantry Battalions are -2 on Attack Checks against targets further than 50’ distant, due to the inaccuracy of their smooth-bore muskets. Furthermore, their muskets are completely inaccurate past 450 feet.


Butler Lady Quatre Bras 1815

INFANTRY COMPANY

60 to 120 soldiers on foot, acting as a unit.
Creature Class: Antagonist
Number Appearing: 1 – 4
Initial Impression: About a hundred armed and uniformed men, marching to the sounds of drums and flute.
Size: Large (100’ x 10’ in Line, 10’ x 100’ in Column, 15’ x 15’ in Square, 100 x 50’ in Skirmish Line)
Perversity: 13
Disposition: Aggressive
Charisma: 11 (or same as commanding Captain) Intelligence: 9 Wisdom: 9
Strength: 900 Dexterity: 11 Constitution: 9
Speed: 6 in Line, 9 in Column, 3 in Square, 9 in Skirmish Line
Armor Class: None (+2 if wreathed in Gun Smoke, +2 if in Skirmish Line)
Hit Dice: 30
Attacks: 1 (musket volley; or muskets, bayonets, and swords) [½ Damage when in Column, Square or Skirmish Line]
Special Abilities: Dissolve into Plattons, Form Column, Form Line, Form Square, Form Skirmish Line, Immune to Single Target Magic, Multiple Attacks, Set Bayonets Against Charge.
Weaknesses: Gun Smoke, Musket Inaccuracy.
Possible Assets (+3 Bonus): Brilliant Commander, Marksmen, Seasoned Troops, Fanatical
Possible Afflictions (-3 Penalty): Poorly Equipped, Incompetent Commander, Sick, Malnourished
Preternatural Powers: None (Unless a Magician or Mad Scientist is part of unit)
Level: 10

An 18th Century Infantry Company consists of three Platoons of soldiers, and is typically commanded by an officer with the title of “Captain”. Five or six Companies typically form a Battalion.

An Infantry Company reduced to 0 Hit Points becomes two Infantry Platoons.

Infantry Company Special Abilities

Dissolve into Platoons: An Infantry Company can be dissolved into 3 Infantry Platoons of 20 to 40 soldiers, each commanded by a Lieutenant. This might be done in order to encircle an enemy, for example.

Form Column: A Column is a narrow formation of soldiers in three files. A Company in a Column moves quickly at Speed 9, but it inflicts only half damage on a successful attack. Column form is therefore usually employed for marching, but seldom offensively. It takes 4 Rounds to Form a Column.

Form Line: A Line is a wide formation of soldiers in two rows, standing and firing shoulder to shoulder. This is the default formation for battle in the 18th century. A Company in a Line moves slowly at Speed 6, but inflicts full 1d6+30 damage on each attack. It takes 4 Rounds to Form a Line.

Form Square: A Square is a tight and compact formation just 60’ to a side. A Cavalry unit charging a Square loses all advantages (enjoying no bonus to the attack, and doing normal damage). A Company in a Square can only move at Speed 3, and inflicts half damage on a successful attack. It takes 6 Rounds to Form a Square.

Form Skirmish Line: A Skirmish Line is an open formation that allows soldiers to hide behind trees and walls, shoot from prone positions, and otherwise take advantage of available cover. A Company in a Skirmish Line enjoys a +2 AC, but only inflicts half damage on a successful attack. It takes 4 Rounds to Form a Skirmish Line.

Immune to Single Target Magic: Because an Infantry Company is an aggregate of individuals, it is effectively immune to Preternatural Effects that affect just a single Recipient. Unfortunately, this also means that Curing and Healing effects that only benefit individuals are wasted as well. Effects that target as area (such as Fireball), work normally.

Multiple Attacks: The Company can attack multiple targets or units instead of concentrating on a single one. The Company makes a normal Check for each attack, but its Damage Bonus is reduced as shown below:

Targets

Damage Bonus per attack

1

+30

2

+15

3

+10

4

+8

5

+6

6

+5

Set Bayonets Against Charge: An Infantry Company that spends a full Round preparing to meet a charging Calvary unit will inflict double damage (1d6 + Damage Bonus, times 2) on the first round of Hand-to-Hand fighting against it. The Company cannot attack, move, or take any other action while preparing to meet the charging unit, however.

Infantry Company Weaknesses

Gun Smoke: After firing its first volley of musket fire, a Company in any formation other than a Skirmish Line suffers a -2 Penalty on all further attacks, but also enjoys a +2 on its Armor Class. This is due to a large cloud of smoke enveloping the unit and obscuring sight. This Gun Smoke will last until the Company spends a full Turn not firing its muskets, or moves 50’ from its current position.

Musket Inaccuracy: Almost all Infantry Companies are -2 on Attack Checks against targets further than 50’ distant, due to the inaccuracy of their smooth-bore muskets. Furthermore, their muskets are completely inaccurate past 450 feet.


The Bloody Massacre

INFANTRY PLATOON

20 to 40 soldiers on foot, acting as a unit.
Creature Class: Antagonist
Number Appearing: 1 or 2
Initial Impression: Approximately thirty armed and uniformed men, marching to the sounds of drums and flute.
Size: Large (35’ x 10’ in Line, 5’ x 30’ in Column, 10’ x 10’ in Square.)
Perversity: 13
Disposition: Aggressive
Charisma: 11 (or same as commanding Lieutenant) Intelligence: 9 Wisdom: 9
Strength: 300 Dexterity: 11 Constitution: 9
Speed: 6 in Line, 9 in Column, 3 in Square, 9 in Skirmish Line
Armor Class: None (+2 if wreathed in Gun Smoke, +2 if in Skirmish Line)
Hit Dice: 10
Attacks: 1 (musket volley; or muskets, bayonets, and swords) [½ Damage when in Column, Square or Skirmish Line]
Special Abilities: Dissolve into Squads, Form Column, Form Line, Form Square, Form Skirmish Line, Immune to Single Target Magic, Multiple Attacks, Set Bayonets Against Charge.
Weaknesses: Gun Smoke, Musket Inaccuracy.
Possible Assets (+3 Bonus): Brilliant Commander, Marksmen, Seasoned Troops, Fanatical
Possible Afflictions (-3 Penalty): Poorly Equipped, Incompetent Commander, Sick, Malnourished
Preternatural Powers: None (Unless a Magician or Mad Scientist is part of unit)
Level: 10

An 18th Century Infantry Platoon consists of twenty to forty soldiers trained to fire their muskets together in a single mass. A Platoon is typically commanded by a Lieutenant. Three Platoons form a Company.

An Infantry Platoon reduced to 0 Hit Points becomes an Infantry Squad.

Infantry Platoon Special Abilities

Dissolve into Squads: An Infantry Company can be dissolved into 2 Infantry Squads of 10 to 20 soldiers, each commanded by a Lieutenant. This might be done in order to encircle an enemy, for example.

Form Column: A Column is a narrow formation of soldiers in two files. A Platoon in a Column moves quickly at Speed 9, but it inflicts only half damage on a successful attack. Column form is therefore usually employed for marching, but seldom offensively. It takes 2 Rounds to Form a Column.

Form Line: A Line is a wide formation of soldiers in two rows, standing and firing shoulder to shoulder. This is the default formation for battle in the 18th century. A Platoon in a Line moves slowly at Speed 6, but inflicts full 1d6+10 damage on each attack. It takes 2 Rounds to Form a Line.

Form Square: A Square is a tight and compact formation just 60’ to a side. A Cavalry unit charging a Square loses all advantages (enjoying no bonus to the attack, and doing normal damage). A Platoon in a Square can only move at Speed 3, and inflicts half damage on a successful attack. It takes 3 Rounds to Form a Square.

Form Skirmish Line: A Skirmish Line is an open formation that allows soldiers to hide behind trees and walls, shoot from prone positions, and otherwise take advantage of available cover. A Platoon in a Skirmish Line enjoys a +2 AC, but only inflicts half damage on a successful attack. It takes 2 Rounds to Form a Skirmish Line.

Immune to Single Target Magic: Because an Infantry Platoon is an aggregate of individuals, it is effectively immune to Preternatural Effects that affect just a single Recipient. Unfortunately, this also means that Curing and Healing effects that only benefit individuals are wasted as well. Effects that target as area (such as Fireball), work normally.

Multiple Attacks: The Platoon can attack up to four targets or units instead of concentrating on a single one. The Platoon makes a normal Check for each attack, but its Damage Bonus is reduced as shown below:

Targets

Damage Bonus per attack

1

+10

2

+5

3 – 4

+3

Set Bayonets Against Charge: An Infantry Platoon that spends a full Round preparing to meet a charging Calvary unit will inflict double damage (1d6 + Damage Bonus, times 2) on the first round of Hand-to-Hand fighting against it. The Platoon cannot attack, move, or take any other action while preparing to meet the charging unit, however.

Infantry Platoon Weaknesses

Gun Smoke: After firing its first volley of musket fire, a Platoon in any formation other than a Skirmish Line suffers a -2 Penalty on all further attacks, but also enjoys a +2 on its Armor Class. This is due to a large cloud of smoke enveloping the unit and obscuring sight. This Gun Smoke will last until the Company spends a full Turn not firing its muskets, or moves 50’ from its current position.

Musket Inaccuracy: Almost all Infantry Platoon are -2 on Attack Checks against targets further than 50’ distant, due to the inaccuracy of their smooth-bore muskets. Furthermore, their muskets are completely inaccurate past 450 feet.


Francisco de Goya - The Horrors of War- The Same - 1922.519 - Cleveland Museum of Art (cropped)

INFANTRY SQUAD

10 to 20 soldiers on foot, acting as a unit.
Creature Class: Antagonist
Number Appearing: 1
Initial Impression: Approximately a dozen armed and uniformed men.
Size: Large (15’ x 10’ in Line, 10’ x 20’ in Column, 8’ x 8’ in Square,)
Perversity: 13
Disposition: Aggressive
Charisma: 11 (or same as commanding Sergeant) Intelligence: 9 Wisdom: 9
Strength: 150 Dexterity: 11 Constitution: 9
Speed: 6 in Line, 9 in Column, 3 in Square, 9 in Skirmish Line
Armor Class: None (+2 if wreathed in Gun Smoke, +2 if in Skirmish Line)
Hit Dice: 6
Attacks: 1 (musket volley; or muskets, bayonets, and swords) [½ Damage when in Column, Square or Skirmish Line]
Special Abilities: Dissolve, Form Column, Form Line, Form Square, Form Skirmish Line, Immune to Single Target Magic, Multiple Attacks, Set Bayonets Against Charge.
Weaknesses: Gun Smoke, Musket Inaccuracy.
Possible Assets (+3 Bonus): Brilliant Commander, Marksmen, Seasoned Troops, Fanatical
Possible Afflictions (-3 Penalty): Poorly Equipped, Incompetent Commander, Sick, Malnourished
Preternatural Powers: None (Unless a Magician or Mad Scientist is part of unit)
Level: 6

A Squad is half a platoon. On the battlefield, one Squad of a Platoon will typically fire a volley of musket fire while the other one reloads. A Squad will rarely be separated from its platoon, but in such a case it will typically be commanded by a Sub-lieutenant or Sergeant.

An Infantry Squad reduced to 0 Hit Points breaks up into 5 or 6 individual survivors.

Infantry Squad Special Abilities

Dissolve Unit: An Infantry Squad can be broken up into its individual soldiers. This might be done in order to encircle an enemy, for example.

Form Column: A Column is a narrow formation of soldiers in two files. A Squad in a Column moves quickly at Speed 9, but it inflicts only half damage on a successful attack. Column form is therefore usually employed for marching, but seldom offensively. It takes 1 Round to Form a Column.

Form Line: A Line is a wide formation of soldiers in two rows, standing and firing shoulder to shoulder. This is the default formation for battle in the 18th century. A Squad in a Line moves slowly at Speed 6, but inflicts full 1d6+6 damage on each attack. It takes 1 Round to Form a Line.

Form Square: A Square is a tight and compact formation just 60’ to a side. A Cavalry unit charging a Square loses all advantages (enjoying no bonus to the attack, and doing normal damage). A Squad in a Square can only move at Speed 3, and inflicts half damage on a successful attack. It takes 2 Rounds to Form a Square.

Form Skirmish Line: A Skirmish Line is an open formation that allows soldiers to hide behind trees and walls, shoot from prone positions, and otherwise take advantage of available cover. A Squad in a Skirmish Line enjoys a +2 to AC, but only inflicts half damage on a successful attack. It takes 1 Round to Form a Skirmish Line.

Immune to Single Target Magic: Because an Infantry Squad is an aggregate of individuals, it is effectively immune to Preternatural Effects that affect just a single Recipient. Unfortunately, this also means that Curing and Healing effects that only benefit individuals are wasted as well. Effects that target as area (such as Fireball), work normally.

Multiple Attacks: The Squad can attack up to four targets or units instead of concentrating on a single one. The Platoon makes a normal Check for each attack, but its Damage Bonus is reduced as shown below:

Targets

Damage Bonus per attack

1

+6

2

+3

3 – 4

+2

Set Bayonets Against Charge: An Infantry Squad that spends a full Round preparing to meet a charging Calvary unit will inflict double damage (1d6 + Damage Bonus, times 2) on the first round of Hand-to-Hand fighting against it. The Squad cannot attack, move, or take any other action while preparing to meet the charging unit, however.

Infantry Squad Weaknesses

Gun Smoke: After firing its first volley of musket fire, a Squad in any formation other than a Skirmish Line suffers a -2 Penalty on all further attacks, but also enjoys a +2 on its Armor Class. This is due to a large cloud of smoke enveloping the unit and obscuring sight. This Gun Smoke will last until the Squad spends a full Turn not firing its muskets, or moves 50’ from its current position.

Musket Inaccuracy: Almost all Infantry Squads are -2 on Attack Checks against targets further than 50’ distant, due to the inaccuracy of their smooth-bore muskets. Furthermore, their muskets are completely inaccurate past 450 feet.


Grande Armée - Light Infantry Chasseurs

SPECIAL INFANTRY UNITS

Chasseurs : Light infantry that move at Speed 10 in Column and Skirmish Line. They can also Form Line (Speed 7), but cannot Form Square.

Grenadiers: Elite units comprised of the tallest and strongest soldiers, well-trained, and armed with grenades. Grenadier units have Dexterity 13 (rather than 11), and have the Asset “Intimidating”. Once per battle they can lob grenades for double damage at a target or unit 50’ – 60’ distant.

Mamluks: Egyptian mercenaries serving under Napoleon. They are skilled with their scimitars, and attack with a +1 Bonus in Hand-to-Hand fights.

Rangers / Jagers / Riflemen: Light infantry armed with rifles. They move at Speed 10, and do not suffer from the Weakness “Musket Inaccuracy”. They attack only in a Skirmish Line, however. Their guns are accurate to 750’.

Sappers: Units armed with axes, picks, and bombs to destroy obstructions and sabotage enemy fortifications. They have the Special Ability “Damage Structure”, which allows them to inflict full damage against things as reinforced doors, stone walls, buildings, and terrain features.

Skimishers / Voltigeurs: These units fight only in a Skirmish Line (like Rangers). They are specialized for rough terrain, and trained to use cover effectively. They have Dexterity 12 (rather than 11), and are AC 2.

Windbüchse Units: Elite Austrian units armed with cutting-edge Girondoni Air Rifles that use reservoirs of pressurized air rather than gunpowder, and can be reloaded in a second from a built-in 20 shot magazine. Their guns have the same range as muskets, but Windbüchse Units do not suffer the Weaknesses of “Musket Inaccuracy” or “Gun Smoke” (but don’t get the benefit of cover from the smoke either).


About Player Characters in Military Units

Player Characters serving as soldiers in military units are never killed or wounded in combat while part of the unit. If a unit is reduced to 0 Hit Point (and thus broken), any Player Characters are generally assumed to be part of a surviving sub-unit. For example, if a Infantry Battalion is reduced to 0 Hit Points, and thus reduced to three surviving Companies of soldiers, the PCs belong to one of those Companies (unless they indicate otherwise).

Player Characters offering a military unit in combat must make a successful Charisma Check for each command they issue. Failure means the command is either not heard, or ignored that Round. The choking gun smoke, incredible noise, and general panic of the troops makes it extremely difficult to control forces on an 18th century battlefield, and carefully laid strategies tend to break down quickly unless officers are exceptionally skilled. (One of the reasons Napoleon’s army was so effective was that his officers needed to actually demonstrate ability to get promoted – rather than just purchasing their commissions, as was the rule elsewhere in Europe.)

Share this:

  • Email
  • Print
  • Facebook
  • Pinterest
  • Reddit
  • Tumblr

Like this:

Like Loading...

Marquis de Sade – A Historical NPC for Ghastly Affair

25 Wednesday Sep 2019

Posted by Daniel James Hanley in Ghastly Affair, Gothic and Romantic Literature, Gothic Gaming, Historical Gaming, The Ghastly Salon

≈ 7 Comments

Tags

18th Century, blackpowder, dreadpunk, Eighteenth Century, French Revolution, Georgian, Ghastly Affair, gothic game, Gothic Gaming, Gothic Horror, Gothic Literature, Gothick, Gothique, Louis XV, mannerpunk, Romantic Age, Romantic Horror, Romantic-era


Marquis de sade

And now for a villain who perhaps needs no introduction, but a warning. Far from being merely a misunderstood rascal, Sade almost certainly deserved even more time in prison than he actually experienced. Here then is the man who has lent his very name to the term “Sadism”.

Marquis de Sade (October, 1767)

Soldier, Dramatist, and Depravity Personified.

Full Name: Donatien-Alphonse-François, Comte de Sade
Aliases: Captain de Sade (of the Burgundy Cavalry), Count de Mazan
Class: Libertine (Aristocrat)
Level: 6
Appearance/Most Memorable Characteristic: An impeccably dressed man with a roundish face, high forehead, and deep-set blue eyes that stare intensely. His natural hair under his wig is blond.
Age: 27

Charisma: 16 Intelligence: 16 Wisdom: 11
Strength: 9 Dexterity: 13 Constitution: 9
Perversity: 18
Assets: Aristocratic Skills, Talented Writer, Actor, Military Training
Afflictions: Notorious, Obsessed with Numbers, Powerful Enemy (Madame de Montreuil, his mother-in-law), Powerful Enemy (Inspector Marais of the Paris police)

Speed: 9
Hit Points: 36
Attacks: 1 (pistol, sword, knife, rod, or whip)
Damage Bonus: +2

Special Abilities: Disguise (+1) | Dueling (+1/+3) | Fraud (+1) | Sneak (+1) | Seduction (+1)
Weaknesses: Faithless Lover | Fascinated By Innocence

Typical Equipment Carried: Fashionable clothing of gray silk. A muff of white fur. A fine walking stick. A powdered wig. A dress sword (epee). High-heeled shoes. A small case with anise-flavored “pastilles de Richelieu” (candy pellets made with “Spanish Fly”, or powdered blister beetles).
Residence: His maison de plaisance in Arcueil, just south of Paris. The Château de Lacoste in Provence.

Background:

  • June 2, 1740: Donatien-Alphonse-François de Sade was born in Paris. His father was Jean-Baptiste-Joseph-Francois, Comte (Count) de Sade. His mother, Marie-Eléonore, Comtesse (Countess) de Sade, was the Princesse de Conde’s lady-in-waiting. The family had persistent money problems, made worse by the Comte’s compulsive gambling.
  • 1750: Sade begins his education at the Jesuit-run Lycée Louis-le-Grand in Paris. He was frequently beaten and whipped while there.
  • 1752: Sade’s parents separated, and his mother retired to a Carmelite convent.
  • 1755: Sade was enrolled in the Régiment du Roi (King’s Regiment) as a sub-lieutenant. His position is unpaid and informal.
  • May 17, 1756: Great Britain declared war on France, formally beginning the Seven Years War.
  • January 1757: Sade was promoted to the official rank of “Cornet”, with the duty of bearing his infantry regiment’s standard.
  • June 23 1758: Sade narrowly escaped being killed at the Battle of Krefeld.
  • April 21, 1759: As was standard practice at the time, Sade’s father purchased for his son his own cavalry company, and the rank of Capitaine (Captain). The young Captain de Sade quickly developed a reputation for libertinage that was extreme even by the standards of the French aristocracy.
  • March 15, 1763: Sade is discharged from his regiment, due to the end of the Seven Years War.
  • May 17, 1763: Sade married Renée-Pélagie de Montreuil, eldest daughter of a wealthy – but only recently ennobled – family.
  • October 29, 1763: Sade is imprisoned in the Château de Vincennes, for attempting to induce a prostitute to engage in “sodomy”, mutual flagellation, and the desecration of religious objects.
  • November 13, 1763: Sade is freed from prison by order of the King, but confined to the Château d’Echauffour, owned by his wife’s family. The ban on his travel will be lifted in November of 1764.
  • July 1764: Sade’s first child with his wife was born, but died shortly thereafter.
  • December 1764: Sade was back in Paris, with Inspector Marais keeping track of his activities.
  • February 1765: Sade takes the voluptuous actress and dancer Mademoiselle Beauvoisin as a mistress, promising her a stipend of 20 Louis d’Ors a month. She already has at least two other lovers. Sade’s mother in-law quickly learned of the affair, and began conspiring to separate the couple.
  • May 9, 1765: Sade took the pregnant Mademoiselle Beauvoisin to his family’s château of Lacoste, arriving by June. He tells people along the way that she is his wife.
  • August 20, 1765: Sade and Mademoiselle Beauvoisin returned to Paris.
  • January 1766: Sade ended his affair with Mademoiselle Beauvoisin, who immediately rejoined the theater and took new lovers.
  • June 1766: Sade visits Château de Lacoste to supervise renovations, including the construction of a theater.
  • November 4, 1766: Sade began renting his maison de plaisance (pleasure house) in Arcueil. He became known around the town for bringing young men and women back to the maison for sex and whippings.
  • January 24, 1767: Sade’s father died, making him the Comte de Sade. In accordance with the custom among French nobility of the time, Donatien-Alphonse-François assumed the grander-sounding title of “Marquis de Sade”.
  • August 27, 1767: Sade’s wife gaves birth to his first surviving legitimate son, Louis-Marie.
  • October 1767: Sade resumed residence at Arcueil, and returned to his preferred pastimes.

Personality and Role-Playing Notes

Sade affects a refined and sophisticated demeanor, but he is quick to violence if he feels insulted, or even slightly annoyed. He is an atheist and an iconoclast, yet demands all the privileges of his title. His tastes in food is gourmet, to the point of snobbishness. He requires extreme amounts of stimulation to feel any sexual satisfaction, and is in constant search for the ultimate erotic experience. He enjoys both whipping others, and being whipped himself. He finds the idea of desecration very arousing, and will often incorporate some manner of sacrilege into his sexual escapades. Besides perverse sex, Sade’s other great passion is for the theater – both as as an author, and an actor. He often combine the two pursuits, and the scenes of his sexual crimes are often carefully arranged by him for dramatic effect. The oddest part of his personality, however, is his obsession with numbers. He will inexplicably insist on acts being repeated a specific number of times, or objects being presented to him in specific amounts, without any rational reason ever given.

Marquis de Sade Your Game

Sade is here depicted well before he has written the books that will make him (in)famous across Europe. He is already notorious among the police and prostitutes of Paris, but next year he will land in serious trouble for the imprisonment and torture of an unemployed cloth spinner named Rose Keller at his maison de plaisance.

Player Characters encountering Sade might be policemen working for Inspector Marais, or be private investigators working for the Marquis’ mother-in-law. They could be invited to one of his elaborate dinner parties, particularly if they are also nobility (or part of the Parisian demimonde). Perhaps they have been employed by the family of a young woman who barely survived one of Sade’s depraved soirées. Sade might possess an infamous book detailing the outer limits of pleasure and pain, which the PCs want to either read or steal. Or, maybe Sade seeks such a book, and commissions the PCs to find it. In a less scandalous vein, Player Characters could even be actors hired for a play the Marquis has written.

The Presenter could make Sade an actual member of the “Sodality of the Friends of Crime” (as described in his novel “Juliette”). In that case, the PCs might be either accidentally learn of the group’s existence, or have been actually sent by the Church to neutralize it. However, the PCs might instead be working for a rival group of hedonists who also wish to destroy the dangerous Sodality.

Sade makes a good recurring villain for Sagas that encompass decades. He will be in and out of trouble with the law for all the remaining years of his life – imprisoned for the entire period from from 1777 to 1790, becoming a politician during the Revolutionary period, and being imprisoned again from 1801 to his death in 1814. Sade’s influence could easily extend beyond his prison walls, particularly if the Presenter chooses to include the “Sodality of the Friends of Crime” as a real group.

Share this:

  • Email
  • Print
  • Facebook
  • Pinterest
  • Reddit
  • Tumblr

Like this:

Like Loading...

Deacon Brodie – The Real-life Dr. Jekyll and Mr. Hyde

19 Thursday Sep 2019

Posted by Daniel James Hanley in Ghastly Affair, Gothic and Romantic Literature, Gothic Gaming, Historical Gaming, The Ghastly Salon

≈ 2 Comments

Tags

18th Century, blackpowder, British Literature, classic horror, dreadpunk, Eighteenth Century, Georgian, Ghastly Affair, Gothic Characters, gothic game, Gothic Gaming, Gothic Horror, Gothic Literature, Gothick, Historic Figure, Historic NPC, Romantic Age, Romantic Horror, Romantic-era, Romanticism, Scotland, Scottish History, Scottish Literature


Robert Louis Stevenson’s “The Strange Case of Dr. Jekyll and Mr. Hyde” is one of the classics of Gothic literature, adapted and re-imagined in countless ways since its writing. Stevenson’s good doctor had a likely model, however – a man named William Brodie. By day, Brodie was the Deacon of the Wrights and a respected Town Councillor of Edinburgh, but by night he was a dissolute gambler and house-breaker! Here he is, statted for use with the Ghastly Affair rpg.

Deacon Brodie (January, 1788)

The real-life inspiration for “The Strange Case of Dr. Jekyll and Mr. Hyde”.

Full Name: William Brodie
Aliases: Deacon Brodie, Sir Lluyd (to be pronounced “lewd” – used when attending the Cape Club)
Class: Libertine
Level: 9
Appearance/Most Memorable Characteristic: A short, dark complexioned man of slender build, with large bushy eyebrows and sideburns. His eyes are deep-set, and dark brown. He is is very well-dressed, and walks with an arrogant swagger. If encountered during the day, he wears a white-powdered wig.
Age: 46

Charisma: 12 Intelligence: 14 Wisdom: 9
Strength: 11 Dexterity: 18 Constitution: 9
Perversity: 14
Assets: Profession: Wright (fine carpenter, cabinet-maker, and builder). Good Reputation.
Afflictions: Obsessive Gambler. Short.

Speed: 9
Hit Points: 54
Attacks: 1 pistol, walking stick, or pry-bar (+1 Bonus if fighting unaided, +3 if a desired lover is watching)
Damage Bonus: +3

Special Abilities: Disguise (+1) | Dueling (+1/+3) | Fraud (+1) | Sneak (+1) | Seduction (+1)
Weaknesses: Faithless Lover | Fascinated By Innocence

Typical Equipment Carried: A set of fine clothes (white during the day, but black at night). A fine-quality walking stick. A pair of small and concealable “muff” pistols. A pair of loaded dice. A mask of black crepe. A set of lockpicks. A small wooden case filled with putty, for taking impressions of keys. A small ivory whistle. A “dark” lantern, with a hood to obscure the light.
Residence: The mansion at Brodie’s Close, Edinburgh, Scotland.

Background:

  • Monday, September 28, 1741: William Brodie was born in Edinburgh. His father was a prosperous wright (fine carpenter and cabinet-maker) and Burgess (recognized property-owning citizen, with the right to vote and freely conduct business).
  • February 9th, 1763: William became a Guild Brother of Edinburgh, and was made a Burgess.
  • August, 1768: Brodie committed his first major crime – the theft of £800 from the counting-house of Johnston & Smith. He entered the premises by means of a duplicate key, which he made after being employed to do repairs to the building. Two night later, he anonymously returned £225 of the money. William will continue the practice of duplicating his customer’s house keys for the remainder of his life.
  • February 25th, 1775: William was admitted as a member of the “Cape Club”, a fun-loving gentleman’s society that met at James Mann’s tavern in Craig’s Close. All member of the club assumed a comical (or ribald) pseudonym at meetings, and William was known as “Sir Lluyd”. Among his fellow Club members was inventor James Watt. William also played dice obsessively at James Clark’s tavern at Fleshmarket Close, and frequented the cock-fighting pits of the city – particularly the one at Michael Henderson’s inn in the Grassmarket.
  • 1776: William’s mistress Anne Grant bore him a daughter named Cecil (named for his mother). Anne will eventually give birth to two more of William’s children. Throughout that time Anne remained ignorant of William’s other mistress, Jean Watt – who became mother to another two of his children.
  • September, 1781: As newly elected “Deacon” (presiding head) of the Incorporation of Wrights, William also became a member of the Town Council of Edinburgh. He will be a Town Councillor for all his remaining years, except for 1785. The other Councillors employed his services as a wright, and William made duplicate keys of their properties whenever possible.
  • June 1, 1782: William’s father Francis died. William inherited the mansion in Brodie’s Close, £10,000, a second house in Old Bank Close, a tenement in Horse Wynd, another tenement in World’s End Close, and a third tenement at Netherbow.
  • July 1786: While attending the cockfights at Michael Henderson’s inn, Deacon Brodie met a locksmith named George Smith, a shoemaker named Andrew Ainslie, and John Brown (a convicted thief on the run). The four decided to become buglers together, as soon as Smith recovered from the illness currently afflicting him.
  • October 9, 1786: The shop of a Goldsmith near the Council Chambers was burgled by Deacon Brodie, and the now healthy George Smith.
  • Winter 1786 – 1787: Poet Robert “Bobbie” Burns moved into lodgings across the street from Deacon Brodie’s home. The two became acquaintances. By this point, rumors were already circulating that Deacon Brodie had somehow helped a local murderer escape from justice. Likewise, William had been seen at least twice by people unable to believe – and convinced they would not be believed – that the bugler in their home was none other than the respected Deacon of the Wrights!
  • November 1786: Using duplicate keys, Deacon Brodie and George Smith burgled Davidson McKain’s hardware shop in Bridge Street. They did not obtain much except a finely-bound notebook, which William subsequently gave to Michael Henderson’s daughter.
  • December 24, 1786 (Christmas Eve): Around 4 AM, George Smith broke into the jeweler’s shop of John & Andrew Bruce, on Bridge Street. The job had originally been Deacon Brodie’s idea, but William refused to stop playing dice at James Clark’s tavern long enough to join in the crime. George nonetheless carried away a rich haul of watches and jewelry. The next morning, George allowed William to select some stolen items to keep for himself.
  • August 16, 1787: Deacon Brodie, George Smith, and Andrew Ainslie robbed the grocery shop of John Carnegie in the port of Leith, making off with a large quantity of tea.
  • October 29, 1787: Deacon Brodie, George Smith, Andrew Ainslie, and John Brown broke into the University of Edinburgh, and stole the institution’s ceremonial silver mace.
  • Christmastime, 1787: John Brown stole the house key of a shopkeeper named John Tapp, which had been left hanging in the man’s shop. Deacon Brodie made a duplicate, and the original was surreptitiously returned. Brown later revisited John Tapp in his shop, and plied him with a bottle of liquor. While the shopkeeper was distracted, Deacon Brodie and the remainder of his gang used the duplicate key to burgle John Tapp’s home above the shop. Among the times they stole was a miniature portrait secretly kept by John’s Tapp’s wife, evidently of her gentleman lover.

Personality and Role-Playing Notes: Deacon Brodie’s obsessive, thrill-seeking nature is belied by his slow and deliberate manner of speaking. He is a “macaroni” – extremely fashion conscious and vain. Heir to a considerable amount of money and property, he commits crimes to fund his gambling, and for the perverse thrill of being a secret criminal. Above all, Deacon Brodie is a shameless liar who enjoys fooling and manipulating everyone in his life. He maintains two separate households of illegitimate children, with two women who know nothing of each other. By day he is a “pillar of the community”, but spends his nights indulging his sordid whims. He cannot resist a chance to gamble or take a pointless risk – a fact that can be used against him by clever adversaries. He also likes to dupe people into becoming unwitting accomplices, by presenting them with stolen gifts.

Deacon Brodie in Your Game: Deacon Brodie is presented at the point just before he and his gang will commit their disastrous break-in of the General Excise Office for Scotland, in March of 1788 – the crime for which he and George Smith eventually be caught and executed. His secret life reflects the dual nature of Edinburgh itself – simultaneously the rising “Athens of the North”, and an overcrowded criminal playground of thieves and prostitutes. The medical students of Edinburgh demand a steady supply of fresh corpses for dissection, readily supplied by Grave Robbers. The city itself is split into the medieval warren of the Old Town, and the rising New Town of neoclassical buildings. An Affair featuring Deacon Brodie could focus on exploring the motifs of secret identities, duality, hypocrisy, and the disconnect between the ideal and actual.

Player Characters can be drawn into Deacon Brodie’s sphere in many ways. Bandit, Grave Robber, and Libertine PCs might simply find themselves recruited to take part in a crime unrecorded by official history. A Demon Hunter stalking his quarry in the night might run into William and his gang. A True Innocent might be publicly courted by the respectable William Brodie, and thereby be the unwitting recipient of stolen jewelry. If any PCs are property owners in Edinburgh, their houses could be targeted by Deacon Brodie – especially if they also know him socially as a Town Councillor. One of the male PCs may even be Mrs Tapp’s lover, implored by her to find the miniature portrait of himself that was stolen from her home ! In two weeks Deacon Brodie is going to be gambling in James Clark’s tavern at Fleshmarket Close, where an outraged victim of the Deacon’s loaded dice will leave William with a noticeable scar under his right eye. The PCs may be there, and witness the event.

There were sightings of Deacon Brodie after his supposed execution on October 1, 1788. If your Saga is set after that date, the Presenter can explore the possibility that Deacon Brodie wore a steel collar to his hanging, and bribed his would be-executioner to ignore it – or that the Deacon’s dead body was reanimated through Mad Science by that fiendishly cunning Frenchman, Doctor Pierre Degravers! Deacon Brodie had fled Scotland before his trial, and was supposedly caught in Amsterdam. Perhaps the man sent back to Scotland to die wasn’t actually Deacon Brodie at all, but a hapless victim of William’s ultimate scam.

Share this:

  • Email
  • Print
  • Facebook
  • Pinterest
  • Reddit
  • Tumblr

Like this:

Like Loading...

Ghastly Affair Location Catalogues Now Available on DriveThruRPG

12 Thursday Sep 2019

Posted by Daniel James Hanley in Ghastly Affair, Gothic Gaming, Highdark Hall, Historical Gaming, OGL, OSR

≈ 2 Comments

Tags

18th Century, Austenpunk, blackpowder, dreadpunk, Eighteenth Century, First Empire, French Directory, French Revolution, Georgian, Ghastly Affair, gothic game, Gothic Gaming, Gothic Horror, Gothic Romance, Gothick, Historical, Historical Gaming, Louis Seize, Louis XV, Louis XVI, mannerpunk, Napoleonic, nineteenth century, Play Aids, Regency, Romance, Romantic Age, Romantic Horror, Romantic-era


I just wanted to let you all know that I’ve made a bunch of modular PDF fill-out forms for use with “A Ghastly Companion to Castles, Mansions, & Estates”. They’re called Ghastly Affair Location Catalogues , and will guide you step-by-step through the process of creating imaginary Grand Houses for games set in the late 18th to early 19th century era. After you’ve created a house, the Location Catalogue becomes a systematic record that can be later referenced during game play. Whether you work with an existing map, or create a map from the Catalogue, the forms allow you to define practically everything about the house and its inhabitants – including any restless ghosts!

There are three main sets, which are all available on a Pay-What-You-Want basis:

The “Ghastly Affair Location Catalogue – Castle” will help you create a Concentric, Compact, or Courtyard Castle – or a Fortified House.

The “Ghastly Affair Location Catalogue – Mansion” will help you create a grand urban dwelling, such as an English Townhouse, Italian Palazzo, or French Hôtel Particulier.

The “Ghastly Affair Location Catalogue – Estate House” will help you create an English Country House, Italian Villa, French Château, or a similar aristocratic home in the countryside.

And if you want to define your house in extreme detail, I’ve made three supplemental forms to be used as needed:

The “Ghastly Affair Location Catalogue – Interior Room” has lines for recording almost every possible characteristic of an important area inside your house.

The “Ghastly Affair Location Catalogue – Garden Features” lets you define and work out the relative locations of individual features in each garden area of your house’s parkland.

The “Ghastly Affair Location Catalogue – Tower Interior” defines the rooms inside stand-alone towers, of the type that might be found along the outer defensive walls of a medieval Concentric Castle.

Share this:

  • Email
  • Print
  • Facebook
  • Pinterest
  • Reddit
  • Tumblr

Like this:

Like Loading...

Random 18th Century Villages for a Gothic Sandbox

18 Thursday Apr 2019

Posted by Daniel James Hanley in Ghastly Affair, Gothic and Romantic Literature, Gothic Gaming, OSR, Random Tables

≈ 10 Comments

Tags

18th Century, Austenpunk, blackpowder, dreadpunk, Eighteenth Century, First Empire, French Directory, French Revolution, Georgian, Ghastly Affair, gothic game, Gothic Gaming, Gothic Horror, Gothic Literature, Gothic Romance, Gothick, Gothique, Louis Seize, Louis XV, Louis XVI, mannerpunk, Napoleonic, nineteenth century, Regency, Romance, Romantic Age, Romantic Horror, Romantic-era, Romanticism, schauerroman


Thomas Rowlandson - View of the Church and Village of St. Cue, Cornwall - Google Art Project

What’s a Gothic story without an isolated village filled with dark secrets? The following random tables will help you design small European communities with populations between 100 and 1000 people, of the kind that might be constitute part of an 18th century aristocrat’s estate. In conjunction with Appendices A, B, C, and D of “A Ghastly Companion to Castles, Mansions, & Estates”, they let you procedurally generate a complete countryside of horrors for PCs to wander at will.

If you would like your villages to be more Jane Austen and less Matthew Lewis, simply ignore Tables 16 and 17.

Table 1a: The Basic Layout of an Inland Village

d12

The buildings primarily cluster…

1

along a straight section of road

2

along a section of road that curves like a “C”

3

along a section of road that curves like an “S”

4

around an “X”-shaped crossroads

5

around an “X”-shaped crossroads enclosed by a ring.

6

around a “T”-shaped crossroads

7

around a “Y”-shaped, three-way crossroads

8

around a trident where two roads converge at angles on a third.

9

around a star-shaped, six-way crossroads.

10

around an “H” of paths, one leg of which connects to the main road.

11

around an especially large square or green, through which the main road passes.

12

in a gridiron of streets forming short blocks, like a miniature city.

There will also be 2d4 minor lanes branching off from the main paths(s) towards the surrounding fields.

Table 1b: The Basic Layout of a Maritime Village

d6

The buildings primarily cluster….

1

along a section of road that hugs the shoreline.

2

around a “T”-shaped crossroads, with the top of the “T” hugging the shoreline.

3

in a gridiron of streets forming short blocks, like a miniature city.

4

around a triangle of paths, with one side on the waterfront.

5

on a square of paths, with one side on the waterfront.

6

away from the shore, and resemble an inland village. Use Table 1a to determine Basic Layout.

d8

The waterfront has…

1

a long embankment with bollards.

2

a long embankment with bollards and a single long pier.

3

a long embankment with 2d4 short piers.

4

a single long pier.

6 – 7

2d4 piers.

7 – 8

a beach, upon which boats are pulled.

There will also be 2d4 minor lanes branching off from the main cluster of buildings, leading inland.

Table 2: The Main Source of Fresh Water

d6

Most of the water used by villagers comes from…

1

1d4 streams.

2

a canal. 50% chance a lock is located in or near the village.

3

a lake.

4

1d4 ponds.

5

a spring.

6

1d4 wells.

Table 3: Overall Impression of the Village

d20

At fist glance, the village looks:

1 – 6

perfectly ordinary.

7 – 8

very clean and tidy.

9 – 10

very dirty, with filth and garbage everywhere.

11

quite new, as if all the building had been constructed in the past decade.

12 – 13

exceptionally ancient.

14

gloomy and depressing.

15

decrepit.

16

partially deserted.

17

overcrowded.

18

like there was a recent fire (or other disaster).

19 – 20

bucolic.

Table 4: Village Population

d20

Population: Land-owning families (besides the primary landlord):

1

100 + d100 0

2

200 + d100 0

3 – 5

300 + d100 0

6 – 10

400 + d100 1

11 – 15

500 + d100 1

16 – 17

600 + d100 1

18

700 + d100 2

19

800 + d100 2

20

900 + d100 2 or 3

Divide the population by 8 to find the total number of cottages. If the village looks partially deserted, divide by 4. If the village is overcrowded, divide by 16.

About 90% of families of most villages will be directly involved in food production of some kind – whether farming or fishing.

In Poland, Russia, Prussia, and the Kingdom of Hungary, a village may be inhabited mostly or wholly by bound serfs.

In the Kingdom of Hungary, up to 10% of the population may be impoverished (or “sandalled”) nobility – barely distinguishable from peasants in their economic circumstances, but possessing the legal rights of aristocracy.

Table 5: Building Density

d8

The building density in the village is…

1

Very high – almost every building shares a wall with those on either side.

2 – 4

High – there is perhaps a few inches between buildings in the central cluster, with only one or two outlying buildings.

5 – 6

Moderate – there is 1d4 feet between buildings in the central cluster, with a few outlying buildings.

7

Low – there is 4+1d10 feet between buildings. 50% chance that a house has a wall or fence around its lot. The walls or fences of adjacent lots connect. About 25% of the buildings will be up to a ¼ mile away from the main cluster.

8+

Very low – there is 15+d20 feet between buildings in the central cluster, most of which are in the middle of walled or fenced lots. Half or more of the building are scattered up to a ¼ mile from the central cluster.

Modifiers:

-2 for villages in Italy, Spain, Portugal, or Provence.

+4 for villages in Poland and Russia.

A village will be built in the “vernacular” style of its region. There will always be a blacksmith, a grain mill, and a church (the presence of which distinguishes a village from a hamlet). A logging village will also have a saw-mill. Mills may be wind powered (common in colder regions), water-powered, or turned by draft animals. In beer-drinking regions, there often be a malt house (a large building with an open interior, where barley is malted to make beer). In a wine-growing region, a village will have a wine-press instead. In the Italian States, Spain, and southern France, a village may also have its own olive–press. Mills, wine-presses and olive-presses will be usually be owned by the village landlord, who will charge the villagers a fee for its use. Often, there is only a single bread (and roasting) oven in the village, and villagers are likewise charged for its use.

There will be few (if any) shops in a village. Villagers make their own clothing, make most of their own food, repair their own houses, and often make their own beer (or wine). Cutlery and worked iron can be commissioned from the blacksmith. A local woman may be willing to sew (or repair) clothing for visitors. There might be a doctor and/or apothecary in a larger village. Except in those parts of Britain which are already industrializing, most finished goods a village produces (such as cloth or ceramics) are made by its inhabitants in their homes, and then collected by an agent of the landlord (or commissioning merchant). Such commodities may be available for legal purchase – with several days notice. Goods and services that villagers cannot provide themselves must usually be obtained from the market in the nearest town, or from itinerant merchants (who might pass through the village once a week or so, from spring to autumn). Such visiting merchants might work directly for the landlord, or pay him a fee (unless they are Gypsies who visit irregularly, and sell illegally).

Table 5: The Village Church

d20

The village church is…

1 – 3

too small for its congregation.

4 – 6

too large for its congregation.

7

very plainly decorated.

8

ostentatiously decorated.

7 – 9

in very bad repair.

10 – 14

neat, tidy, and in good repair.

15 – 16

filled with strange and disturbing art.

17

apparently a popular place for trysts!

18

of a different denomination than the official state Church.

19

actually two small churches that seem to compete for congregants.

20

an abandoned ruin – where do the villagers worship?

Also see “Twenty Creepy Churches in Isolated Places” in the supplement “A Ghastly Potpourri”.

Table 6a: Landmark of an Inland Village

d100

The most noteworthy location in or near the village is…

1 – 4

the local church.

5 – 8

the estate house (or castle) of the local landlord.

9 – 12

the pleasure house of an aristocrat (other than the landlord). A Villa, Lustschloss, Maison de Plaisance, etc.

13 – 16

a nearby fort where a company or regiment of soldiers is stationed. If the landlord is titled nobility, they may also be the force’s commander.

17 – 20

a local ruin. See Appendix C of “A Ghastly Companion to Castles, Mansions, & Estates”.

21 – 24

a complex of subterranean tunnels. See Appendix D of “A Ghastly Companion to Castles, Mansions, & Estates”.

25 – 28

a network of underground caverns. See Appendix D of “A Ghastly Companion to Castles, Mansions, & Estates”.

29 – 32

an ancient tree.

33 – 36

a stone circle.

37 – 40

a lake.

41 – 44

a bridge.

45 – 48

a natural spring.

49 – 52

a marsh or swamp.

53 – 56

a roadside shrine.

57 – 60

a corpse road.

61 – 64

a hill (if lowland) or valley (if upland).

65 – 68

a small patch of woods that is supposedly haunted.

69 – 72

another whole village, apparently abandoned.

73 – 76

a monument to a local hero.

77 – 80

the village cross.

81 – 84

a large, oddly-colored rock.

85 – 88

a rock formation that resembles something else (a person, animal, monsters, etc.)

89 – 92

a former battlefield, now a mass grave.

93 – 96

the remains of a defensive wall.

97 – 98

a monastery (or school for boys, in a Protestant country).

99 – 100

a convent (or school for girls, in a Protestant country).

Table 6b: Landmark of a Maritime Village

d20

The most noteworthy location in or near the village is…

1

the local church.

2

the estate house (or castle) of the local landlord.

3

a small chapel on an island offshore.

4

a monastery or convent on an island offshore. Abandoned if a Protestant country.

5

the pleasure house of an aristocrat (other than the landlord).

6

a nearby fort where a company or regiment of soldiers is stationed. If the landlord is titled nobility, they may also be the force’s commander.

7

a local ruin. See Appendix C of “A Ghastly Companion to Castles, Mansions, & Estates”.

8

a complex of subterranean tunnels. See Appendix D of “A Ghastly Companion to Castles, Mansions, & Estates”.

9

a network of underground caverns. See Appendix D of “A Ghastly Companion to Castles, Mansions, & Estates”.

10 – 11

a lighthouse / beacon

12 – 13

a supposedly haunted island offshore.

14

a rocky, supposedly inaccessible island offshore.

15

a wrecked ship (just offshore, or even washed up on shore)

16

a large, oddly-colored rock.

17

a rock formation that resembles something else (a person, animal, monsters, etc.)

18

offshore reefs (or rocks) that must be navigated carefully. 25% chance there is also a beacon.

19

a sea cave.

20

several picturesque cliffs.

Villages, whether inland or maritime, are often named for their Landmark.

Table 7: Accommodations for Travelers

d12

Travelers looking for accommodations will find…

1 – 4

nothing at all – apparently everyone drinks and socializes in each other’s homes. 50% chance a family is willing to host travelers who pay in cash.

5 – 6

a tavern with a single common bed.

7

a tavern with a single private room for rent.

8

an inn with a common bed, and 1d4 rooms.

9

a rooming house, with 1d4 rooms available.

10 – 12

a Coaching Inn.

13+

An exclusive Coaching Inn for wealthy travelers. Note: only possible if Village is on a major road. There will also be a separate Tavern, where ordinary villagers go to drink and socialize.

Modifiers:

+3 to the roll if the village lies directly on a major road.

-3 if village if off a major road.

See Appendix A in “A Ghastly Companion to Castles, Mansions, & Estates” for more information on travelers accommodations in the Ghastly Age.

Table 8a: Famous Produce of an Upland Village

d100

The village is best known for its…

1 – 4

butter and cheese.

5 – 9

cattle.

10 – 13

charcoal.

14 – 17

coal.

18 – 21

copper.

22 – 25

distilled liquors.

26 – 29

gemstones.

30 – 33

gunsmiths.

34 – 37

gypsum.

38 – 41

iron.

42 – 46

lead.

47 – 50

lime (mineral).

51 – 56

lumber and firewood.

57 – 61

medicinal plants.

62 – 70

mutton.

71 – 80

quarried stone.

81 – 84

salt (mined). In France especially the production of salt is heavily regulated, with ordinary people being required to purchase a minimum amount of heavily taxed salt a year.

85 – 88

tin.

89 – 92

hard cider.

93 – 96

wine and/or beer.

97 – 100

wool.

Table8b: Famous Produce of a Lowland Village

d100

The village is best known for its…

1 – 3

apiary products (wax and honey).

4 – 6

butter and cheese.

7 – 9

cattle.

10 – 12

ceramics (tiles, pots, etc.).

13 – 15

cloth.

16 – 18

cutlery.

19 – 21

distilled liquors.

22 – 23

dyestufs (indigo, etc.).

24 – 26

eggs.

27 – 29

flax.

30 – 32

flowers.

33 – 35

freshwater fish (village must be near a river or large lake)

36 – 38

grain (wheat, rye, barley, rice, oats, etc.)

39 – 40

gunpowder.

41 – 42

gunsmiths.

43 – 45

gypsum.

46 – 48

hops

49 – 53

lumber and firewood.

54 – 56

medicinal plants.

57 – 60

mutton.

61 – 65

pigs.

66 – 70

poultry.

71 – 72

quarried stone.

73 – 75

region-specific crops (almonds, olives, oranges, saffron, etc.).

76 – 80

salt (mined). In France especially the production of salt is heavily regulated, with ordinary people being required to purchase a minimum amount of heavily taxed salt a year.

81 – 83

smithing.

84 – 88

tanned leather.

89 – 90

tree fruit (apples, pears, apricots, olives, etc.).

91 – 96

wine / beer / hard cider.

97 – 100

wool.

Table8c: Most Important Produce of a Maritime Village

d100

The village is best known for its…

1 – 5

apiary products (wax and honey).

6 – 10

boats.

11 – 15

ceramics (tiles, pots, etc.).

16 – 20

cloth

21 – 25

cutlery.

22 – 30

distilled liquors.

31 – 35

flowers.

36 – 40

fresh fish.

41 – 45

glassware.

46 – 50

medicinal plants.

51 – 55

oysters (or other shellfish).

56

pebbles (used for rocaille decorations)

57 – 61

quarried stone.

62 – 66

rope.

67 – 71

sailors (half the male population will be away at sea at any one time).

72 – 75

salt. In France especially the production of salt is heavily regulated, with ordinary people being required to purchase a minimum amount of heavily taxed salt a year.

76 – 80

salted fish.

81 – 83

seashells (used for rocaille decorations)

84 – 88

shellfish.

89 – 94

smoked fish.

91 – 95

stockfish.

96 – 100

wine / beer / hard cider.

Table 9: Class Relations

d4

Overall, relations between the social classes are…

1

Good. The local landlord is charitable, rents are reasonable, and the average villager is content with their lot. The landlord does not enforce any onerous feudal obligations. There is no crime or violence to speak of. Re-roll results of 13 or above on Table 10.

2 – 3

Average. The rents are a little higher than the villagers would like (but not impossible to pay), the tradesmen usually charge fair prices, and the landlord occasionally takes an interest in the welfare of the villagers. All ancient feudal obligations are enforced, but exceptions are made in cases of extreme hardship. There is some domestic violence, and the occasional drunken fight between villagers.

4

Poor. The rents are outrageously expensive. The landlord and his family zealously enforce any feudal obligations, and are completely disinterested in the misery they cause. The tradesmen frequently price-gouge. The ordinary villagers support and aid the local bandits. There is a significant black market. Many villagers support radical political ideas. Significant crime and violence occurs. Re-roll results of 7 or below on Table 10.

Examples of ancient feudal obligations that may still be in effect include:

  • Having to pay a fine to the landlord for each young woman who gets married.
  • Having to labor for free in the landlord’s fields (in addition to the rent one pays for one’s own field).
  • Handing over a portion of all crops grown in one’s rented field.
  • Unpaid labor on the local roads.
  • Unpaid labor at the landlord’s house or castle.
  • Having to pay to use the landlord’s mills and presses, and not being able to use any other.
  • Having to pay a toll to the landlord each time one crosses a bridge, and not being allowed to use any route that avoids that bridge.

Few (if any) feudal obligations would still be in effect in a British village, while all of the above might be suffered by a French peasant before the Revolution.

Table 10: Disposition of Villagers

d20

The general disposition of the villagers seems to be…

1

virtuous.

2

honest.

3 – 6

friendly.

7

polite.

8

amorous.

9

hot-tempered.

10

fanatically pious.

11

impious

12

crude

13

unfriendly.

14

dishonest.

15

frightened.

16

menacing.

17

gloomy.

18

envious / resentful.

19

fatalistic.

20

criminal. If Class Relations are good, the villagers simply flout needlessly repressive laws, and the village landlord tries to ignore their otherwise harmless behavior whenever possible.

Table 11: The Unofficial Village Leader

d10

The average person in the Village looks for leadership from…

1

a wealthy farmer who owns a substantial tract of land. Roll again if Class Relations are poor.

2

a tradesman involved in the village’s primary produce.

3 – 4

the priest/parson.

5

the blacksmith.

6

the owner of the local tavern or inn. Roll again if there is no such establishment.

7

a retired military officer.

8

a retired sea captain.

9

a retired professor.

10

the local highwayman (or pirate), who only targets the rich. Roll again if Class Relations are good.

Remember, this an unofficial leader – as a rule an 18th century village does not have any formal government of its own, but is administered by the landlord who owns most of the property.

Table 12: The Wealthiest Villager

d12

Besides the local landlord, the wealthiest person in the village is…

1 – 3

a farmer who owns a substantial tract of land. Some villagers might actually be renting land and/or a cottage from this person, rather than the community’s primary landlord. Where serfdom persist, the wealthy farmer might even own their own serfs. The village’s primary landlord, however, will still be the legal authority over the village as a whole.

4 – 5

a shrewd tradesman involved in the village’s primary produce.

6

the priest/parson

7

a wealthy dowager.

8

the miller.

9

the blacksmith.

10

a retired military officer.

11

a retired sea captain.

12

a Mad Scientist whose laboratory is here.

Table 13: The Village Scapegoat

d8

The first person who will get blamed for any catastrophe is…

1

a mentally-challenged vagrant.

2

the local “freak”, who suffers from a congenital birth defect.

3

a Gypsy who who has settled on the outskirts.

4

an old spinster who lives alone.

5

the “foreigner” who recently settled in the village.

6

the local prostitute.

7

the most recently arrived stranger – and that means the PCs!.

8

the Mad Scientist whose laboratory is here.

Table 14: The Most Beloved Villager

d20

The most beloved person in the village is…

1 – 2

the priest / vicar / parson.

3

the landlord. Roll again if Class Relations are poor.

4

the landlord’s spouse. Roll again if Class Relations are poor.

5

the mistress / lover of the landlord (or their spouse).

6

the daughter of the landlord. Roll again if Class Relations are poor.

7

the son of the landlord. Roll again if Class Relations are poor.

8

the beautiful young daughter of a villager.

9

the handsome young son of a villager

10

the local midwife.

11

a generous dowager.

12

the blacksmith.

13

the blacksmith’s wife.

14 – 15

the proprietor of the local tavern/inn/rooming house. Roll again if there is no such establishment.

16

the local prostitute, known for her charity and kindheartedness.

17

a retired soldier.

18

its wealthiest inhabitant (other than the landlord). Roll again if Class Relations are poor.

19 – 20

the local highwayman (or pirate), who only targets the rich. Roll again if Class Relations are good.

Table 15: Current Events

d100

Besides events in the landlord’s Estate House, everyone is also talking about…

1 – 10

an upcoming wedding – and wedding feast!

11 – 14

a pair of young lovers whose love has been forbidden by their parents.

15 – 17

the death of a beloved villager.

18 – 20

the recent arrival of Gypsies.

21 – 23

the upcoming religious festival / procession.

24 – 26

the upcoming village fair and dance.

27 – 29

the discovery of an adulterous affair.

30 – 31

the upcoming pig slaughter. Late autumn/early winter only.

33 – 35

a puzzling and mysterious death.

36 – 38

a dog that became rabid.

39 – 41

the disease that is sweeping through the village.

42 – 44

the recent death of a whole family from spoiled food.

45 – 47

the abduction of a child.

48 – 50

the recent increase in rents.

51 – 52

a puzzling decrease in rents!

53 – 54

a recent boxing match.

55 – 56

a charlatan who recently breezed through the village.

57 – 58

the strange, localized weather event that recently occurred. See Twenty Ominous Weather Events in the supplement “A Ghastly Potpourri“.

59 – 60

the recent birth of a strangely deformed child.

61 – 62

the child who was recently discovered to be a Fairy changeling.

63 – 64

the miraculous healing that recently occurred in the church.

65 – 66

the sighting of a diabolical figure dancing atop the roof of the church.

67 – 68

the exposure and arrest of someone for “crimes against nature”.

69 – 70

the theft of a domestic animal.

71 – 72

the recent attacks on livestock by predators.

73 – 74

a haunting that has recently begun.

75 – 76

the desecration of graves in the churchyard.

77 – 78

an apparently unbeatable fighting cock (or dog).

79 – 80

the statue of a saint that has begun bleeding / exuding oil / crying holy water. Roll again in Protestant countries.

81 – 82

the villager who just experienced a vision of the Virgin Mary. Roll again in Protestant countries.

83 – 84

the “foreigner” who has decided to settle in the village. Note: a “foreigner” could be anyone from a place more than a day’s journey distant).

85 – 86

the mysterious stranger who recently came into town.

87 – 88

the group of soldiers (or Gendarmes) that recently passed through and bullied everyone.

89 – 90

someone’s recent encounter with an Immortal Wanderer.

91 – 92

a recent visit by someone whom the villagers believe to be a member of the Royal Family in disguise.

93 – 94

the recent visit by a demagogue preaching subversive politics.

95 – 96

a recent visit by an artist searching for picturesque landscapes to paint.

97 – 98

the poet that has taken up residence in a cottage.

99 – 100

a monstrous corpse that has been unearthed (or washed ashore).

Table 16: The Immediate Danger

d20

Villagers would welcome help with…

1

a pack of wolves.

2

a bear.

3

a rabid dog.

4

a gang of bandits.

5

normally non-aggressive animals that have suddenly turned vicious.

6

a Ghoulish Revenant.

7

a wandering Mindless Revenant.

8

a Vampyre.

9

a Werewolf.

10

a Ghost.

11

a family of Cannibals lurking in a nearby cave.

12

a monster lurking in the woods (or offshore).

13

a person suspected of being a witch (or warlock).

14

a Demoniac.

15

children who have gone missing.

16

the local Mad Scientist – pitchforks and torches are ready!

17

a press gang that has targeted the men of the community.

18

crimes committed by soldiers recently billeted in the village.

19

Ruffians employed by the local landlord to collect rents. Roll again if Class Relations are good.

20

a Fairy who who has abducted someone.

Table 17: The Village’s Dark Secret

d100

The villagers don’t want outsiders to know about…

1 – 4

a terrible crime committed there in the past, for which no one was ever brought to justice.

5 – 8

a recent crime committed by one or more respected members of the community.

9 – 11

all the inbreeding. Use Appendix L: Inherited Peculiarities of Inbred Noble Families from “A Ghastly Companion to Castles, Mansions, & Estates” to determine the distinguishing characteristic of native villagers. Only roll once – the most inbred villagers are nowhere near as inbred as the aristocracy!

12 – 14

the Vampyre that they secretly serve.

15 – 17

the many werwolves who inhabit the place.

18 – 20

the nearby caves that shelter monsters.

21 – 23

the evil that lurks in an abandoned mine.

24 – 26

the ancient temple complex the village is built atop.

27 – 29

the Pagan worship that persists in the Village.

30 – 32

the human sacrifices they make to preserve the fertility of the fields.

33 – 35

their devotion to Satan (or another diabolical figure).

36 – 38

their highly unorthodox Christian worship.

39 – 40

their secret practice of Judaism. Openly Jewish villages exist in Poland, western Russia, and the Kingdom of Hungary. Elsewhere, the openly Jewish population tends to be urban.

41

their secret practice of Islam.

42 – 45

their reverence towards a local Fairy.

46 – 48

their hunger for human flesh!

49 – 51

their practice of swapping spouses.

52 – 54

the fate of the travelers that recently disappeared after visiting the village.

55 – 57

the purpose of the talismans hung everywhere.

58 – 60

the local gang of bandits (or wreckers).

61 – 63

the coven of witches who meets nearby.

64 – 66

the reason their church was abandoned.

67 – 69

an abandoned house, and the awful people who once dwelt there.

70 – 72

the ruined castle nearby.

73 – 75

the buried treasure that was recently unearthed.

76 – 78

the local haunting. See Appendix O in “A Ghastly Companion to Castles, Mansions, & Estates”.

79 – 81

the village demoniac.

82 – 84

the desecrated graves in the churchyard.

85 – 87

the revolutionary who is hiding out there.

88 – 90

the young aristocrat who is hiding there with their lower-class spouse (or lover).

91 – 93

the powerful magician who lives here.

94 – 95

the dragon that must be placated with the sacrifice of a virgin girl every 10 years.

96 – 97

their interbreeding with Fairies, or something monstrous.

98

the upcoming wedding of a young woman to Satan.

99 – 100

the landlord’s shocking practice of jus primae noctis.

Share this:

  • Email
  • Print
  • Facebook
  • Pinterest
  • Reddit
  • Tumblr

Like this:

Like Loading...

A Ghastly Companion to Castles, Mansions, & Estates – Rough-Hewn Edition Now Available!

08 Friday Feb 2019

Posted by Daniel James Hanley in Coming Attractions, Ghastly Affair, Gothic Gaming, Highdark Hall, Historical Gaming, OGL, OSR

≈ 10 Comments

Tags

18th Century, Austenpunk, blackpowder, dreadpunk, Eighteenth Century, First Empire, French Directory, French Revolution, Georgian, Ghastly Affair, gothic game, Gothic Gaming, Gothic Horror, Gothic Romance, Gothick, Historical, Historical Gaming, Louis Seize, Louis XV, Louis XVI, mannerpunk, Napoleonic, nineteenth century, Regency, Romance, Romantic Age, Romantic Horror, Romantic-era


A Ghastly Companion to Castles, Mansions, & Estates – Rough-Hewn Edition is your complete guide to gaming in the opulent Grand Houses of the Georgian, French Revolutionary, Napoleonic, and Regency eras. Although created especially for use with Ghastly Affair, “The Gothic Game of Romantic Horror”, it’s also an invaluable resource for any game set in the late eighteenth to early nineteenth centuries. Whether your scenarios involve destroying supernatural terrors lurking in crumbling castles, climbing the rungs of the social ladder through opulent townhouses, or unraveling the horrible secrets of the country gentry, this book is an essential reference!

This pre-release “ashcan” version does not include the illustrations, maps, floor-plans, and indices that will be in the full release. You still get over 270 pages of historical information, random tables, and practical advice, including:

  • A discussion of the various types of Grand Houses across 18th century Europe.
  • An outline of a typical day’s activities in a Castle, Mansion, or Estate House.
  • Over 100 tables to create a historically plausible Grand House, along with its inhabitants, gardens, and events – at whatever level of detail you desire.
  • A complete guide to the servants and retainers who make aristocratic life possible.
  • Tips for running an immersive Gothic “sandbox” that doesn’t force players into a pre-determined plotline.
  • A discussion of 18th century coaching inns (and coaches).
  • Random encounter tables for an 18th century setting.
  • Complete systems for randomly generating plausible ruins, caves, and subterranean crypts.
  • Tables for creating sumptuous, historically-accurate feasts.
  • Multiple tables for generating dramatic events that occur at dinner, during dances, and on the morning promenade.
  • Tables for defining twisted family histories, and the peculiarities of inbred nobles.
  • Information on 18th century noble titles – and tables to randomly determine the status of aristocrats.
  • Tables for quickly defining the most memorable characteristics of NPCs, and the scandalous desires of your house’s inhabitants.
  • Tables for randomly generating ghosts and hauntings – including Restless Houses that hunger to satisfy their own mysterious cravings.
  • An extensive system for randomly generating the multitude of paintings that festoon the walls of Grand Houses – and tips on how to make them essential facets of a scenario.
  • Tables to create typical names for British country houses, and evocative appellations for castle towers.
  • A table of technological marvels that might be found in a late 18th century Grand House.

And all at a price an orphaned scullery maid could afford! But like a Vauxhall Gardens doxy, once it’s better-dressed, the fancy new version will cost a little more!

Contains some mature subject matter. Reader discretion is advised.

Share this:

  • Email
  • Print
  • Facebook
  • Pinterest
  • Reddit
  • Tumblr

Like this:

Like Loading...

An Update on “A Ghastly Companion to Castles, Mansions, & Estates”

19 Wednesday Dec 2018

Posted by Daniel James Hanley in Coming Attractions, Ghastly Affair, Gothic Gaming, Highdark Hall, Historical Gaming, OGL, OSR

≈ 16 Comments

Tags

18th Century, Austenpunk, blackpowder, dreadpunk, Eighteenth Century, First Empire, French Directory, French Revolution, Georgian, Ghastly Affair, gothic game, Gothic Gaming, Gothic Horror, Gothic Romance, Gothick, Historical, Historical Gaming, Louis Seize, Louis XV, Louis XVI, mannerpunk, Napoleonic, nineteenth century, Regency, Romance, Romantic Age, Romantic Horror, Romantic-era


As you may have noticed, I have been largely absent from this blog (or any social media) in recent days. That’s because I’ve been focusing on editing together a PDF-only, “Rough-hewn Edition” of the long-promised “A Ghastly Companion to Castle, Mansions, & Estates”. This “Rough-hewn Edition” will be a pre-release “ashcan” version containing all the essential text of the final book, but without the final illustrations. It utilizes some public-domain art resources, but areas of the layout that will be eventually filled with actual illustrations are left obvious. Also, the “Rough-hewn Edition” will not be indexed (besides the Bookmarks in the PDF), it will not be as extensively hyper-linked as the final PDF version, nor will it include the example floor-plans that will feature in the full release. Since I need to create about 100 illustrations to finish the book, and the final proofing process for a print book can easily take an entire month, a realistic time-frame for the fully finished version is no sooner than early Summer 2019. Therefore, in order to get the book into the hands of people who would like to actually use it, I’ll be releasing the low-priced “Rough-hewn Edition” shortly. It won’t be perfect, but it will still give you all the tools you need to create plausible Grand Houses for any game set in the late-Georgian / Napoleonic / Regency era (not just Ghastly Affair).

HERE’S WHAT’S IN IT:

PLACES ARE CHARACTERS

HOW TO USE THIS BOOK

AN OVERVIEW OF GRAND HOUSES AND ESTATES

REGARDING CASTLES
REGARDING MANSIONS
REGARDING ESTATE HOUSES
CASTLES, MANSIONS, AND ESTATES BY REGION
The British Isles (including Ireland)
France
German States
(Holy Roman Empire, Habsburg Austria, and Kingdom of Prussia)
Kingdom of Hungary (including Transylvania)
Italian States
Poland-Lithuania
Russia
Spain and Portugal
THE RHYTHM OF LIFE IN A GRAND HOUSE
Morning
Afternoon
Evening
Night

BUILDING YOUR GRAND HOUSE

Representational Maps
Schematic Maps
PART I – THE MOST NOTABLE FEATURE
Which Tables to Use:
Table 1a: Most Notable Feature of a Castle or Country Estate
Table 1b: Most Notable Feature of an Urban Mansion
Table 1c: Animals
Table 1d: Architecture
Table 1e: Art Collection
Table 1f: Attractive Residents
Table 1g: Cabinet of Curiosities
Table 1h: Cursed Family
Table 1i: Entertainment
Table 1j: Follies
Table 1k: Food
Table 1L: Games, Sports, and Contests
Table 1m: Gaming Room
Table 1n: Gardens
Table 1O: Haunting
Table 1p: Horrible History
Table 1q: Hunting
Table 1r: Library
Table 1s: Literary or Philosophical Salon
Table 1t: Notable Former Resident
Table 1u: Secret Passages/Rooms
Table 1v: Unsolved Mystery
Table 1w: Water Features
PART II – APPROACHING THE GROUNDS
Which Tables to Use
Table 2a: First Impression of the Greater Estate
Table 2b: Primary Produce of the Greater Estate
Table 3: Barrier of the Enclosed Parkland
Table 4: Parkland Barrier Height
Table 5: Urban Mansion Barrier
Table 6a: Main Gate to the Enclosed Parkland of a Castle or Estate
Table 6b: Front Gate of an Urban Mansion
Table 7: Castle and Estate House Parkland Size
Table 8 Urban Mansion Lot Shape and Size
Table 9: Setback of a Castle or Estate House Within its Parkland
Table 10: Path to a Castle or Estate House from the Parkland Gate
PART III – THE EXTERIOR
Which Tables to Use
Table 11a: The Architectural Style of a Castle
Table 11b: The Architectural Style of an Urban Mansion or Estate House
Table 12: Basic Plan of a Castle
Table 13: Castle Situation
Table 14: The Curtain Walls of a Concentric Castle
Table 15: General Plan of a Castle Keep
Table 16: Size of a Castle Keep
Table 17a: Basic Plan of an Urban Mansion
Table 17b: Basic Plan of an Estate House
Table 18: Size of an Estate House
Table 19: Building Material of a Mansion or Estate House
Table 20: The Height (in Stories) of a Mansion or Estate House
Table 21: The Height of a Story
Table 22: The Roof Style of a Castle, Tower, or Keep
Table 23: The Roof Style of a Mansion or Estate House
Table 24: Keep, Compact Castle, Courtyard Castle, & Fortified House Door
Table 25: The Servants’ Quarters
Table 26a: Castle Gatehouse
Table 26b: Gatehouse Entrance
Table 27: Distinctive Architectural Features of a Mansion or Estate House
Table 28: The Front Courtyard of a Mansion or Estate House
Table 29: The Shape and Size of Castle Towers
Table 30: The Roofing Material of a Mansion or Estate House
Table 31a: The Front Stairs of a Mansion or Estate House
Table 31b: The Portico (or Porte-Cochère) of a Mansion or Estate House
Table 32: Avant-Corps Projecting From the Facade
Table 33: The Main Door of a Mansion or Estate House
PART IV – THE RESIDENTS
Which Tables to Use
Table 34: The Family of the House
Table 35: The Family Wealth
Table 36: Servants and Retainers of the Household
Table 37: Overall Impression of the Servants
Table 38: Pets Living in the House
Table 39: Strange Customs of the Household
Table 40: The Lord and Lady’s Relation
Table 41: The Formal Livery of Male Servants
Table 42: Vermin in the House
Table 43: The Family’s Dark Secret
PART V – THE INTERIOR ROOMS
Which Tables to Use
Table 44a: The Entrance Hall of a Castle
Table 44b: The Entry Room of a Mansion or Estate House
Table 45a: The Main Staircase of a Castle (or Castle Keep)
Table 45b: Stairs in a Tower
Table 45c: The Grand Staircase of a Mansion or Estate House
Table 46: Rooms on the Ground Floor
Table 47: Rooms on the Upper Floors
Table 48: Rooms in the Basement
Table 49: Rooms in the Attic
Table 50: Rooms in the Servants’ Section
Table 51: Distinctive Features of Rooms
Table 52a: Remarkable Floors
Table 52b: Remarkable Walls
Table 52c: Remarkable Ceilings
Table 52d: Remarkable Furniture
Table 52e: Remarkable Images
Table 52f: Remarkable Sculptures
Table 52g: Remarkable Fireplaces
Table 52h: Remarkable Heating Stoves
Table 52i: Remarkable Doors
Table 52j: Remarkable Objects
Table 52k: Remarkable Windows
Table 52L: Remarkable Room Shapes
Table 52m: Remarkable Atmospheres
Table 53a: Ordinary Castle Walls
Table 53b: Ordinary Mansion and Estate House Walls
Table 54: Ordinary Paint Colors
Table 55: Ordinary Wallpapers
Table 56: Ordinary Doors
Table 57: Ordinary Windows in Castles
Table 58a: Ordinary Windows in Mansions and Estate Houses
Table 58b Ordinary Windows in Mansion and Estate House Basements
Table 58c Ordinary Windows in Mansion and Estate House Attics
Table 59: Ordinary Curtains, Drapes, and Wall Hangings
Table 60: Ordinary Ceilings
Table 61: Ordinary Floors
Table 62: Ordinary Heating Sources
Table 63: Ordinary Lighting
Table 64: Number of Doors in a Room
Table 65: Secret Passages, Concealed Doors, and Hidden Areas
Table 67: Beds
Table 68: Furnishings for Bedrooms, Boudoirs, and Cabinets
Table 69: Furnishings for Salons, Drawing Rooms, and Ballrooms
Table 70: Furnishings and Fixtures for Dining Rooms
Table 71: Furnishings and Fixtures for Libraries
Table 72: Furnishings and Fixtures for Kitchens
Table 73: Valuable Serving Ware in the Butlery or Office
Table 74: Personal Items in a Man’s Bedchamber or Cabinet
Table 75: Personal Items in a Woman’s Bedchamber or Boudoir
Table 76: Men’s Clothing (and Items in a Wardrobe)
Table 77: Women’s Clothing (and Items in a Wardrobe)
Table 78: Items in a Cabinet of Curiosities
PART VI – THE PARKLAND AND GARDENS
Which Tables to Use
Table 79: Water Supply of a Castle or Estate House
Table 80: Stables and Carriage House of a Castle or Estate House
Table 81a: Castle and Estate Parkland Areas
Table 81b: Urban Mansion Gardens
Table 82: Deerpark Features
Table 83: English Landscape Garden Features
Table 84: Farmyard or Basse-Cour Features
Table 85: Flower Garden Features
Table 86: French Formal Garden Features
Table 87: Hamlet Features
Table 88: Italian Garden Features
Table 89: Kitchen Garden Features
Table 90: Lawn / Meadow Features
Table 91: Paddock Features
Table 92: Pond and Lake Features
Table 93: Walled Garden Features
Table 94: Wooded Area Features
Table 95: Animals Living in the Parkland
Table 96: Vermin Plaguing the Estate
Table 97: Animals in a Menagerie
PART VII – CURRENT HAPPENINGS
Which Tables to Use
Table 98: Upcoming Scheduled Events
Table 99: Unexpected Events and Catastrophes
Table 100: Mysteries, Disasters, and Secret Intrigues Among the Servants
Table 101a: Castle and Estate Daily Schedule – Morning & Early Afternoon
Table 101b: Castle and Estate Daily Schedule – Later Afternoon
Table 101c: Castle and Estate Daily Schedule – Evening
Table 101d: Castle and Estate Daily Schedule – Night
Table 102a: Urban Mansion Daily Schedule – Morning & Early Afternoon
Table 102b: Urban Mansion Daily Schedule – Later Afternoon
Table 102c: Urban Mansion Daily Schedule – Evening
Table 102d: Urban Mansion Daily Schedule – Night

A GUIDE TO SERVANTS AND RETAINERS

LIFE IN SERVICE
A Servant’s Day
The Clothing of Servants and Retainers
The Wages of Servants and Retainers
A Note on Creating a Servant (or Retainer) Characters for Ghastly Affair
TYPES OF SERVANTS AND RETAINERS
Blacksmith [Grounds Servant]
Butler (Maître d’Hôtel, or Majordomo) [House Servant]
Cavalier Servente [Retainer]
Chaperone [Retainer]
Chaplain (Aumônier) [Retainer]
Coachman [Grounds Servant]
Concierge
Cook (Cuisinière or Cuisinier) [House Servant]
Dance Master [Retainer]
Drawing Master [Retainer]
Dairy Maid [Grounds and House Servant]
Estate Manager (Intendant) [Retainer]
Footman (Laquais) [House Servant]
Forester [Grounds Servant]
Gamekeeper [Grounds Servant]
Gardener [Grounds Servant]
Gardener, Assistant [Grounds Servant]
Governess (Gouvernante) [Retainer]
Groom [Grounds Servant]
Guard [House and Grounds Servants]
Hall Boy [House Servant]
Hall Maid [House Servant]
Handyman or Laborer
[House and Grounds Servant]
Hairdresser [Servant or Retainer]
Hermit [Retainer]
Housekeeper (Gouvernante)
Housemaid [House Servant]
House Steward [Retainer]
Huntsman [Grounds Servant]
Kennel Master [Grounds Servant]
Kitchen Boy (Garçon de Cuisine) [House Servant]
Kitchen Maid [House Servant]
Lady’s Companion
(Demoiselle de Compagnie) [Retainer]
Lady’s Maid (Femme de Chambre) [House Servant]
Laundry Maid [House Servant]
Librarian [Retainer]
Maid-of-all-Work (Servante) [House Servant]
Manservant [House Servant]
Maître d’Hôtel [House Servant]
Mistress [Retainer]
Music Master [Retainer]
Nurse [House Servant]
Nursery Maid [House Servant]
Occultist [Retainer]
Page [House Servant]
Physician [Retainer]
Porter (Concierge, or Suisse)
[House Servant]
Postilion [Grounds Servant]
Reader (Lectrice) [Retainer or Servant]
Scullery Maid [House Servant]
Secretary [Retainer]
Shepherd(ess) or Pastor [Grounds Servant]
Sick Nurse [House Servant]
Still Maid [House Servant]
Swineherd [Grounds Servant]
Underbutler (or Officier) [House Servant]
Under Housemaid [House Servant]
Upper Housemaid [House Servant]
Tutor [Retainer]
Valet [House Servant]
Whipper-in [Grounds Servant]
THE IDEAL (AND ACTUAL) HOUSEHOLD

THE OPEN (OR SANDBOX) SAGA

PREPARING AN OPEN SAGA
Choose a Starting Date
Determine the Starting Region
Create Characters That Have a Plausible Reason to Travel Frequently
Decide on the First Location
Prepare the First Location and Expected Challenge(s)
Ready a Side Location and Challenge(s)
RUNNING AN OPEN SAGA
Starting with the Journey
Spending a Day at the House
Introducing Challenges and Conflicts
When to Conclude an Affair
Down-time in an Open Saga
Sometimes the Journey is More Important than the Destination
Revisiting a House
Using Recurring NPCs and SPCs
Creating Locations on the Fly
Ending an Open Saga

APPENDIX A: OF COACHING INNS (AND COACHES)

HORSES, AND THEIR LIMITATIONS
ABOUT COACHING INNS AND POST HOUSES
Other Accommodations For Travelers
VISITING A COACHING INN
Arrival
Changing Horses
A Meal at the Inn
Sleeping at an Inn
Some Typical Prices at Coaching Inns
FEATURES OF COACHING INNS
Quick Random Characteristics of Inns and Taverns
Features and areas always present at a Coaching Inn:
Additional Features of a Rural Coaching Inn:
Features and Areas Possibly Present at a Coaching Inn:
Typical Staff of a Coaching Inn:
Some Suggested Encounters
for the Common Room of an Inn
Some Notable Events for the Night
NOTES ON CARRIAGES

APPENDIX B: ENCOUNTERS WHILE TRAVELING

Morning, Afternoon, & Evening – On the Road Between Villages
Morning, Afternoon, & Evening – Passing Through a Village
Night – On the Road Between Villages
Night – Passing Through a Village
Table 1: Morning, Afternoon, and Evening Road Encounters
Table 2: Night Road Encounters
Table 3: Obstacles and Curiosities
Table 4: Daylight Village Encounters

APPENDIX C: RUINS AND ABANDONED BUILDINGS

Table 1: The Original Structure
Table 2: Cause of Abandonment
Table 3: Most Notable Feature
Table 4: Completeness of the Structure
Table 5: State of the Roof
Table 6: State of the Interior Walls
Table 7: State of the Doors
Table 8: State of the Furniture
Table 9a: State of the Standing Exterior Walls (Unroofed)
Table 9b: State of the Standing Exterior Walls (Roofed)
Table 10: State of the Windows
Table 11: State of the Floors
Table 12: Vegetation
Table 13: Current Inhabitant(s)

APPENDIX D: CRYPTS, CAVES, AND SUBTERRANEAN PASSAGES

ARTIFICIAL TUNNELS AND VAULTS
Table 1: Original and Current Purpose of Subterranean Tunnels and Chambers
Table 2: Size of a Subterranean Tunnel Complex
Table 3a: Basic Plan of the Complex
Table 3b: The Entrance
Table 4A: Walls of Subterranean Tunnels and Chambers
Table 4B: Floors of Subterranean Tunnels and Chambers
Table 4C: Ceilings of Subterranean Tunnels and Chambers
Table 4D: Air Quality of Subterranean Tunnels and Chambers
Table 5: Notable Features of a Tunnel Section
Table 6: Subterranean Doorways
Table 7: Beyond a Subterranean Doorway
Table 8: Characteristics of Subterranean Chambers
Table 9: Contents of Subterranean Chambers
Table 10: Supports
Table 11: Hazards in Subterranean Tunnels and Chambers
Table 12: Traps in Subterranean Tunnels and Chambers
Table 13: Mysteries and Enigmas
Table 14A: Areas of an Archive or Library
Table 14B: Areas of a Mine
Table 14C: Areas of a Secret Society Chapter-house
Table 14D: Areas of a Cistern
Table 14E: Areas of a Burial Complex
Table 14F: Areas of a Wine Cellar
Table 14G: Areas in a Larder or Root Cellar
Table 14H: Areas of an Armory
Table 14I: Areas of a Treasury Vault
Table 14J: Areas of a Cheese Cave
Table 14K: Areas of an Ice Storage Vault
Table 14L: Areas of a Dungeon
Table 14M: Areas of an Ancient Temple, Now Buried
Table 14N: Areas of a Counterfeiter’s Workshop
Table 14O: Areas of a Satanic Complex
Table 14P: Areas of a Hermitage
Table 14Q: Areas of a Sanctuary for Religious Dissenters
Table 14R: Areas of a Vault for Smuggled Goods
Table 14S: Areas of a Mass Grave for Murder Victims
Table 14T: Areas of an Escape Route
Table 14U: Areas of a Creature’s Prison
Table 14V: Areas of the Hideaway of a Family Shame
Areas of the Hideaway of a Family Shame
Table 14W: Areas of a Bandit’s Hideout
Table 14X: Areas of an Alchemist’s Laboratory
Table 14Y: Areas of a Magician’s Retreat
Table 14Z: Areas of a Mad Scientist’s Laboratory
NATURAL (AND NATURAL-APPEARING) CAVES
Table 15: Plan of a Cave System
Table 16: Shape and Size of a Cave
Table 17: Air Quality Inside a Cave
Table 18: Ordinary Features of Airy Caves
Table 19: Strange and Unusual Features in Airy Caves
Table 20: Passability of a Cave
Table 21: Cave Connections
Supplementary Table: Random Compass Directions

APPENDIX E: RANDOM GENERATION OF MEALS IN GRAND HOUSES

MENUS
Breakfast (French Style)
Breakfast (English Style)
A Luncheon
A Grand Dinner
An Evening Supper
DISHES AND DECORATIONS
Breakfast Beverages
Breakfast Bread(s)
Breakfast Main Dishes
Breakfast Condiments
Soups
Meat Entrées
Fish Entrées
Poultry Entrées
Roasts and Main Dishes
Sauces
Vegetables and Salads
Entremets
Desserts
Table Decorations and Pièce Montées (Normal)
Table Decorations and Pièce Montées (Gothic and Unusual)

APPENDIX F: EVENTS AT DINNER

APPENDIX G: EVENTS AT THE DANCE

APPENDIX H: EVENTS OF THE MORNING PROMENADE

APPENDIX I: RANDOM ARISTOCRATIC TITLES

British Aristocrats
Notes About British Titles
French Aristocrats (Pre-Revolution, or Ancien Régime)
Notes about Ancien Régime titles
French Napoleonic Titles (Conferred from 1808 – 1814)
Notes About Napoleonic Titles
German Aristocrats
Notes About German Titles
Hungarian Aristocrats
Notes about Hungarian Titles
Italian Aristocrats
Notes About Italian Titles
Spanish Aristocrats
Notes about Spanish titles
OF ARISTOCRATIC BASTARDS

APPENDIX J: TWISTED FAMILY HISTORIES

Length of the Family History
Shocking Historical Facts about the Family

APPENDIX K: RELATIONSHIPS IN THE HOUSEHOLD

The Loves and Hates of Male Family Members
The Loves and Hates of Female Family Members
The Consequences of Forbidden Love
The Consequences of Hate
CONCERNING LGBT RELATIONSHIPS IN THE GHASTLY AGE

APPENDIX L: INHERITED PECULIARITIES OF INBRED NOBLE FAMILIES

APPENDIX M: THE MOST MEMORABLE CHARACTERISTICS OF NPCS

Female Aristocrats
Male Aristocrats
Female Servants
Male Servants

APPENDIX N: THE DESIRES OF RESTLESS HOUSES

What the House Wants
How the House Communicates
How the House will Lash Out
Where is the Heart of the House?
How can the House be Put to Rest?

APPENDIX O: RANDOM SPECTRAL ACTIVITY

The Usual Apparition
The Other Apparition(s)
Further Spectral Activity
The Phantom’s Release

APPENDIX P: CURSED AND HAUNTED BEDS

APPENDIX Q: PAINTINGS IN A GRAND HOUSE

Table 1a: Type of Painting
Table 1b: Dimensions of a Painting
Table 1c: Age of a Painting
Table 1d: The Frame of a Painting
Table 2: Male Portrait
Table 3: Female Portrait
Table 4: Interior Group Portrait
Table 5: Exterior Group Portrait
Table 6: Historical Scene
Table 7: Religious Scene
Table 8: Mythological, Legendary, or Literary Scene
Table 9: Genre Scene
Table 10: Landscape
Table 11: Animal Subject
Table 12: Still Life
Table 13: Allegory
Table 14: Enigmatic Emblems
Table 15: Erotic Scene
NOTES ON ART IN YOUR GAME
Regarding Portraits
Regarding Historical Paintings
Regarding Religious Paintings
Regarding Mythological, Legendary, and Literary Painting
Regarding Genre Paintings
Regarding Landscape Paintings
Regarding Animal Paintings
Regarding Still-lifes
Regarding Allegorical and Emblematic Images
Regarding Erotic Paintings

APPENDIX R: RANDOM NAMES FOR BRITISH COUNTRY HOUSES

APPENDIX S: 100 POETIC NAMES FOR TOWERS

APPENDIX T: TECHNOLOGICAL MARVELS IN GRAND HOUSES

Share this:

  • Email
  • Print
  • Facebook
  • Pinterest
  • Reddit
  • Tumblr

Like this:

Like Loading...

The Fire King – A Literary Demon

06 Thursday Dec 2018

Posted by Daniel James Hanley in Ghastly Affair, Gothic and Romantic Literature, Gothic Gaming, Monsters, OGL, OSR

≈ Leave a comment

Tags

18th Century, blackpowder, Demon, dreadpunk, Eighteenth Century, English literature, English Romanticism, Georgian, Ghastly Affair, gothic game, Gothic Gaming, Gothic Horror, Gothic Literature, Gothic Romance, Gothick, Infernal, nineteenth century, Regency, Romance, Romantic Age, Romantic Horror, Romantic poetry, Romantic-era, Romanticism


About 120 years before H.P. Lovecraft, Clark Ashton Smith, and Robert E. Howard collaboratively created what has become known as the “Cthulhu Mythos”, Matthew Lewis (author of “The Monk”) and Walter Scott (who went on to write such books as “Ivanhoe” and “Rob Roy”) made an abortive attempt at a shared mythology based off Germanic stories of the elemental Fairy Kings. Snobbish critics have historically tended to downplay, or even completely ignore, Scott’s involvement with Gothic literature, but he contributed poems to Lewis’ popular anthology “Tales of Wonder”. Scott’s “The Fire-King” (which also appears in his collection “Translations and Imitations from German Ballads”) stands as a great and influential contribution to the literature of the weird. Those familiar with 20th century fantasy may no doubt recognize a precursor of Tolkien’s “Balrog” here.

