• 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: Revolutionary War

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...

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
  • Typical Characters of Gothic Fiction
  • 100 Gothic Themes & Motifs
  • 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.
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: