Excerpt for Colonial Gothic: The Landlord's Daughter by Rogue Games, available in its entirety at Smashwords


The Landlord’s Daughter

by

William Butler & Brendan Davis

Smashwords Edition

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Published by:

Rogue Games, Inc. on Smashwords

Colonial Gothic: The Landlord’s Daughter

Copyright © 2010 Rogue Games, Inc.

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This is a work of fiction. Names, characters, places, brands, media, and incidents are either the product of the author's imagination or are used fictitiously. The author acknowledges the trademarked status and trademark owners of various products referenced in this work of fiction, which have been used without permission. The publication/use of these trademarks is not authorized, associated with, or sponsored by the trademark owners.

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Chapter One: Background And Setting

The Landlord's Daughter

The Landlord's Daughter is an adventure designed for 4-6 players with Average or Experienced Heroes. Set in the towns of Marblehead and Lynn in Essex County Massachusetts, and the adventure takes place shortly after the Battle of Princeton in 1777. With minor changes, The Landlord’s Daughter can be set at any other point during the Revolution.

Massachusetts

The English settled Massachusetts when the Pilgrims established Plymouth Colony in 1620. Puritans established the Massachusetts Bay Colony in 1629, which became a unified colony in 1692. The colony developed a reputation for resistance to English rule, and prior to the Revolution, periodic instances of rebellion against the English took place in Massachusetts. In 1775, the first shots of the Revolution were fired at the Battles of Lexington and Concord. Massachusetts is known for a unique blend of individual liberty and sense of community inherited from the Puritan forebears and the congregational church structure they established. Though still a deeply religious colony, the Great Awakening – a period seeing the rise of highly emotional religious revivals between 1720-1750 – led to a broader acceptance of other protestant groups in Massachusetts.

No stable central government in Massachusetts exists, due to the British being driven out of Boston in 1776. A legislative body exists, The General Court – known as the Provincial Court during the turbulent years 1774-76 – but they have yet to draft a state constitution, and therefore the colony is without a governor. Massachusetts’s towns govern themselves but The General Court continues to raise troops. Despite the appearance of anarchy, Massachusetts has a long tradition of independent townships. It is this tradition that keeps the colony unified and bound together by old loyalties. The people of Massachusetts are not known for their hospitality. Some might consider their temperament rude or callous, but life in this colony is hard, and the residents know Massachusetts conceals dark secrets.

Massachusetts experiences extreme weather, with frost bitten winters and steamy hot summers; the land is equally cruel. Massachusetts is a rocky and rugged landscape, hewn by ocean, wind and glacier. Near the coastlines drumlins push west into heavy forests of hickory, pine, and oak. Many towns are built atop these drumlins, and for this reason, roads found here are steep and uneven. Something mysterious lies in the land’s jagged contours and twisted trees that fill travelers with foreboding after nightfall. The natives claim the land itself is alive; a force resisting the efforts of those trying to settle it. There is good reason to trust the native account, and the local colonists do not dispute it, though they are reluctant to raise the issue themselves.

Essex County

Located ten miles north of Boston, Essex County stretches northward to Cape Anne, and contains the towns of Marblehead, Lynn, Gloucester, Wenham, Beverly, Salem, Newbury, Ipswich, Danvers, and Rowley. Established in 1643, the county was established so the region could be easily governed from the County Seat of Salem. The towns each have their own selectmen -- town authorities -- and are able to conduct their own hearings. Legal disputes are settled in Salem Court. Some may quibble over specifics, but the area that Essex County occupies, is usually referred to as The North Shore.

The Salem Witch Trails

The Salem Witch Trials of 1692 reached across the colony, harming much of the region. With victims not only from Salem, but also from Andover, Marblehead, Reading, Ipswich and Topsfield; the hysteria occurred in three different counties surrounding Boston. Preliminary hearings were conducted in individual towns, and Court Trials were held in Salem Town, Boston, and Ipswich.

Abigail Williams and Betty Parris, of Salem Village, came to attention first when they suffered from strange fits interpreted to be the product of witchcraft. Other girls in Salem started behaving strangely soon after. Initially the girls accused three people of bewitching them (Tituba, Sarah Good, and Sarah Osborne), but this quickly spread to the accusing others of Witchcraft. Accusations of Witchcraft quickly spread throughout the Bay Colony, and the girls were paraded through neighboring counties to help “sniff out” witches, in some cases implicating people they had never met before. On September of 1692, 19 individuals were hanged on Gallows Hill in Salem Village while one man was crushed to death beneath a large stone (in an effort to get him to speak to the court). By the end of he trials in 1693 over one hundred and fifty people were arrested for Witchcraft, and as many as thirteen people died while in prison.

The events of 1692 have had a profound effect on Essex County. The trials are a dark stain that branded the locals superstitious and foolish. As the age of reason unfolds, the people of Essex distance themselves from the trials, and they are more wary about accusations of witchcraft. Still, even today, some traces of superstition and fear remain.

Lynn

Settled in 1629 by Edmund Engles, Lynn blossomed into a prosperous community due to its’ shoe making and leather tanning. Many of the Continental Army’s s soldiers wear boots produced by Lynn cordwainers, whose work rivals the Old World’s master shoemakers in Europe. Still it is thinly settled, and contains large tracts of wilderness further in from the shore.

An abundance of varied terrain is found here: layered with hills, and carpeted with forests of oak and pine, the earth shifts from swamp to granite in a matter of miles, and cliffs of blood red rock tumble into the sea hugging the beaches along the North Shore coast. All of this gives Lynn one of the most interesting landscapes in all of Essex.

Danvers (Salem Village)

Settled in 1636, Danvers was the site of the witch hysteria in 1692. Lying northwest of Lynn, it was originally part of Salem Town. In 1752 Salem Village became independent and was renamed Danvers. Mostly an agricultural community known for its root vegetables, it has a port on the Danvers River, where ships are built and tidal mills operate. Danvers is a heavily wooded land, with stretches of farmland nestled between forest and hill. The woods are so thick in places, that travel by cart is all but impossible.

Salem Town

Founded in 1626, this village is famous for its Puritan heritage. Today it is gaining fame for its vocal minority of loyalists exerting their influence over the rest of the community. In 1775, residents prevented British soldiers from seizing important supplies and ammunition by raising the North River drawbridge. As one of Massachusetts most important ports, and Salem replaced Boston as the capital for a brief period of time during the siege of 1775. It remains a vital center for the colony, and is the seat of the Essex County Court. A number of Salem merchants have sought wealth through privateering since the start of the war, and it is this “trade” which has brought more wealth and notoriety to the town.

Marblehead

Settled in 1629, Marblehead is a successful fishing village, as well as a major port. With the war increasing in intensity, the Marblehead is beginning to feel the economic effects. Many of the town’s young men have left to fight the British either as part of Massachusetts’s militia, or part of General Washington’s Continental Army. With the superiority of the British Royal Navy, the port is being used less and less for commercial exports. Like Salem, many of the wealthier merchants have resorted to privateering as well as smuggling.

A dark and brooding place, with narrow roads stumbling through crooked oaks; Marblehead is plagued by rumors of ghosts and other evil beings. Adding to these rumors, and mystery is the reed-riddled swamps, which both Marblehead and Lynn abut.

Hahant

With two landmasses forming a single island off the coast Nahant is connected to Lynn by a beach, a geographical feature called a tombolo. Covering sixteen square miles Nahant has resist all settlers since the first Europeans arrived in the region in the 1600s. Currently in 1777, three families inhabit here the: Breeds, Hoods, and Johnsons. The three families inhabit the only three houses located in Nahant. Since the Witch Hysteria of 1692, many North Shore locals view Nahant suspiciously. Samuel Breed, one of Nahant’s first residents, married Deliverance Bassett, whose mother Sarah Hood Basset was accused of witchcraft. Though imprisoned but later released, some still feel there is something to quite right about the family. Some locals think Nahant is haunted, and controlled by a witch who only permits people willing to serve the Devil permission to live on her land.

Nahant is known for its unsettled beauty. From craggy cliffs to green bogs, the island inspires awe and fear in any passing through. While there is no witch living in Nahant, there is a Honochenokeh (Colonial Gothic Rulebook, page 280), called Wonderful, who has formed pacts with the Nahant families.

The Naumkeag Indians

The Naumkeag were the original inhabitants of Essex County, and had a large settlement in Salem. Before the arrival of the White Man, the Naumkeag were destroyed due to warring with neighboring tribes. With the arrival of the Puritans, smallpox nearly exterminated what was left of the tribe. The Naumkeag, who thought the disease spread by demons the settlers controlled, appeased the newcomers by selling off large areas of Essex County until they had nothing left. Now only a few Naumkeag remain.

Setting Mood & Plotting Terror

Frightening players in a roleplaying game is difficult. It is easy to make them laugh, to make them angry, but very hard to make them truly afraid. This is not surprising, after all roleplaying is part of a much older medium: storytelling. We live in an age is saturated with moving images, digital information, and high tech sound. People are accustomed to being scared by movies, than by images in their imagination. Still, it is not impossible to create an atmosphere conducive to spooking your players. By blending cinematic literary techniques into your game you can enhance the mood of dread. How? Here are a few tricks.

Music

Imagine watching Friday the Thirteenth, Hellraiser, or Bram Stoker’s Dracula without any music. Would Jonathan Harker’s escape from Dracula’s castle be anywhere as frightful, if there no music existed establishing mood? Setting your game to music is easy, and creatively rewarding. Use movie soundtracks, classical music, or atmospheric instrumentals to match the scene’s you have planned. Don’t just play the same CD on a loop. Change soundtracks to match location, timeline, and situation. For example, set each chapter of this adventure, to a different soundtrack. It is important to supply each scene with music that suits its overall feel. Use intense and dynamic music to compliment portions of the adventure that are more action oriented, and use slow, melodic pieces in sections that are mysterious. If the Heroes unwind at a tavern, or dine in the company of a Supporting Cast Member, play something spirited and jovial. With today’s technology it is very easy to conduct the music in your game, by creating playlists on the computer.

Lighting

One of the most effective ways to set the mood is also the simplest: dim the lights before you play. Dim lighting reduces small talk, and gets people focused on the game. If you have candles and incense, go ahead, use those as well.

Contrast

A constant stream of horror – be they events, images and feelings – dulls players to its effects. If their Heroes are constantly chased by werewolves, vampires, and betrayed by friends, they grow jaded to the horror setting you want so badly to create. They need respites from the terrors of the world, and Heroes must encounter beauty, as well as horror. Don’t make everything in the world sinister; let the Heroes encounter loyal friends, stunning vistas, and lively taverns. This intensifies the terror when they do run into something truly horrifying.

Props

Props help draw players into the setting and story. Props include such items as handouts aged in coffee, physical objects the Heroes encounter in the game, and even food and drink. It would be irresponsible to advocate drinking alcohol at a gaming table, but you can simulate the player’s experience at a tavern by providing mugs of cider; or giving them food from the period (you are encouraged to track down a copy of The City Tavern Cookbook: Recipes from the Birthplace of American Cuisine, by Walter Staib). This is extra work, and you certainly don’t want to make a habit of it, but used sparingly, it is quite effective. Another prop to use is the note. An old trick every GM should know. If only one Hero sees something, hand that player a note informing him of the details. This quickly makes the other players curious and uneasy.

Hint at Horror

Horror is partly a growing sense of fear developing as the Hero realizes they are in danger or the world is not as it seems. It is difficult to plan in advance because the most effective horror arises from the Heroes’ own actions. Use hints, not sledgehammers, to make your players (not just their Heroes!) crawl in their seats. If the Heroes befriend Alasdair de Wilde, and go to his manor as guests, you can amplify the suspense by allowing Alasdair to drop occasional hints (careless remarks perhaps) about his true nature. Not enough to create any certainty, but as much as you need to slowly lull the Heroes into a sense of dread. The Heroes might journey to Nahant. Emphasize the natural beauty of the landscape, suggesting that it appears all but untouched by human hands. Have the players make some Observe Tests, and if Successful, tell them trails seem to shift, or shadows move through the trees. Slowly it should dawn on them, that something strange controls the island. When a werewolf finally does attack, or the nature spirit chooses to reveal it, the players should be tense enough from the hints you have dropped to be truly horrified. The big shock is easy to achieve (and is still important), but the build up is crucial.

Living Horror

This adventure is a living adventure. Villains do not simply wait in a room for the Heroes arrival. Instead they react to events and plan their own destiny. While this makes your job a challenge, it also creates opportunities for terror. The best horror scenes are created by the choices the Heroes make themselves. Villains free to react in believable ways, allows you to hit your players with the unexpected. Perhaps the Heroes plan to sneak into Alasdair’s manor and steal his diary. If Alasdair is aware of their intentions, he can set a trap for them. You can engineer any trap you want; just make sure it is in keeping with Alasdair’s motivations. Maybe he sends two of his clay golems to ambush them; or waits for them to enter his basement study, and locks the door behind them. You have the freedom to choose. Have fun, and spook your players

Running the Adventure

The Landlords Daughter is a “living adventure;” by that events are always moving and reacting. The Villain operates acts and plans their life with the same level of realism as a Hero. Villain’s might even change their plans midway through the adventure, depending on the actions players take, or what events take place. This principle also applies the Supporting Cast in a living adventure. This requires more forethought on the part of the GM, as well as a deeper understanding of the Supporting Cast and Villains. The Landlord’s Daughter features three Villains, each with their own motives and personality. To make the adventure run smoothly, GMs should keep track of time using the timeline below.

How to use this Adventure

The Landlords Daughter is structured around the Heroes’ investigation. Once they arrive in Lynn and go to the Lynn Tavern, the adventure begins and events beginning moving. The rest of the adventure is organized as follows:

The three middle chapters are devoted to portions of the North Shore the Heroes might investigate: Lynn, Nahant, and Marblehead. Within each chapter is different Points of Investigation, where the Heroes uncover important clues about Tabitha’s disappearance. Key residences are also detailed in each chapter. For example, if the Heroes decide to go to Marblehead to conduct their investigation, the GM turns to Chapter Five: Marblehead Investigation, and determines which clues they uncover based on where in Marblehead they go. Should the Heroes venture to Colonel Glover’s house to warn him that he is in danger, the GM has only to find the section in the chapter labeled Colonel Glover’s House for the details.

Chapter Seven explains what happens when once Colonel Glover is assassinated by the golem. It also describes how to run the adventure after the golem is activated, and this chapter only becomes important when the timeline reaches 5 February 1777.

Chapter Eight describes the Conspiracy against Colonel Glover. This is a key chapter, and GMs should familiarize themselves with it before running the adventure. Not only does it contain the North Shore Freemason’s contingency plans if the assassination goes awry, it also has all the vital statistics of its members: Alasdair de Wilde, Samuel Dickenson, and Reverend Henchman.

Chapter Nine has information dealing with the Supporting Cast considered friendly to the Heroes. Colonel Glover, Ephraim Lewis, and Augustus Abbot, are all described here.

Chapter Ten introduces new monsters, items, skills, and rituals. A chapter providing Handouts for the adventure follows it.

Chapter Two: The Conspiracy

Adventure Overview

Reverend Daniel Henchman, a respected pastor in Lynn, is the Master of the North Shore Freemasons. Masterminding a plot to assassinate local war hero, Colonel John Glover, Henchman and Alasdair de Wilde (a respected rum merchant) construct a frightful iron golem, powered by human souls, as the weapon to use against Glover. The two are aided by Samuel Dickenson, a local lawyer, is also part of the conspiracy.

Summoned to Lynn by a landlord (inn keeper), named Jacob Newhall, desperate to cure his daughter of a mystery illness. The Heroes investigate the cause of her condition and discover the plot to kill colonel and commander of the 14th Continental Regiment Marblehead Company, John Glover.

The Heroes learn of the Freemason’s role in the abductions. Soon they discover the awful truth: Rev. Henchman, Alasdair de Wilde, and Samuel Dickenson plan to assassinate prominent rebel leaders with their ungodly creations. Colonel Glover is but the first target in a much larger war.

Unknown to Alasdair or Samuel, Reverend Henchman has his own agenda. Stealing control of the golem from Alasdair, he plans on using it to exact revenge on the people of the North Shore (See Chapter Eight for details).

If not careful, the golem pursues the Heroes, forcing them to investigate while on the run until they figure out how to destroy it. They have a short time to uncover the conspiracy and track down its members. The golem not only goes after Colonel Glover, but the iron monstrosity unleashes vengeance on an unsuspecting community. Adding to this, once the golem activates, in order to live, it drains human souls; and Reverend Henchmen is only too happy to set in on the locals.

Background

The North Shore Freemasons harvested human souls to power a golem that will assassinate Colonel John Glover on 5 February 1777. The people whose souls have been harvested return from the dead as zombies. One of them is Tabitha Newhall, whose father, Jacob Newhall, mistook her condition for an illness or curse, and summoned the Heroes to investigate the matter.

Samuel Dickenson, a member of the North Shore Freemasons, helped orchestrate the disappearances by hiring Captain Johnson, a notorious pirate, to abduct three residents. The last person Johnson abducted was Tabitha. Johnson brought the victims to Reverend Henchman at the Old Church in the Lynn Woodlands, where Alasdair cast Breath of Life on them. In order to control the golem, Alasdair needed to use personal belongings of the sacrificed during the ritual. Rev. Henchman replaced these items with his own, so he could control the golem when it activates.

The golem, fashioned in the form of an iron suit of armor, was then sent to Colonel Glover’s residence as a “gift.” The conspirators plan on activating the golem, when Colonel Glover returns from the war on 4 February 1777.

Why Colonel Glover Matters

Glover’s Regiment played a critical role in the revolution in the early stages of the Revolution in 1776; most notably they manned the boats crossing the Delaware during the Battle of Trenton. Even before the crossing of the Delaware, Glover and his regiment were local heroes for role they played during the Siege of Boston. Henchman and his Lodge know that killing Glover would be a demoralizing blow to the Rebels.

Adventure Timeline

Unless the Heroes impede the North Shore Masons plans, the following timeline remains in effect. In the event the timeline is disrupted, the GM should adjust the timeline accordingly. On 4 February 1777, Colonel Glover returns to Marblehead amid great fanfare. Shortly after midnight, on 5 February 1777, the golem attacks and kills him (unless the heroes are able to stop this).

When the Timeline reaches 3 February, be sure to provide players with a copy of the Essex Gazette handout as it describes a gift given to the Glover by admirers. In fact, the gift is the golem designed by the Freemasons to kill Colonel Glover. This clue not only brings attention to the Colonel Glover’s character; it explains how the conspirators placed the golem in the Colonel’s house.

On 5 February, after Colonel Glover is killed, the golem goes on a rampage. It murders locals at the direction of Reverend Henchman. The Heroes are forced to protect themselves, while coming to the aid of the community.

If the Heroes do not solve the mystery, and Colonel Glover is assassinated, all is not lost. The townspeople want to know what happened to their beloved Colonel, so they ask the Heroes to investigate his death, and bring his killers to justice.

The Conspirators

Here are the major players of the conspiracy. They are the ones who have put the plan into motions, and they are the ones who work to thwart the Heroes’ investigation. To add you in the running of this adventure, each conspirator also has information on his or her goals, hooks, and obsession. This information is given to help you gauge the reactions of the conspirators during the course of the adventure.

Rev. Daniel Henchman

Might 9, Nimble 10, Vigor 7, Reason 10, Resolution 11, Faith 15, Sanity 55, Resolve 50, Vitality 40

Skills: Diplomacy [11], Language—Hebrew [8], Shoot [7], Profession—Clergy [10], Spell—Curse [10] and Control [10], Study—Demonology [8]

Hook: Mastermind behind the conspiracy, and desires revenge.

Goals: Make the colonies suffer under British yoke. Corrupt good souls. Kill Colonel Glover.

Gear: Cloak, Cane, Hat, Suit, Bible, Colonial Musket—Medium

Reverend Daniel Henchman, Grandmaster of the North Shore Masonic Lodge is the mastermind behind the conspiracy to kill Colonel Glover. He is the pastor of The First Congregationalist Church in Lynn, as well as a loyalist to the English Crown. He maintains a façade of sympathy to the rebel cause, and this serves him well in his standing within the community. Henchman wants power, and leeches it from every available source in the colony, whether political, spiritual or sinister in nature. He is wants vengeance on the all for wronging his family during the witch hysteria, and he hopes to make the colonists suffer by keeping them under the English yoke. The only person Reverend Henchman truly loves or trusts, besides himself, is his ‘adopted’ son Samuel Dickenson. Henchman is a compelling speaker, easily convinces any to his benevolence. In recent months, Henchman is unusually restless, and this is due to his plans to betray Alasdair, and use the golem to exact his revenge on the people of Marblehead.

Born in Lynn in 1730, and he married Elizabeth Hurd Henchman, who died in 1775, after discovering here husbands unholy activities. Though a Pastor by trade, Reverend Henchman has a dark secret that not even his fellow conspirators know: he is a witch, a servant of the devil. Henchman’s real surname is Reed, and he is the grandson of Wilmot Reed, a Marblehead resident who was hanged for witchcraft during the Hysteria of 1692, upon the death of his grandmother, his father George Reed, changed the family name to Henchman. From an early age, Daniel was fascinated by the story of his grandmother. When he was fifteen he came upon a ledger in the family library that contained rituals and curses penned by Wilmot Reed. Daniel learned the rituals, and used one to make contact with his deceased grandmother. Wilmot urged Daniel to enter a discipleship with the devil, and Daniel agreed.

Daniel became a Freemason after he was ordained as a Congregationalist Pastor. Being a Pastor provided Daniel with a useful cover, and gave him influence over the community. In 1770 he was made Grandmaster of the North Shore Masonic Lodge, and instructed to aid the English crown against growing sentiments of rebellion.

Samuel Dickenson

Might 9, Nimble 10, Vigor 4, Reason 12, Resolution 8, Faith 12, Sanity 30, Resolve 45, Vitality 30

Skills: Bureaucracy [12], Diplomacy [8], Observe [6], Profession—Lawyer [12], Study—Law [12]

Goals: Loyalty to Henchman. Loyalty to England. Loyalty to the Free Masons.

Hook: Loyal to the end.

Gear: Double Barrel Pistol, 2 Devil Dogs/Beagles (Tess and Bess), Wig, Hat, Suit

Samuel is a well-known lawyer in the North Shore, and is also Alasdair’s lawyer, as well as his go-between. Known for his cunning and dry personality, Samuel is an effective, if boring, lawyer. Cursed with a frail build, he spent his life in study. This made him into a bitter person, filled with jealousy for those who are in good health. He hates his weak body, and set to strengthening his mind to compensate. Above all, Samuel trusts reason, and has a secret disdain of religion. Samuel is loyal to Reverend Henchman and would rather die than betray the man who raised him like a son. Though he does not understand his adoptive father’s obsession with Witchcraft, he humors him, pretending to along, so not to disappoint him.

Born in Lynn, Samuel received his education in England and Boston. Returning to his hometown, he immediately made important business connections through Reverend Henchman. In time, he entered into the Marblehead Masonic Lodge, because of his training in law.

As a child, Samuel was very ill, which attracted the pity of Reverend Henchman. If it were not for the reverend’s intervention, Samuel would certainly have perished before adulthood, but the Parson commissioned special elixirs to be brewed by his good friend Benjamin Tarbox. The potions restored Samuel’s health, and he takes them to this day, to keep his body from growing sick again.

Samuel is a key member of the Marblehead Masonic lodge. He is so valued, that the Rev. Henchman has provided him with two Devil Dogs (see below) to protect the lawyer from harm. Since his youth, Samuel was a favorite congregant of Reverend Henchman. The two are very close, and Samuel regards Reverend Henchman as a father.

Alasdair de Wilde

Might 9, Nimble 9, Vigor 10, Reason 10, Resolution 12, Faith 12, Sanity 10, Resolve 55, Vitality 40

Skills: Language—Arabic [10], Hebrew [10], Profession—Merchant [10], Socialize [12], Spell—Breath of Life [10], Study—History [10]

Goals: Create life. Serve God. Serve England and Masons. Protect his family.

Hook: A scholar who learned ancient Hebrew rituals to bring golems to life.

Obsession: Creating Life

Gear: Cross, Suit, Hat, Shoes, Pistol

A Freemason and loyalist, Alasdair uses his knowledge of the dark arts to further the interests of his lodge and the British Empire. He greatly admires the British Empire and, though he is Scottish, believes that English Culture is superior to all others. A deeply religious megalomaniac, Alasdair is a man obsessed with the creation of life, and believes it makes him like God. In his delusional mind, he is God and his golems are divine creations. Despite these shortcomings, Alasdair desires to do good, to promote the will of God, and to benefit mankind. Though he will not acknowledge it, he knows his loyalties to the Masons has forced him to compromise his ideals. There is still room for redemption in Alasdair’s heart.

In his youth, Alasdair was an adventurer-scholar who traveled the world in search of a mystic experience with God. For years he explored the ancients cities in the Ottoman Empire until he came to Safed, an ancient Israeli city in the Ottoman Province of Syria. He was struck by the mystic practices (Kabbalah) of the Jewish residence of the city, and learned Hebrew and Arabic in order to read the Kabalistic texts he found in the local library. In particular, the tale of the golem peaked Alasdair’s curiosity. According to the legend, Kabbalah could be used to make a man out of solid materials (usually earth or clay), and this construct’s purpose was to defend the Jewish community. Alasdair dreamed of creating life from clay, as God had created Adam from the earth.

Alasdair settled in the Boston Massachusetts and became active in the North Shore Masonic Lodge. He experimented with golem creation, using the knowledge he had gained while in Safed. He used a Kabalistic ritual to construct a man from clay, and animate it with the life force of another person. Wilde built a large fortune with The North Shore Rum Company, distilling molasses imported into the harbors of Marblehead from the Caribbean. This gave him a large number of contacts among legitimate boat captains, but also among pirates.

The clay golems that Alasdair created would wear down over time, crumbling to dust within a few short years. Many of them Alasdair ejected to the swamps of his Manor grounds and charged them with the task of protecting his homestead. In order to create a stronger, more durable golem, Alasdair experimented with iron at the suggestion of Reverend Henchman. Alasdair commissioned a suit of plate armor made from iron. Alasdair hired local bandits, through his lawyer Samuel Dickenson, to abduct a local whose soul would be imbued into armor. At first, the iron suit seemed a success. It was more powerful than Alasdair’s clay golems, and far sturdier. But the iron material interacted oddly with the spell, eroding rapidly, as if the soul was devouring it. Within hours the suit was gone. Each experiment, Alasdair had to supply a new suit of armor and a new soul. Eventually Alasdair deduced that it was not, as he had believed, the suit was being eaten by the soul it contained, but that the suit itself was feasting on the soul. When the soul was gone, the metal rapidly degraded. By feeding the suit more souls, he was able to prevent it from falling apart. He developed a stronger Ritual that enabled the suit feed on souls.

Wafiyah de Wilde

Might 5, Nimble 9, Vigor 10, Reason 10, Resolution 11, Faith 15, Sanity 55, Resolve 50, Vitality 35

Skills: Empathy [8], Languages—Arabic [Fluent] and English (10), Lore [10], Profession—Sewing (10), Resist [6]

Goals: Serve God. Protect husband’s soul.

Hook: Not a mason, but is married to Alasdair de Wilde, and helps in the performance of rituals.

Gear: Shawl, Gown, Bonnet, Key to Old Church

Wafiyah was born in the town of Safed, a village in the Syrian province of the Ottoman Empire. Her father was a fabric merchant, and a brief business partner with Alasdair De Wilde. In 1761, Alasdair de Wilde came to live in the house of Wafiyah’s father. De Wilde was fascinated by Wafiyah’s beauty, and her knowledge of obscure Arab lore. He courted her and the two married in 1763, with the blessing of Wafiyah’s father.

Wafiyah is a Sufi Muslim within the Sunni tradition (Sufism is a mystical traditional in Islam that seeks a direct and personal connection with God through different practices- Wafiyah prefers a form of meditation called Muraqaba). She fell in love with Alasdair because of his child-like obsession with mysticism, and his deep yearning to connect with the divine.

A devoted wife, she would never betray her husband, but is concerned about the corrupting influence of the Masons on her husband. She understands what he is doing, and accepts that people must die for the breath of life ritual to be performed. Wafiyah even assists her husband in performing the ritual, but she doesn’t approve of using it for assassination. She believes that golems are meant to protect the people of the book (Christians, Jews, and Muslims) and that they should only extract the souls of willing victims.

Benjamin Tarbox

Might 6, Nimble 6, Vigor 6, Reason 7, Resolution 7, Sanity 35, Resolve 35, Vitality 30

Skills: Bureaucracy [7], Language—English [Fluent], Lore—Elixirs [7], Profession—Brewing [9] and Cordwainer [9], Shoot [6], Spell—Liquid Courage [5]

Goal: Loyal Mason, secret practitioner of elixir brewing.

Gear: Flintlock pistol, suit

Benjamin is a prosperous cordwainer, or shoemaker, and member of the North Shore Masonic Lodge. The Lodge often meets in the basement of Benjamin’s business, Tarbox Shoes.

The Conspiracy

For the past year, the North Shore Masonic Lodge has been using various methods, mostly magic rituals preformed by Alasdair de Wilde, to murder enemies of England. Alasdair’s clay golems proved useful, but too slow and bulky to pull off complicated assassinations. During the Siege of Boston, Reverend Henchman proposed making a golem out of better material—an iron suit of armor. It was ideal, he argued, because it was hollow (and therefore faster than clay), stronger, and above all, could masquerade as a hall ornament. After months of failed attempts, Alasdair failed to produce a sustainable iron golem. The reason? In every attempt the Armor corroded and turned to dust. The souls used to power the armor, were simply being consumed too quickly by the iron golem. Through experimentation, Alasdair developed a better ritual, one allowing the golem to sustain itself (by draining souls, it could avoid falling into dust) but the ritual required a larger number of sacrifices. Each time Alasdair created a golem, the bodies used as sacrifice, became zombies within a day. None of the conspirators realized the bodies become zombies, because they buried them quickly after the ritual. This is what happened to Tabitha. She was used in the breath of life ritual to make the iron golem, and then left for dead.

The Plan

Assistant Colonel Glover when Colonel Glover returns from New Jersey. When he returns to his home in Marblehead, he finds a gift of an iron suit of armor, which is really Alasdair’s iron golem, and is meant to kill the colonel in the middle of the night. If the Heroes don’t interfere, the conspiracy succeeds. However Alasdair loses control of the golem, as Reverend Henchman takes it and sends it on a rampage.

A Living Conspiracy

The conspiracy to construct an iron golem, to kill Colonel Glover, and to aid the British, is a dynamic one. Colonel Glover is not the first victim of the conspiracy and he certainly won’t be the last. How the conspiracy unfolds largely depends on what the Heroes do. They may fail to save Colonel Glover, but that doesn’t mean the adventure is over. For there are many enemies of the Crown, the Masons wish to kill. This part of the adventure provides the GM with important information on how the Masons operate, what resources they have access to, and how they might respond to unusual events. GM’s should study this chapter carefully, as it is the engine that drives the plot. Treat the foes at the end of the chapter as active characters in the plot, which react to events. Understanding their individual motivations is the key to successfully running this adventure.

How the Conspiracy Reacts

The goals and actions of the Freemasons adjust to what the heroes do in the course of their investigation. If any of the following events occur, use the information below:

If Alasdair is killed

Killing or stopping Alasdair after he has performed the Breath of Life Ritual, the Heroes still need to rescue Colonel Glover from assassination. With Alasdair dead, there is no one left who knows how to defeat the golem. If the other conspirators remain alive, they seek to destroy the Heroes. Reverend Henchman is a patient man, and can wait for his revenge. He finds out what he can about he Heroes, and seeks to thwart their efforts in the future. Henchman may try to turn the Heroes to his side before killing them. Since he planned to kill Alasdair himself; he doesn’t take the loss personally.

Wafiyah de Wilde, on the other hand, seeks revenge for her husband’s death, learning his rituals and employing them against his killers. This may take some time, perhaps a few months, but when the Heroes least expect it, Wafiyah will reappear to take her revenge. Each month she spends plotting her revenge, Wifiyah gains 5 Skill points to spend toward the Breath of Life Ritual. Once she knows the ritual, Wafiyah creates a golem to avenge her husband.

If Samuel is killed

Reverend Henchman is furious over Samuel’s death, and seeks revenge against those responsible. In order to exact his revenge, he casts a Curse, which requires he obtains possession belonging to his targets. Most likely he hires a thief to steal the possessions. Henchman loses interest in serving the crown, and becomes obsessed with tracking down Samuel’s killers. The death of Samuel has no impact on the conspiracy’s goals, but it softens their ability to navigate the legal system, and make contact with people in high office.

If Reverend Henchman is killed

The death of Reverend Henchman deeply affects Samuel, causing him to lash out at his “father’s” killers. He either uses his powers as a lawyer to have them arrested for the murder, or hires mercenaries to kill them (GM decides). Samuel does not do it directly or on his own. However he seeks his revenge, it will be through an intermediary. The death of Reverend Henchman does not stop the conspiracy’s goals, but it might make Alasdair more open to redemption. If Henchman is killed, he can’t control the golem and send it to take revenge on the town. It still attacks to feed itself, but doesn’t go a wild rampage.

If Reverend Henchman learns of the Heroes’ investigation

Henchman hires thieves to sneak into the Heroes’ room and steal one of their belongings. He then casts Curse on a member of the group, afflicting him with Ague Fever.

Confronting the Conspiracy

Eventually the Heroes should have enough information and evidence to confront the conspiracy, Three options exist that the players can choose from in order to confront the conspirators.

Direct Confrontation

At any time during the course of their investigation, the Heroes can decide to confront members of the conspiracy if they feel they have enough proof. Taking such aggressive action will have consequences, however. Reverend Henchman uses all his power to hunt down and destroy the Heroes if they are deemed a threat. If the Heroes make any public accusations, they must be prepared to back them up with evidence. Even then, it is no longer 1692 and the people of Lynn and Marblehead will be unlikely to believe there is anything supernatural afoot.

Indirect Confrontation

Alternatively the Heroes may be clever, and choose to pit members of the Masonic conspiracy against each other. Such a ploy might work, if the right things are said to the right person. GMs are encouraged to acquaint themselves with all the Supporting Cast in this book, in order to judge how they would react to such developments. For example, Wafiyah de Wilde is deeply concerned about the well being of her husband’s soul, and might be persuaded to help the Heroes, if it would not bring any harm to Alasdair.

Friendship

Another approach is for the players present themselves as friends of the conspiracy. If their investigation leads them to one of the conspirators, they can attempt to befriend him or her (use a Diplomacy Test or reward good role playing in this case). The Heroes might have some difficulty gaining the trust and friendship of Samuel Dickenson of Reverend Henchman, though this is not an impossibility. Alasdair de Wilde is highly personable, and always interested in conversing with worldly men. Should the players seek and secure his friendship, he may even allow them to stay at his mansion. If he discovers they are in town investigating Tabitha’s disappearance he keeps a close eye on them, and implicate Jacob Newhall himself.

Reverend Henchmans Treachery

Reverend Henchman plots against his fellow conspirators. Not even Samuel knows of his treachery. In truth, the Reverend tires of defending the crown, and wants revenge for the death of his Grandmother. When Alasdair performed the Breath of Life ritual to create the iron golem, Reverend Henchman replaced the personal belongings of the sacrificed with his own belongings, giving him control of the iron golem. He hopes to direct the golem against the townspeople, make it kill everyone of the conspirators except Samuel, and then use his control of it, to make it look like he stops the golem so he can be hailed as a hero.

The Assassination

On February 5th, the golem activates inside Colonel Glover’s estate, and the climax of the adventure begins. If the golem kills Colonel Glover, he turns his attention to the fresh supply of souls in Marblehead. The GM should encourage the Heroes to run away, the golem is a powerful opponent, and can be outwitted rather than confronted directly. It is relentless, and if Colonel Glover is being protected, it tracks down and find the Heroes wherever they hide (something they can use to their advantage). After the assassination, the golem is under the Control of Reverend Henchman, who uses it to kill the descendants of his grandmother’s accusers (basically anyone alive in the North Shore).

After the attacks, the Heroes hear rumors of a mad man on the loose. Few believe there is anything supernatural about the attacker; the locals think someone put on a suit of armor and started attacking people. Only those witnessing the attacks and the people being drained accept the supernatural explanation.

The Stone In The Old Church

Heroes taking the stone slab inscribed with “Amit” and reverse the letters, automatically stop the golem. The stone is one foot across, and weighs 3 lbs. The stone is located here until February 4, and this is when Reverend Henchman travels to the Old Church, and takes the stone. He does this so no one can stop the golem, and to hide it, he buries it in the ground near First Church. Heroes investigating the church grounds, and making a Successful Observe or Tracking Test notice that a new grave in the church graveyard has been dug. Digging it up, the stone is uncovered.

A Threat To Alasdair

Once Glover is disposed of, the next target is Alasdair de Wilde, who Henchman despises and worries might turn against the conspiracy. Alasdair, once realizing he has lost control of the golem, retreats to Wilde Manor, with his wife, children and servants. On February 6, the golem breaks into the house and kills Alasdair and his family and servants, unless the Heroes can stop it. After killing Alasdair, the golem goes after Benjamin Tarbox, and once Tarbox is dead, the golem resumes its attack on Marblehead and Lynn.

Adventure Encounters

The following encounters are tools for the GM, to keep the Heroes on their toes, or simply prod them along. If the adventure lags, or if the players aimlessly explore, surprise the party with an encounter from the list below. For example, if the Heroes go to a tavern, the Drunken Crowd approaches them as they enter, and accuses them of being Loyalists; or if the Heroes haven’t figured out that Tabitha is a zombie, spring a zombie encounter on them. The GM is free to use, or not use this section as he sees fit.

Drunken Crowd

A dozen fishermen, enthused by the news of The Battle of Trenton, spent the night drinking, and working themselves into an angry fury over the English. When encountered, they insist the Heroes are Loyalists, and instigate a verbal exchange. This could escalate to a full blown physical confrontation if the Heroes are not careful. The fisherman all have knives and half of them are also armed with firearms. Use the Townsperson entry in chapter nine.

Clay Golem

Alasdair sends one of his clay golems after Heroes who threaten the conspiracy against Colonel Glover. This encounter can happen anywhere, during the adventure. The key to this is that the GM should try to get across the potential terror of this encounter. Play up the golem’s size and ability to blend with surroundings. They can be mistaken for rocks along a trail, or as objects in a dark room. Perhaps the Heroes wake up in their room, but see nothing. When they get up to Investigate they make Observe Tests [-3] detect the golem’s presence in the room. Failure, the golem appears out of the darkness and attacks.

Public Flogging

David Bowen, a local farmer, is flogged for making accusations against a respected man of the community. This encounter occurs mid-day anytime during the investigation, and may be used as means have the Heroes think twice about throwing around serious accusations. Heroes coming to David Bowen’s assistance, have him return later in the adventure providing aid when they most need it. For example, if the golem chases the party, Bowen Appears and distracts it so they can escape.

Zombies

If play has really slowed down, or players do not make the connection between Tabitha’s condition, and Alasdair, feel free to use a zombie encounter. Alasdair’s rituals have unleashed a number of zombies on the North Shore, though few of the residence have encountered them or figured out that they are supernatural. Heroes investigating in the wilderness likely encounter a zombie or two. Just keep it spooky. Let the players mistake the zombies for farmers, or animals; then frighten them when they get up close.

Bandits

Bandits are a problem in the remote areas of the colonies. Heroes who are robbed it could be a simple case of bad luck, or an attempt by Reverend Henchman to acquire the Heroes’ belongings. Use this encounter anytime Samuel Dickenson or Reverend Henchman hire people to interfere with the Heroes’ investigation. Use the townsperson entry from Chapter Nine for Bandits.

Authorities

The Heroes have drawn suspicion from the local authorities. Heroes breaking into someone’s home to search for clues, the local constable might come after them. If residence feel their investigation is causing trouble, and the Heroes are becoming a nuisance, then the authorities might be called in.

Chapter Three: Entering Lynn

Players Introduction

During downtime from their previous adventure the Heroes receive the following letter:

To the Esteemed Heroes of the Colonies,

Tales of your exploits have reached me through reliable channels, and I find myself compelled to reach to you for assistance. I am the landlord of Lynn Tavern in Lynn, a settlement North of Boston. As you may well understand, the crisis with England has enabled a certain amount of lawlessness to take root in our colonies. With many of our bravest enlisted, and our ears and eyes preoccupied with fears of an English attack, local bandits are free to ply their trade. My own daughter, Tabitha, appears to be a victim of such rogues as this. She failed to return home from a day trip to the beach. Two days later I found her wandering the streets in a peculiar state and covered in filth. Her condition appears most unnatural, and I suspect dark forces possess her. The doctors do nothing for her, and want me to send her away. If you can find time to spare for a trip to my Tavern, I can spare money and food for you to eat and spend. You will find me forever grateful, eternally loyal, if you agree to look into the matter and help restore my daughter. I want to know what happened to her during her disappearance.

Respectfully,



Jacob Newhall

Lynn Tavern

Lynn Massachusetts

Starting The Adventure

Synopsis: The Heroes travel to the Lynn Tavern and look into the condition of Jacob Newhall’s daughter. Soon it becomes clear that this is more than a simple illness—there is something sinister brewing in this quiet coastal town.

Entering Lynn

When the Heroes arrive Lynn Harbor is alive with winter activity, a few Fisherman unload nets of groundfish, but most of the people keep warm in local taverns. It is winter, and the small harbor is clogged with small unmanned vessels and a few schooners, most of which are veiled in heavy tarps. There is a nervous tension all around, as people go about their daily business. Observant Heroes note that even ministers and wealthy merchants appear to be armed with loaded muskets or pistols.

Augustus Abbot greets the players when they arrive. Jacob Newhall sent Augustus to escort the Heroes to Lynn Tavern. He is Jacob Newhall’s servant, and has a wagon ready to for the Heroes. Augustus carries papers with him, and dresses in clothing that can only be described as appropriate. He is a reticent young man, whose quiet demeanor is a contrast to his golden head mane of hair; Heroes making a successful Diplomacy Test learn Augustus, had intended to marry Tabitha himself, believes Jacob Newhall is wasting the Heroes’ time, and that Tabitha has most likely gone mad.

Augustus is an important false lead throughout The Landlord’s Daughter adventure. Though he had nothing to do with Tabitha’s disappearance or present condition, the Heroes should find his reaction to recent events suspicious. Augustus, who once courted Tabitha (while at the same time courting a wealthy woman in Marblehead), appears annoyed at the work her recent illness creates for him. He does not like the Heroes at all, and just wants them to be on their way. He does not, nor has he ever loved Tabitha Newhall, she was too be a means to money and nothing more. Now that she is sick, he has moved on looking for another woman who will bring him the health he craves. This coupled with his callous demeanor, could make him a focus of the Heroes investigation. If they do pursue him, encourage it. It will make the adventure more interesting. The Heroes will not discover anything about Tabitha’s disappearance from Augustus, but they may learn just how bleak his soul truly is.

Supporting Cast

Augustus Abbot

Might 8, Nimble 10, Vigor 10, Reason 11, Resolution 5, Faith 2, Sanity 25, Resolve 40, Vitality 45

Skills: Diplomacy [5], Observe [11], Profession—Brewing [11], Stealth [7], Subterfuge [7]

Gear: Jacket, Breeches, Shoes, Hat

Augustus is a manipulative, lying opportunist, who should arouse the Heroes’ suspicions. He courted Tabitha Newhall, because he believed he would inherit the Lynn Tavern. During this courtship he also spent time pursuing Anne Marston, a wealthy landowner in Marblehead. He has no concern for Tabitha’s welfare, and intends to marry Anne as she has more money. If the Heroes follow Augustus around they sneaking to Anne Marston’s, or gambling money away at one of the taverns.

Typical Townsperson

Might 10, Nimble 8, Vigor 10, Reason 6, Resolution 6, Faith 4, Resolve 30, Sanity 30, Vitality 50S

Skills: Brawl [5], Intimidate [6], Shoot [5], Trade [8]

Gear: Varies

Lynn Tavern

The Lynn Tavern is a mile inland from Lynn Harbor. When the players arrive, Jacob Newhall provides them with two large rooms (each room has a bed large enough to sleep two comfortably, or three snuggly), and brings them plates of salted cod for food. A group of merchants from Salem are at the Tavern, as are a few local patrons. The place is warm, filled with the smells of burning wood and the sounds conversation.

Once the Heroes settle in, Jacob Newhall speaks privately with them on the matter his daughter. In the course of the conversation, this is the information he provides about Tabitha to them either through roleplaying or Diplomacy Tests:

  • Tabitha left for the beach one week before Jacob wrote his letter to the Heroes. She loved collecting stones, and would frequent the local beaches to find new treasures for her collection.

  • Jacob knows of Augustus’ interest in his daughter, and assures them that the boy has been heart broken since her return. [Though he knows about Augustus’ courtship of Tabitha, Newhall would be furious to discover Augustus’ interest in other women about town]

  • While there have been a few disappearances in the past two years, most of those were attributed to drowning in the Saugus river. Something about Tabitha’s condition is truly mysterious. If the Heroes can find out what caused her disappearance, there may be hope of solving the mystery. [This is really important. Jacob Newhall wants the heroes to find out what happened to Tabitha during her disappearance so he can cure her condition]

  • Two days after her disappearance he found her wandering the commons, with a vacant look in her eyes. She attacked him and Abbot both, so they brought her to the tavern and secured her in the basement.

These are clues to help the Heroes start their investigation. The Heroes can use Newhall’s information to decide where they should investigate. From this conversation the Heroes gather that Jacob wants them to find out what happened to Tabitha while she was gone. They sense something about her disappearance is just not right. Unfortunately, Jacob Newhall’s description of his daughter as a curious girl who collected stones on the beach doesn’t match reality. Investigating the beach yields no clues; she had a secret life her father knew nothing about. Heroes investigating Lynn Harbor, find out who she spent her time with in the evenings.

After the conversation, Jacob takes the heroes to his basement to see Tabitha. He warns them that she looks very unhealthy.

Lynn Tavern Details

Est: 1668

Rooms: Large £3, Small 8s

Food: Salted Cod in Cucumber Sauce 10s, Fish Chowder 5s

Drink: Mug of Flip* 3s, Bottle of Rum £2, Rum Punch 5s

Owner: Jacob Newhall

Activities: Marbles, Cards, Backgammon, Chess, Cribbage

*Flip is a heated drink made primarily of strong beer mixed with Molasses and rum.

Lynn Tavern Basement

Walking down the old oak steps to the basement, the Heroes hear the faint rattle of chain against stone, and the muffled cries of a helpless animal. Reaching the landing, the source of the sound is from no animal, but a human shape struggling in the far corner of the room. Chained to the wall with a pack of cloth stuffed in her mouth is a girl, struggling against the chains and groaning through the gag. Jacob looks about nervously hoping the patrons cannot hear her. She appears very ill and haggard. Her flesh is pale, puckered with blisters, and drawn tight on her bones. Her eyes roll aimlessly in their sockets, giving the impression of madness.

Jacob explains this is his daughter Tabitha. He has no idea, but Tabitha is the victim of Alasdair’s golem making ritual. Her soul was drained to give life to his iron golem, and her body left a vacant vessel. She is technically a zombie, and a successful Lore Test has them deduce she is a zombie. Otherwise downplay as much as possible that she is undead. Inspecting her closely and making a Successful Observe Test, a set of characters are found on her neck. The characters are Hebrew, and anyone who knows Hebrew identifies that the characters spell “Daled”, which means “Door.” Asking Jacob who in town can identify the language, he suggests Reverend Henchman or Ephraim Lewis.

Removing the cloth from her mouth to speak with her, Tabitha, screams the name “Tima.” Tabitha is in a crazed state, and keeps shouting the name “Tima! Tima!” but is unable to engage in normal conversation. If anyone comes near her, she attacks. Her chains have only five feet of slack, so Heroes keeping their distance are safe.

Tima is an important clue. Tabitha heard the word during the ritual Alasdair performed on her which turned her into a zombie. She is trying to tell the Heroes how to defeat Alasdair’s golem. Going to The Old Church in Lynn Woodlands, they find the site where Alasdair carved the word “AMIT” on a piece of stone. Scratching this out, and spelling it backwards (TIMA) stops the golem. Of course, Tabitha is in no state to explain this to the Heroes, so all she can do is shout “Tima.”

After examining Tabitha, Jacob asks the Heroes to investigate what happened to her and help him find a cure for her illness. He gives them food, rooms and even a little money while they stay in town to help. Agreeing to help, Jacob is pleased, and introduces them to anyone in town they wish. He has Augustus show them around town the following day if they wish, and help in their investigation. He specifically wants to know what caused Tabitha’s disappearance, and what occurred while she was gone.

Discovering Tabitha is a Zombie

Though unlikely, Heroes may discover that Tabitha is a zombie. If this occurs, emphasis the horror of such a revelation. Take time describing the scene to the heroes, and the subtle clues from her appearance. Jacob refuses to believe his daughter is anything but sick. All he has is the hope that she can be cured. The truth is that nothing can cure Tabitha.

Heroes getting too close to Tabitha, or if she manages to escape, has her attack. Use the entry below for such an encounter, or any encounter with zombies throughout the adventure.

Foe

Tabitha Newhall (Zombie)

Might 11, Nimble 5, Vigor 12, Reason 1, Resolution 1, Fear -1, Resolve 5, Vitality 55

Skills: Brawl [8], Defend [8]

Abilities: Damage Reduction (half Damage from firearms), Night Vision, Undead

Starting The Investigation

After their introduction to Jacob Newhall, the Heroes should have enough information to embark on their investigation. Depending on what leads they pursue, the party could face pirates on the shores of Nahant, or confront clay golems in the swamps of Lynn. Ultimately they uncover the conspiracy against Colonel Glover, and face those responsible.


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