The following depiction of the Fire King combines both Scott’s and Lewis’s ideas.

Fire King

A powerful ruler among the Fire Demons, sought out by the bloodthirsty.

Creature Class: Spirit (Demon)
Number Appearing: 1
Initial Impression: An enormous naked man wreathed in flames, exhaling smoke from his mouth and nostrils, and wielding a bloody falcion of blue steel.
Size: Large (12’ high)

Perversity: 30
Disposition: Aggressive
Charisma: 18 Intelligence: 15 Wisdom: 15
Strength: 50 Dexterity: 18 Constitution: 22
Speed: 13 walking, 20 Flying

Armor Class: 9
Hit Dice: 10
Attacks: 1 (Demoniac Falcion, or punch)
Special Abilities: Demonic Characteristics, Burning Hot to the Touch, Sage of Fire, Summon Fire Demon
Weaknesses: Demonic Weaknesses, Vulnerable to Water
Assets: Intimidating
Afflictions: Easily Angered
Preternatural Powers: Ball Lightning; Combust; Darkness; Detect Evil; Fireball; Flame Strike (1 time a day); Fog (Smoke) Cloud; Ghost Lights; Invisibility; Light; Lightning Bolt; Transform Self into Snake, Scorpion, Lion, Lizard, Salamander, or Jackal; Pyrotechnics; Stinking Cloud; Wall of Fire

Natural Habitat: The Outer Darkness, the court of the Elemental Fairy Kings, the upper atmosphere of Earth, volcanoes and lava fields
Level: 10

Fire Kings are the nominal rulers of the Fire Demons that inhabit the upper atmosphere of the Earth. Thankfully for the human race, even the powerful Fire Kings cannot keep the rebellious demons focused on their goals. Otherwise, all life on Earth might have been incinerated long ago.

The Fire King’s muscled body is always wreathed in flame, yet (like all Demons) they actually cause the environment around themselves to become colder, rather than warmer. Anyone who actually touches a Fire King, however, will be horrifically burned. A Fire King’s voice roars like an out of control conflagrations, and lightning will flash from his mouth. His eyes glow like white-hot metal, and despite the fire around him, the blade he carries is always covered in liquid blood. Although he lacks apparent wings, he can fly through the air at great speed. A Fire King is also 50% likely to be riding a Dragon when he appears.

A Fire King’s Falcion is actually a Demoniac Object inhabited by a Possessor Demon (with 3 Hit Die). Consequentially, the weapon does an addition 3 points of damage whenever it strikes, and can harm any supernatural creature. As is the case with any Demoniac Object, however, the Demon within the blade can be exorcised, or forced to flee with a successful show of Faith. If that happens, the blade will become an ordinary (if oversized) weapon. If the Fire King is destroyed, the Demon within the blade may agree to stay within the weapon and serve a new owner, if the weapon will be often bathed in gore.

Although they are Demons, each Fire King is also part of a regional Fairy court consisting of itself, an Earlking, a Cloud King, and a Water King. Together they conspire to inflict pain, suffering, and death upon humanity. The Fire King’s role is to rain burning meteors on the ground, cause the eruptions of volcanoes, and ensure that travelers are misdirected by roving lights. They are opposed in this work of malevolence, however, by the Good Fairies and Angels who watch over the world.

Only the most foolish or powerful Magician would dare try to Summon a Fire King. Nonetheless, their total knowledge of all subjects relating to fire, and ability to wreak destruction, can cause the unwise (or daring) to attempt their command. Likewise, Fire Kings have been sought out by desperate warriors, for the Demons are known to lend their Demoniac Falcions to those who wish to commit acts of slaughter.

Fire King Special Abilities

Demonic Characteristics: Fire Kings are immune to all weapons, except those which are made of iron, blessed, or otherwise enchanted. They cannot be harmed by cold, fire, acid, disease, or any Special Ability or Preternatural Effect which targets minds or emotions (except those that specifically target Spirits, of course). They can see perfectly regardless of illumination, are immune to blindness or any other debility caused by extremely bright light, retain the ability to distinguish colors in conditions of total darkness, and do not need time to adjust their eyes to changing light. Fire Kings can speak, write, and understand all languages and forms of communication.

Burning Hot to the Touch: A character that deliberately touches a Fire King with their hand (or other body part) will be burned for 1d6 points of Lethal Damage.

Sage of Fire: Fire Kings have perfect knowledge of all arts, sciences, and crafts involving fire – metallurgy, glassblowing, blacksmithing, artillery use, etc. They are sometimes Summoned expressly for their knowledge, but preternatural means such as Bind Spirit are usually required to force the Demons to answer truthfully.

Summon Fire Demon: Once during any fight a Fire King may Summon a Fire Demon to his aid. The Demon that responds to the Summon will appear the next Round, and can be anywhere from 1 – 8 HD in strength.

Fire King Weaknesses

Vulnerable to Water: Water-based attacks against a Fire King grant the aggressor a +2 Bonus on the Attack Check, and inflict an additional 2 point of Lethal Damage. Holy Water does double normal damage to Fire Kings. Fire Kings must Check Morale whenever they are damaged by water-based attacks.

Demonic Weaknesses: Fire Kings are burned by holy water as if it was acid, cannot enter holy ground or touch blessed objects, and are subject to the power of Faith. Like all Demons, they are Vulnerable to Iron, will not voluntarily touch it, and must Check Morale if damaged by it. Additionally, they are repelled by pure crystalline salt. As Spirits, they are susceptible to all Preternatural Effects that target spiritual entities. Strangely, they cause the entire Nearby Area to become discernibly cold rather than hot.

The Fire King’s Falcion

A Fire King is willing to give his Falcion to anyone who has murder in their heart, and who will use the weapon to cause suffering and bloodshed. Naturally, the Possessor Demon inhabiting the weapon will will not tolerate any expressions of piety or tenderness on the part of its owner. If the blade’s wielder shows any evidence of deviating from the path of destruction, it will fly from his hands and return to the Fire King (no matter where the demon currently is in the Universe). The Falcion is over five feet long, and requires a normal-sized person to use both hands when using it. Despite its size, the Demon within it causes the weapon to be as light as a feather.

Fire King (for OSR games)

Number Appearing: 1
Size: Large
Alignment: Chaotic (Evil)
Morale: 11 (or 17)
Intelligence: 10
Move: 240′ (or 24”, or 50 ft), Flying: 450′ (or 45”, or 85 ft.)
Armor Class: 1 (or 19)
Hit Dice: 10
Attacks & Damage: Falcion+3 (1d8 +10 total)
* Magic Resistance: 75%, or +7 on Saves vs. Magic.
* Immune to all weapons not Magical, Blessed, or Iron.
* Immune to Cold.
* Immune to Fire.
* Immune to Acid.
* Immune to Disease.
* Immune to mind-affecting magic (except that which targets Spirits)
* Perfect vision under all conditions.
* Can speak, write, and understand all languages.
* Strong as a Hill Giant
* Burning Hot: Take 1d6 Damage if deliberately contacted.
* Perfect knowledge of all arts and sciences relating to fire.
* Summon a Fire Demon of d8 Hit Dice (once per day).
* Cannot enter holy ground.
* +2 Damage from Iron
* +2 Damage from Holy Water (1d8+2)
* 50% likely to ride a small Red Dragon.
* Spell Like Abilities: Dancing Lights; Darkness; Detect Evil; Fireball (three times a day), Fog Cloud; Flame Strike (once a day), Lightning Bolt (three times a day); Invisibility; Polymorph Self {Snake, Scorpion, Lion, Lizard, Salamander, or Jackal}; Pyrotechnics; Stinking Cloud; Wall of Fire (three times a day)
Saves: As Magic User 10
Treasure: 50,000 gp value of coins, gems, and magic items, plus its magical Falcion.
Challenge: Four characters of at least 10th Level.

Share this:

  • Email
  • Print
  • Facebook
  • Pinterest
  • Reddit
  • Tumblr

Like this:

Like Loading...

33% Off Ghastly Affair PDFs Through Cyber Monday

21 Wednesday Nov 2018

Posted by Daniel James Hanley in Ghastly Affair, Gothic Gaming, Historical Gaming

≈ Leave a comment

Tags

18th Century, blackpowder, dreadpunk, Eighteenth Century, First Empire, French Directory, French Revolution, Georgian, Ghastly Affair, gothic game, Gothic Gaming, Gothic Horror, Gothic Literature, Gothic Romance, Gothick, Gothique, Historical, Louis Seize, Louis XV, Louis XVI, mannerpunk, Napoleonic, nineteenth century, OGL, Regency, role playing, role-playing game, roleplaying game, Romance, Romantic Age, Romantic Horror, Romantic-era, Romanticism, rpg, schauerroman


Now through Cyber Monday, all individual Ghastly Affair PDFs are 33% off at DriveThruRPG! This includes the “Ghastly Affair Player’s Manual”, the “Ghastly Affair Presenter’s Manual”, the supplement “A Ghastly Potpourri”, and the “Highdark Hall” setting. Plus, the Ghastly Affair novel “Hunter’s Song”, by William Rutter!

Share this:

  • Email
  • Print
  • Facebook
  • Pinterest
  • Reddit
  • Tumblr

Like this:

Like Loading...
← Older posts

Highdark Hall – A Regency Setting for Gothic Roleplaying

The Illustrated Ghastly Affair Player’s Manual

PDF and Hardcover Print Versions on RPGNow and DriveThru RPG. Softcover Print Version on Amazon.

The Illustrated Ghastly Affair Presenter’s Manual

PDF and Hardcover Print Versions on RPGNow and DriveThru RPG. Softcover Print Version on Amazon.

Hunter’s Song by William Rutter

"Hunter's Song" by WIlliam Rutter

Now available through DriveThruFiction and Amazon

A Ghastly Potpourri

Now Available in PDF and softcover print on RPGNow and DriveThruRPG.

Like Ghastly Affair on Facebook

Like Ghastly Affair on Facebook

Enter your email address to follow this blog and receive notifications of new posts by email.

Join 106 other followers

Categories

Top Posts

  • Highdark Hall: A Setting for Gothic Roleplaying
  • 100 Gothic Themes & Motifs
  • Typical Characters of Gothic Fiction
  • The Warrior Angel
  • About the Gothic Genre
  • An Overview of the Fairy Folk
  • What is “Romantic Horror”?
  • An Overview of the Cosmic Archons
  • The Fire Demon
  • The Seraphim: Most Exalted of Angels

Games and Gaming Companies

  • Chaosium
  • Grey Ghost Press, Inc
  • Necrotic Gnome
  • The Grinning Skull
  • Troll Lord Games
  • Victorious

Gaming Blogs

  • A Blog Full of Demons
  • Aeons & Augauries
  • Against The Wicked City
  • …and a Brace of Pistols
  • Cavegirl's Game Stuff
  • DIY & Dragons
  • Elfmaids & Octopi
  • False Machine
  • Filbanto Stew
  • Great & Small: The Roleplaying Game Of Animal Fantasy
  • Halls of the Nephilim
  • In The Land of Twilight, Under The Moon
  • Journey Into the Weird
  • Le Chaudron Chromatique
  • Notes From Under the Kyak
  • Plastic Malpractice
  • Shuttered Room
  • Tales from the Haunted Jukebox
  • Tales of the Grotesque and Dungeonesque
  • The OSR Library
  • The Other Side
  • The Troll Den
  • Thought Eater
  • Wine and Savages
  • Ynas Midgard's RPG Blog

Gaming Forums

  • Dragonsfoot Forums
  • EN World
  • RPG Pub
  • RPG.net
  • Troll Lord Games Forums

Gaming News

  • RPG.net

Gothic & Romantic-era Resources

  • All Things Georgian
  • Dreadpunk
  • Gothic Romance Writers
  • Mystery and Imagination
  • The Encyclopedia of Diderot & d'Alembert
  • The Public Domain Review
  • The Shelley-Godwin Archive

Play-by-Post Gaming Forums

  • Play@YSDC
  • RolePlay onLine

Podcasts

  • 2 GMs, 1 Mic
  • For the Gothic Heroine
  • Save or Die!

Recommended Sites

  • A Book of Creatures
  • Omote's Castles & Crusades Page
  • Taxidermic Owlbear

Wordpress

  • WordPress.com
  • WordPress.org

Blog at WordPress.com.

loading Cancel
Post was not sent - check your email addresses!
Email check failed, please try again
Sorry, your blog cannot share posts by email.
Cancel

 
Loading Comments...
Comment
    ×
    Privacy & Cookies: This site uses cookies. By continuing to use this website, you agree to their use.
    To find out more, including how to control cookies, see here: Cookie Policy
    %d bloggers like this: