TEXT: Strange Days in 
  Strange Days in 
  Strange Days in 
  Strange Days in Nayland
  Nayland
  Nayland
  Nayland
  An investigative scenario for the Maelstrom RPG
  An investigative scenario for the Maelstrom RPG
  An investigative scenario for the Maelstrom RPG
  An investigative scenario for the Maelstrom RPG
  
  Strange days in Nayland 
   
   
  Published 2008 by Arion Games (UK) under license from Puffin Books. 
  Puffin Books, Penguin Books Ltd, ADDRESS 
   
  www.arion-games.com 
   
  Text, Illustrations and Layout by Graham Bottley 
   
  Maelstrom © Alexander Scott, 1984 
   
   
   
   
   
   
   
   
   
   
   
   
   
  This book is sold subject to the condition that it shall not be lent, re-sold, hired 
  out, or otherwise circulated without the publishers prior consent in any form 
  other than as published. 
   
  Playtesting and proofreading: Dan Quinlan, J.P.Russel Derrick, Paul 
  Baldowski.
  
  CAST OF CHARACTERS: 
   
  William Howell 
   
  Innkeeper 
  Hugh Carter  
   
  A Cursed Farmer 
  Margerie Bayle 
   
  A Deceased maidservant 
  Sir Richard Alston 
   
  A Local Wool Merchant 
  Father Walterus Litle  
  The Village Priest 
  Old Mother Alice 
   
  A Wisewoman 
  Arnold Bozan  
   
  An Inept Thief 
  Peter Butter 
   
   
  A Thug leader 
  Jasper Crouse  
   
  A Thug 
  Gilbert Spilman 
   
  A Thug 
  Nicolai Reynaldes 
   
  A Male Witch 
   
  Gilbert Percy  
   
  A Young Noble 
  Jasper Haywarde 
   
  A Mercenary 
  Robert Slauter  
   
  A Labourer 
  Isabell Kente  
   
  A Minstrel 
   
   
  SYNOPSIS 
   
  The Characters arrive at a small Suffolk town, and are required to investigate the 
  apparent suicide of a young pregnant maidservant and the curse placed on the 
  rumoured father.  They must defend themselves against those who wish to keep the 
  truth hidden, and find out exactly what happened. 
  They must then track down the source of the curse, and undo it……if they can!
  
  The following adventure is designed to be primarily investigative, with 
  some combat and action mixed in.  As such, it is important for the Referee 
  to read through before running, to ensure an understanding of the 
  background.  Notes for referees are provided in bold, and text suitable for 
  reading out loud is given in italics.  It goes without saying that players 
  should never read the adventure below. 
   
  “It is summer in the year 1540.   Henry the Eighth is on the throne of 
  England, and has divorced the foreign princess Anne of Cleves, his fourth 
  wife. Thomas Crowmwell, one of the powers behind the throne, has been 
  executed for Treason, and the King has just married Catherine Howard.  
  The Monasteries are being closed, and their Brothers turned out onto the 
  streets with only a meagre pension. 
  The hot, dry summer has suddenly turned with a vengeance, and the 
  heavens have opened……” 
   
  The player characters have been travelling the roads of East Anglia, and 
  are en route from Sudbury to Colchester, there to attend the famous 
  markets.  They have been caught in the torrential storms that are 
  drenching the land, and have sought shelter in the small town of Nayland.   
  The ford across the river Stour is impassable during the current storms, so 
  the characters have little option but to stay in the town.  The characters 
  arrive on the 3rd of August. 
   
  Referee Note: It is obviously essential that the characters remain 
  in the town for the adventure to take place.  If the characters 
  insist on leaving, point out that attempting to ford the raging 
  river would be suicidal, and to travel the roads without shelter 
  will almost certainly lead to illness. 
  If the characters still insist on leaving, have them struggle 
  through mud and water, and make very poor time until they are a 
  couple of miles from the town.  Then have them attacked by 
  desperate bandits (assign 35 to all stats, and have the same 
  number of bandits as characters) armed with clubs.  The 
  characters should win, but will be injured.  Point out that to 
  struggle on injured in such bad weather is likely to end in 
  disaster. 
   
  The small town does have an Inn, the White Hart, although this is heavily 
  overcrowded with travellers sheltering from the weather.  Even the stable 
  lofts are crowded with poorer folk. 
  The Innkeeper, William Howell, feels truly sorry for the newly arrived 
  characters, but still has no option but to turn them away.  He does 
  however suggest, with a wry smile, that Hugh Carter may have lodging 
  space in his farmhouse.  He may be found on the edge of town on the 
  Ipswich road. 
   
  
  This will be 
  the only 
  opportunity 
  the characters 
  get for 
  lodging, so 
  they should 
  take it unless 
  they wish to 
  sleep in the 
  rain.  Stoke Farm stands several hundred yards away from the main 
  Ipswich road, amongst overgrown fields and a wild orchard.  The door is 
  answered by an unkempt and depressed looking farmer – Hugh Carter, 
  who immediately invites the characters in out of the rain.    
   
   The interior, and exterior, of the 
  house are somewhat run-down, but 
  the quality craftsmanship is obvious.   
  Hugh will allow the characters to 
  stay, and is somewhat indifferent to 
  any payment.  After turning down 
  coin, he will somewhat hesitantly 
  suggest that the characters could 
  help him, where no-one else could? 
  If asked further, he will say: “My life 
  and my farm are ruined, and both 
  are near their end.  My fields will 
  grow no corn and my animals died. 
  As for myself…..  I am under a curse 
  for my actions, and none can help, 
  despite no evil intent.   
  It began just over a year ago, when one of my servants, Margerie Bayle, 
  became pregnant.  Being unmarried, suspicion in the town immediately fell 
  upon me as being the father.  I swear it was not me!  Margerie had no other 
  family in the town to go to, so she was forced to stay here with me.   
  And then…..a week later…..she……um……..threw herself into the river 
  and drowned.   I was of course distraught, for I cared deeply for her, but 
  again the townspeople blamed me.  A month later all of my animals had 
  died, and my crops no longer grew.  I have a growth inside, and my will to 
  live fades.  But IT WAS NOT ME!” 
   
  Hugh will offer his life savings (£4) if the characters can save his life and 
  his farm, although he would of course prefer it if they did it from the 
  goodness of their hearts. 
   
  Referee Note: Again, the adventure depends on the characters 
  accepting the challenge.  The referee should appeal to whatever 
  desires drive the characters. 
  
   
  By the end of Hugh’s story, there is time for a meal of beans and bacon, 
  and bed.  The rooms allocated to the characters are well appointed, but 
  dusty and stuffy. 
   
   
  4th August 1540 
   
  There is no let up in the rain on this day, so the characters must get wet 
  following the trail! 
   
  It is suggested that all persuasion saving throws are made secretly to keep 
  the players guessing. 
   
  The characters can approach several important members of the town for 
  information, and/or try and gather information by gossiping in the Inn.  
  With the exception of gossip in the Inn, only one character may make a 
  persuasion attempt with each personality. The imparted gossip will not be 
  gained just by asking outright, but will be worked into the conversation.  
  There will be nothing to gain from a repeat visit.  These characters are 
  dealt with in turn: 
   
  Referee Note: Obviously, the characters need to find out who was 
  the father, and find out why she killed herself. 
   
   
  Sir Richard Alston  
  Sir Richard is a wealthy cloth 
  merchant, who is from several 
  generations of wool traders.  The 
  family fortune derived from fleeces 
  and the finished cloth, and allowed 
  the building of Alston Court, a 
  substantial house, some 20 years 
  ago. 
  Sir Richard is also the local 
  Magistrate, and is the nearest 
  thing to local nobility. 
  The characters may, with a successful Persuasion saving throw, 
  gain access to Sir Richard.  If they do, and act respectfully, they 
  may be able to get some information: 
   
   
   
   
   
   
   
   
  
   
  PERSUASION 
  SAVING 
  THROW: 
  RESULT: 
  Critical 
  failure 
  It is dreadful.  Father Walterus should have done 
  more.  After all, he was….er…..her priest.  Yes. 
  Failure 
  Why should I talk to people like you?  Nothing to 
  say, so please leave. 
  Success 
  It is a real waste, I am sure the father would have 
  looked after it.  Whoever he was. 
  Critical 
  Success 
  Margerie was a very beautiful girl…..and that 
  baby would have been……why oh why did she do 
  it…….i would have…If only that man had 
  not…(here he orders the characters out, and will 
  lose his temper if they do not leave). 
   
   
  Referee Note: Sir Richard was of course the father of the 
   
  unborn baby, and knows it.  He would have looked after 
   
  the baby, and probably named it as his heir one day.  
   
  However, he is loathe to admit it now, and instead may put 
   
  the blame on the priest (Critical failure).  He also used to 
   
  employ Margerie as a part-time washerwoman.   He blames 
   
  Hugh Carter for her suicide. His other servants will not even 
   
  talk to the characters, as they value their jobs too highly. 
   
   
  The only incriminating evidence at the court (should the 
   
  characters break in) is a letter of introduction, written by 
   
  Sir Edmund Gibes about one Nicolai Reynaldes.  This is in 
   
  the desk drawer in the study. 
   
   
   
  Father Walterus Litle – Parish Priest  
  Father Walterus is the young 
  Parish priest, given the position by 
  Sir Richard Alston, and thus is 
  greatly in his debt.  Father 
  Walterus is of a nervous 
  disposition, and often stutters when 
  under stress.  He will happily meet 
  the characters, but fears he will be 
  of little help to them.  He does not 
  believe in the earthly power of 
  witches, and will dismiss any 
  suggestion of curses.  Walterus 
  lives in a small cottage next to the church. 
   
  
   
  PERSUASION 
  SAVING 
  THROW: 
  RESULT: 
  Critical 
  failure 
  I don’t know why she spent so much time at the 
  White Hart.  She never seemed to drink much. 
  Failure 
  Why should I talk to people like you?  Nothing to 
  say, so please leave. 
  Success 
  She was always a happy girl.  Until she got 
  pregnant anyway.  But then carrying a bastard is 
  never a good thing, even for a lowly servant. 
  Critical 
  Success 
  She would have been well looked after.  She had 
  no reason to do that.  Why did she not come to 
  me?  I could have reassured her!  They both had a 
  rosy future. 
   
  Referee Note: Father Walterus knows (but has no proof) that 
  Sir Richard was the father, and rightly assumes he would 
  have taken responsibility.  However, he dislikes William 
  Howell, and thinks he had something to do with her death 
  (thus the critical failure). 
   
   
   
  William Howell – Innkeeper  
  William is the owner and proprietor 
  of the White Hart, the only Inn or 
  Tavern in Nayland.  The mainstay 
  of his trade is local, but there are a 
  steady stream of travellers who 
  require accommodation.  He is 
  middle aged, thin and grey haired.  
  Unusually for an Innkeeper, he is 
  also fairly short tempered.  He can 
  easily turn from light-hearted 
  joking to raging temper in a matter 
  of minutes. 
  He has heard the rumours about Hugh’s predicament, and feels 
  that he has probably brought it upon himself. 
   
   
   
   
   
   
   
   
  
   
  PERSUASION 
  SAVING 
  THROW: 
  RESULT: 
  Critical 
  failure 
  It must have been the devils child!  She went very 
  wild after she got pregnant. 
  Failure 
  Why should I talk to people like you?  Nothing to 
  say, so please leave. 
  Success 
  She was a very popular girl, and attracted many 
  a male eye, even (especially) the older man. 
  Critical 
  Success 
  She had several jobs she could have gone to, one 
  here, one at the farm, and one at the court!  Why 
  would she do such a thing? 
   
  Referee Note: William Howell also paid a few pennies to 
  Margerie when she helped out in the bar room at busy times.  
  He was quite fond of her, but was worried by her change in 
  personality after she got pregnant. 
   
   
  Old Mother Alice - Wisewoman  
  The characters will only find out 
  about Old Mother Alice from other 
  information, and will not stumble 
  upon her by themselves.  Alice lives 
  in one for the small cottages on the 
  main street, and makes a living by 
  supplying herbal remedies (there is 
  no Herbalist in Nayland) and love 
  charms and delivering babies.  She 
  is very old (70’s), has only 1 tooth 
  and cackles.  Oh, and she has several cats. 
  Of course, the characters will immediately suspect her of being the 
  witch, but the townspeople will vigorously defend her, as they rely 
  so much on her services. 
   
  PERSUASION 
  SAVING 
  THROW: 
  RESULT: 
  Critical 
  failure 
  She always was on the lookout for extra pennies, 
  even if she got em behind the stables…. 
  Failure 
  Get away.  Don’t want to talk. 
  Success 
  Blessed weren’t she.  A face like that and look 
  what it got her! 
  Critical 
  Success 
  That would have been a right-noble baby, oh yes.  
  Good stock that.  Growing well she 
  was….hehehe…..(cackle) 
  
   
  Referee Note: Margerie consulted Old Mother Alice when 
  she first got pregnant, just to make sure.  The old lady found 
  out who the father was, but will never say out loud (as a 
  justice of the peace, Sir Richard would probably have her 
  burnt as a witch). 
   
  Gossip 
  This category is supplied for general gossip on the streets or in the 
  Inn.  Attempts in the Inn must be supplemented with drinks (at 
  Referee’s discretion), but receive a +20 bonus to the Persuasion 
  saving throw.  Street gossip receives no bonus. 
   
  Referee Note: Feed the information as appropriate for the 
  Persuasion saving throw to the characters, and then put a 
  line through that result.  If, on a subsequent attempt, they 
  get the same result, use the next column for the received 
  information.  The characters (as a group) may keep rolling 
  gossip attempts until they give up or have heard the third 
  result from any row. 
  It is recommended that unless the players are extremely 
  well-versed in investigative style games, that the amongst 
  the first 2 or 3 results, the Referee assigns a Success and a 
  Critical Success, irrespective of the dice roll.  This gives the 
  characters a little more specific information, and ensures 
  that they have something to go on. 
   
   
   
   
  PERSUASION 
  SAVING 
  THROW: 
  RESULT 1: 
  RESULT 2: 
  RESULT 3: 
  Critical 
  failure 
  It was a 
  travelling 
  soldier who 
  was the father 
  I tell you! 
  Apparently, 
  she travelled to 
  Colchester a 
  lot! 
  Some say it 
  were the king 
  himself!  Or 
  one of his 
  bishops. 
  Failure 
  No idea who 
  you are.  Go 
  away. 
  We don’t really 
  like strangers 
  round here. 
  I have nothing 
  to say. 
  Success 
  I did hear she 
  was being 
  paid very well 
  at the court. 
  My bother’s, 
  wife’s sister 
  says that she 
  had her own 
  bed at the 
  court. 
  They do say 
  that Sir 
  Richard was 
  forever making 
  sheep’s eyes at 
  her! 
  
  Critical 
  Success 
  There is a 
  strange chap 
  that moved 
  into the town a 
  while ago, but 
  I haven’t really 
  seen him 
  around. 
  I think that 
  weird chap 
  living out at 
  Wiston Farm is 
  behind this! 
  That stranger 
  has been to the 
  court a few 
  times!  Maybe 
  he is selling 
  things to Sir 
  Richard.He is 
  definitely a 
  weird one. 
   
  Referee Note: There are several wild rumours abound, none 
  of them even remotely true.  The characters will find plenty 
  of people to disprove any critical failure result. 
  There has been a bit of town gossip about the attention paid 
  to Margerie by Sir Richard, but no-one really takes it 
  seriously. 
  The “Stranger” is actually Nicolai Reynaldes, the witch.  He 
  moved into Wiston Farm just over 2 months ago.  He met Sir 
  Richard due to a mutual contact, and ended up being 
  employed by him to curse Hugh Carter.  He has had no 
  contact with the town otherwise, living on supplies sent by 
  Sir Richards servants. 
   
  Encounter with a Thief 
   
  As the characters leave the Inn (or head down the main street if they do 
  not visit the Inn), one of them (noble or professional ideally) is jostled by a 
  short sallow fellow in a tattered shirt.  The jostled character may make a 
  Perception saving throw to notice that their purse has been cut from their 
  belt and taken (with all carried money in it).  If this saving throw is failed, 
  the thief gets 20’ away down the main street before dropping the bag and 
  spilling the coins onto the cobbles.  All characters must make a Perception 
  saving throw, but only those who roll a critical failure will not notice the 
  dropped money. 
   
  The thief is an opportunist named Arnold Bozan, nominally a weaver but 
  very poor at it, so he has ended up as a thief.  Unfortunately for him, he is 
  not particularly good at that either.  His first petty crime resulted in a 
  night in the stocks, and his second the loss of his left hand. 
   
  Arnold will attempt to escape, and will try and lose the characters in the 
  lanes and few alleys of the town.  This should be handled by Speed saving 
  throws.  Everyone running should make one saving throw per round, and 
  successes added to a tally for each character.  Arnold starts with one 
  success already to represent his head start, and he escapes if he ever has 4 
  more successes than anyone chasing, or if the chasers give up.  If a 
  character has a higher total of successes, he catches Arnold.  Other 
  characters arrive an appropriate number of rounds later. 
  
   
  Arnold will fight to the death, because he knows that the penalty for 
  thieving again will be hanging.  He knows nothing about the curse or the 
  investigation. 
  The townsfolk do not know Arnold, and he will disappear into the 
  countryside if he escapes. 
   
  Referee Note: This encounter may be moved to any other 
  part of the adventure, as it has no bearing on the 
  investigation itself.  It must also be noted that if all of the 
  characters give chase, the money lying on the ground will 
  have disappeared by the time the characters return. 
   
   
  
  5th August 1540 
   
  The rain continues, as will the characters investigations.  However, as the 
  characters return to Stoke Farm (whatever the time), and open the door, 
  they will be confronted by the following scene: 
  “You see Hugh sitting in a chair with a rough-looking man holding his 
  arms from behind.  Another ruffian stands in front of him with a knife in 
  his hand, and another ruffian with a club stands near the door.  At the 
  sound of the door opening, all three turn, and the knife wielder starts to 
  grin.  He chuckles to himself, and says “Ah.  Saved us going out looking.  
  This is a friendly warning.  Get out of town, and leave our friend here to 
  his misery.  Or you may find yourself amongst the detritus floating 
  downriver!”  The other thugs look to be readying themselves for a fight.” 
   
  Unless the characters pack up and leave there and then, the thugs will not 
  leave voluntarily.  They will also not let the characters leave the house, 
  unless they take all of their belongings, and even then will escort them 
  several miles up the road.  The thugs will wait in the barn at Stoke farm 
  until nightfall to see if the characters return. 
   
  If the characters refuse to leave, a fight will ensue.  The thugs will set out 
  to maim and/or kill the characters if they can.  If the characters choose to 
  (or accidentally) kill the thugs, they will be investigated by the town 
  constable, and will be viewed with fear and suspicion by the townspeople. 
   
  Referee Note: If there are only one or two characters, or the group 
  as a whole are weak in combat, reduce the number of thugs by 
  one, or have Hugh help out.  It is important however that Hugh is 
  not killed or seriously injured. 
   
  No-one in town will admit to knowing the thugs, and it appears they are 
  not local.   Try and ensure at least one of the thugs survives, even if badly 
  injured.  He/they will be locked in a secure cellar under the Inn by the 
  Town Constable, to be tried at the next county court session. 
   
  That night, the thugs are strangled in their locked cell by something with 
  long fingers and talons/long fingernails. 
   
  Referee Note: A creature of the night bound into an amulet 
  possessed by Nicolai was the assassin, although the amulet is now 
  useless.  He hired the thugs to silence the characters before they 
  got too close to him or his employer. 
   
   
   
   
   
  
  6th August 1540 
   
  The next morning, which is dry, the whole town will be buzzing with the 
  gossip regarding the murder of the thugs.  A persuasion saving throw by 
  any of the characters will reveal: 
   
   
  PERSUASION 
  SAVING 
  THROW: 
  RESULT: 
  Critical 
  failure 
  I hear they were actually poisoned.  Must be the Inn 
  food! 
  Failure 
  It were the papists what done it. 
  Success 
  Sir Richard was going to deal with them personally 
  first thing this morning.  In private. 
  Critical 
  Success 
  That new chap at Wiston Farm was standing at the 
  back of the Inn for ages last night!  He must have 
  had something to do with it! 
   
  Referee Note: By now, the characters should have their suspicions 
  about Sir Richard and/or Nicolai.  The next section will depend on 
  who they go to see first. 
  If the characters do not know who to approach, and seem to have 
  exhausted all of their options, the Referee has two options.  The 
  first is to have the river subside and the characters leave without 
  solving the mystery.  This option is generally unsatisfying and 
  would be a major anti-climax.  The second, better, option is to 
  force an ending.  This is almost certainly easiest to do by having a 
  servant of Sir Richard visit the characters in an agitated state.  
  This servant is the one who has been taking food etc to Nicolai, 
  and can know as much of the backstory as required to enlighten 
  the characters.  This should only be done though, if the players 
  themselves are struggling badly. 
   
   
  Visit to Sir Richard 
  When the characters visit Sir Richard, he will be expecting them.  If the 
  characters describe, even roughly, the actual events, he will confess all.  
  He is fairly shaken, as he intended to banish the thugs, and did not want 
  them killed.  He is also worried for his own safety, as he intends to send 
  Nicolai away after Hugh has lost everything (but before Hugh dies). 
  
  If the characters instead question Sir Richard, he will try and evade any 
  leading questions, but will not lie outright.  Eventually, the characters 
  should get at the truth.   
   
  If the characters have 
  already faced Nicolai and 
  defeated him, Sir Richard 
  will offer the characters a 
  purse of monies to leave 
  town straight away and 
  never mention this.  He will 
  also promise to restore the 
  farm and reputation of 
  Hugh.  If the characters 
  attempt blackmail or threats, 
  he will threaten to arrest 
  them and have them charged as witches (and will shout for help if 
  necessary). 
   
   
  Visit to Nicolai  
  As the Characters approach Wiston Farm, 
  they see Nicolai and another, armed, man 
  approaching.  If the characters roughly 
  describe the actual events (maybe after 
  speaking to Sir Richard), Nicolai will fly 
  into a rage at being betrayed, and will 
  madly attack the characters, accompanied 
  by his (silent) companion.  Use the stats 
  for Peter Butter, but arm him with a 
  Sword (2-20).  Neither will retreat or 
  surrender, knowing full well the penalties 
  for being a witch. 
  If the characters instead question Nicolai without any apparent 
  knowledge, he will just walk on, and say he is busy. 
  If the characters ever return to see him, they will again meet him on a 
  road outside the village. 
   
  When Nicolai and his companion are dead (or unconscious), their flesh will 
  start to smoke, and then pale blue flames will crawl over their flesh and 
  clothes.  Water cannot extinguish the flames, and within an hour, the 
  bodies will be mostly destroyed, leaving their clothing intact.  Presumably 
  the characters will fetch someone else to witness this. 
   
  Referee Note: If the Referee wishes to link this adventure 
  into a longer witch or magic themed campaign, an optional 
  handout has been provided to give to the characters.  This is 
  a letter that will be found within the clothing after the body 
  
  has gone.  This letter implies an illicit magical organisation, 
  although the specific details can be decided by the referee 
  depending on how the campaign is to proceed. 
   
  There is nothing incriminating in Wiston Farm to link Nicolai to Sir 
  Richard, and the characters will not be believed if they accuse Sir Richard.  
  The town will assume Nicolai was behind the curse on Hugh, who indeed 
  improves markedly within a day or so. 
   
  Once matters have been settled, Sir Richard buys more stock for Stoke 
  Farm, and Hughes health improves daily.  The town gossips about the 
  possible father of Margerie’s baby, but not in any serious fashion.   
  Within a couple of days, the river has subsided enough for the river to be 
  forded, allowing the characters to go on their way, with the eternal thanks 
  (and life savings if they wish) of Hugh Carter. 
   
   
  
   
   
  Referee Note: Actual Events 
  These events are for the use of the Referee only and should never 
  be disclosed as written to the players. 
  In the summer of 1539, Margerie Bayle, a servant to Hugh Carter became 
  pregnant.  She had attracted the attention of Sir Richard Alston when 
  earning a few extra pennies at Alston Court as a part-time washerwoman.  
  Sir Richard demanded she keep quiet about who was the father, even 
  though he intended to look after them both well, and maybe even name 
  the child (his only child) as his heir. 
  Margerie however saw this as Sir Richard attempting to avoid any 
  responsibility, and fearing for her reputation and future, she threw herself 
  into the river and drowned. 
   
  Sir Richard was devastated, and heard some gossip that implied Hugh 
  Carter, her main employer, had driven her to despair because she would 
  not name the father.  As further gossip suggested that Hugh himself was 
  the father, Sir Richard saw the perfect scapegoat. 
  At that point, Nicolai Reynaldes arrived in town with his companion, and 
  came to see Sir Richard with a letter of introduction from a mutual 
  acquaintance, another Merchant.  During their dinner together, Nicolai 
  noticed the anger inside Sir Richard and offered to do something about it 
  for a small fee, payable on completion.  Although not told how, Sir Richard 
  agreed. 
   
  When Hugh Carter began to get ill, and his farm began to fail, Sir Richard 
  was at first pleased, then slightly worried, as he did not want Hugh to die.  
  However, he was also too scared of what Nicolai might do if he reneged on 
  their deal. 
   
  Enter the characters……. 
   
   
   
   
   
   
  
  The White Hart 
   
  The White Hart is a 
  small Inn on the side 
  road in Nayland.  
  Established some 150 
  years ago by an 
  ancestor of the current 
  owner, William Howell, 
  it is moderately 
  successful, selling ale 
  and stronger drinks to 
  locals, and providing 
  food and accommodation to travellers on the Suffolk roads. 
   
  It has 4 guest rooms, each with a large double bed (and a truckle bed that 
  rolls underneath on small wheels).  It also has a dormitory with 8 straw-
  mattressed beds, each with a small lockable chest for belongings. 
  All of the accommodation is fairly clean, although William Howell does 
  have a special set of sheets and blankets reserved for any nobility that 
  may visit (at an extra cost of course!).   
  The food is also of reasonable quality, and is usual standard country fayre.  
  All of the ale and beer is brewed in the small brewhouse at the rear of the 
  Inn. 
  Extra services are offered, such as stabling, hot baths, laundry and 
  equipment repair (by local craftsmen).   
   
  At the times of the characters arrival, the Inn is packed to bursting, with 
  travellers even sleeping in the stable hay lofts and on the floor of the 
  common room.  There are also lots of locals frequenting the Inn, as no 
  agricultural work can be done in the torrential rain. 
   
  Price List: 
  Pint of Ale 
   
   
   
   
   
  ½ d 
  Pint of Beer  
   
   
   
   
  1d 
  Mug of Wine  
   
   
   
   
  3d 
  Mug of Spirits 
   
   
   
   
  5d 
  Venison pastie 
   
   
   
   
  1d 
  Roasted rabbit with bread sauce  
   
  2d 
  Lamb stew with chicken and raisins 
   
  2d 
  Baked fish with spices and prunes 
   
  3d 
  Apple fritters 
   
   
   
   
  1d 
  Spiced Custard 
   
   
   
   
  1d 
  Private Room (per night)  
   
   
  10d 
  Dormitory Bed (per night) 
   
   
  3d 
  Stabling (per night) 
   
   
   
  1d 
  Bath  
   
   
   
   
   
  2d 
  Laundry (per item)  
   
   
   
  1d 
  
  Nayland 
   
  The small town of Nayland has 478 residents in the town itself, with 
  another 60 or so in the nearby farmsteads.  The wealth of the town has, 
  over the past few centuries, been built upon the wool trade.  The town 
  itself only has a small area of farmland given over to the production of 
  food, which is mainly imported from the nearby village of Wiston.  The 
  vast majority of the local land is used for the keeping of sheep and the 
  resulting wool crop. 
  The processing and working of the wool is the main employment in the 
  town, with most of the wool trade being controlled by a few rich 
  merchants.  The influx of cash has however made the town wealthy, with 
  a fine 15th Century Church and a small but luxurious guildhall.  There is 
  no longer any Lord of the Manor, with that social position being taken by 
  Sir Richard Alston. 
   
  There are several nearby villages, with Stoke-by-Nayland to the north 
  east, Leavenheath to the north west (on the Sudbury road), Wiston to the 
  west and Great Horkesley to the south on the Colchester road. 
  There are several market towns nearby with Sudbury lying 10 miles to the 
  north west, Hadleigh 9 miles to the north west and the great wool town of 
  Lavenham 13 miles to the north.  Dominating the area is the ancient 
  walled city of Colchester, 7 miles to the south. 
  The countryside consists of gentle rolling hills with a few arable fields 
  scattered between the open pasture and deciduous woodland.  The 
  countryside is criss-crossed by small tracks, rivers and streams.  The land 
  is fertile and green, and supports frequent smallholdings and farms. 
   
  There are a range of tradesmen and craftsmen in the village (and marked 
  on the map): 
   
  Inn – The White Hart 
   
  (see above) 
  Blacksmith  
   
   
  Richard Stocke 
  Tanner 
   
   
   
  Christopher Etkins 
  Butcher 
   
   
   
  Robart Gyblet 
  Baker  
   
   
   
  Peter Kimppe 
   
  None of the above craftsmen will have any specific information regarding 
  the investigation, and will have a standard range of items for sale. 
   
   
   
  Othert MAP – REGION 
  MAP + Guildhall 
  
  Other Encounters 
   
  The table below may be used to generate the occupants of houses visited at 
  random, the identity of locals approached in the Inn, or encountered 
  around the town.  The GM must determine the details, and the numbers, 
  but a column for their demeanour is also given. 
   
  These encounters have no specific information regarding the investigation, 
  but the characters will not know that, and the Referee may use these to 
  cause uncertainty. 
   
  1D100 Roll 
  ENCOUNTER 
  DEMEANOUR 
  01-10 
  Tradesman (see above) 
  Fawning 
  11-20 
  Child 
  Friendly 
  21-30 
  Woman 
  Drunk-friendly 
  31-40 
  Shepherd 
  Pleasant 
  41-50 
  Traveller (Referee 
  determines) 
  Neutral 
  51-60 
  Servant 
  Wary 
  61-70 
  Wool-worker 
  Stand-offish 
  71-80 
  Labourer 
  Irritated 
  81-90 
  Weaver 
  Drunk-aggressive 
  91-100 
  Local Tough 
  Openly Hostile 
  
  Non-Player Character Statistics: 
   
  Referee Note: These statistics are placed together for ease of use.  
  If the characters are particularly experienced, feel free to modify 
  these appropriately. 
   
   
   
  Hugh Carter  
   
   
   
   
   
   
   
  Attack Skill:  
  26  
  Age: 26 
  Defence Skill: 
  22  
  Living: 
  Farmer 
  Knowledge: 
  34  
  Wounds: 
   
  Will: 
  15  
   
  Endurance: 
  17  
  Persuasion: 
  26  
  Abilities: None 
  Perception: 
  16  
  Speed: 
  22  
   
  Agility: 
  14  
   
  These stats represent the effects of the curse on Hugh, which has reduced 
  his Attack Skill, Defence Skill and Persuasion by 10 points, and his Will, 
  Endurance, Perception, Agility and Speed by 20 points each.   
   
   
  Sir Richard Alston  
   
   
   
   
   
   
   
  Attack Skill:  
  37  
  Age: 42 
  Defence Skill: 
  41  
  Living:Merchant  
  Knowledge: 
  51  
  Wounds: 
   
  Will: 
  36  
   
  Endurance: 
  40  
  Persuasion: 
  59  
  Abilities: None 
  Perception: 
  44  
  Speed: 
  33  
   
  Agility: 
  36  
   
  Sir Richard was not born into the Nobility, only a wealthy Merchant 
  family.  However, his wealth and business contacts earned him powerful 
  friends at court, and a knighthood.  He had no wish to get involved with 
  anything more than local politics, and is content to focus on his business 
  interests, especially given he has no wife or children. 
   
   
  
  William Howell   
   
   
   
   
   
   
  Attack Skill:  
  40  
  Age: 33 
  Defence Skill: 
  42  
  Living:Innkeeper 
  Knowledge: 
  38  
  Wounds: 
   
  Will: 
  33  
   
  Endurance: 
  42  
  Persuasion: 
  44  
  Abilities: None 
  Perception: 
  39  
  Speed: 
  31  
   
  Agility: 
  34  
   
  William Howell inherited the White Hart from his father, and has 
  continued to manage it in the same way.  A moderately successful 
  business, it has provided a living for him, his wife, and their two young 
  sons.   
   
  Father Walterus Litle   
   
   
   
   
   
   
  Attack Skill:  
  30  
  Age: 24 
  Defence Skill: 
  30  
  Living: Priest 
  Knowledge: 
  55  
  Wounds: 
   
  Will: 
  48  
   
  Endurance: 
  32  
  Persuasion: 
  41  
  Abilities: Preaching 21 
  Perception: 
  36  
   
  Power over spirits 
  Speed: 
  31  
   
  Deliverance 2 
  Agility: 
  32  
   
  Father Walterus was born in nearby Higham, and was trained at 
  Cambridge University.  He was offered the position of Parish Priest by Sir 
  Richard, but secretly doubts he has the ability to be a good priest. 
   
  Old Mother Alice  
   
   
   
   
   
   
   
  Attack Skill:  
  16  
  Age: 74 
  Defence Skill: 
  21  
  Living: Wisewomsn 
  Knowledge: 
  48  
  Wounds: 
   
  Will: 
  44  
   
  Endurance: 
  29  
  Persuasion: 
  38  
  Abilities: As Herbalist 
  Perception: 
  46  
  Speed: 
  25  
   
  Agility: 
  20  
   
  Having lived in Nayland all of her life, Alice knows the town and its 
  people intimately.  She is both local healer and midwife, and, as such, is 
  very loyal to the townspeople, and they to her. 
  
  Arnold Bozan – Thief   
   
   
   
   
   
   
  Attack Skill:  
  37  
  Age: 29 
  Defence Skill: 
  39  
  Living: Rogue (Thief) - Weaver 
  Knowledge: 
  32  
  Wounds: 
   
  Will: 
  27  
   
  Endurance: 
  38  
  Abilities: Sleight of hand 
  Persuasion: 
  34  
   
  Perception: 
  42  
  Equipment: Dagger (1-10) 
  Speed: 
  37  
   
  Agility: 
  40  
   
  Arnold Bozan actually lives in Colchester, where his family are weavers, 
  but had visited Nayland to see what he could steal.  He was trapped by the 
  rain and the rising river, and has run out of money to pay for 
  accommodation. He is thus fairly desperate to get some cash for food and a 
  room. 
   
  Peter Butter – Thug Leader   
   
   
   
   
   
   
  Attack Skill:  
  42  
  Age: 24 
  Defence Skill: 
  44  
  Living: Rogue (general) 
  Knowledge: 
  30  
  Wounds: 
   
  Will: 
  32  
   
  Endurance: 
  41  
  Abilities: None 
  Persuasion: 
  30  
   
  Perception: 
  36  
  Equipment: Dagger (1-10) 
  Speed: 
  41  
   
  Leather Jerkin (3) 
  Agility: 
  37  
   
  Peter Butter was born and raised in Portsmouth, the illegitimate son of a 
  Navy sailor.  He grew up surrounded by hard drinking and hard fighting 
  men.  He naturally fell into a life of thuggery, but a run-in with the army 
  meant he had to leave the port.  Together with Jasper and Gilbert, his 
  childhood cronies, he has been wandering the highways, making a living 
  from muggings and strongarm work. 
   
  
  Jasper Crouse / Gilbert Spilman - Thugs  
   
   
   
   
   
   
  Attack Skill:  
  37  
  Age: 22 / 19 
  Defence Skill: 
  35  
  Living: Rogue (general) 
  Knowledge: 
  30  
  Wounds: 
   
  Will: 
  30  
   
  Endurance: 
  36  
  Abilities: None 
  Persuasion: 
  30  
   
  Perception: 
  34  
  Equipment: Club (1-10) 
  Speed: 
  35  
   
  Agility: 
  33  
   
  Jasper and Gilbert are minor thugs.  Not bright enough to carve out their 
  own business, they follow Peter like sheep, and hit whoever he tells them 
  to hit. 
   
   
  
  Nicolai Reynaldes  
   
   
   
   
   
   
   
  Attack Skill:  
  38  
  Age: 42 
  Defence Skill: 
  34  
  Living: Witch 
  Knowledge: 
  61  
  Wounds: 
   
  Will: 
  57  
   
  Endurance: 
  35  
  Persuasion: 
  30  
  Abilities: Cursing 
  Perception: 
  32  
  Speed: 
  34  
   
  Agility: 
  31  
   
  Born Nicholas Reynolds, Nicolai changed his name to appear more exotic.  
  His father was a wealthy architect, but Nicholai ignored his academic 
  studies when he discovered he was able to curse people.  More 
  investigation into the black and forbidden arts focused this ability, and he 
  soon found a market for his talents.  Noblemen wishing to do away with 
  rivals, Merchants wanting to thin out the competition, and all by natural 
  causes!  Nicolai arrived recently in Nayland, just in time to be hired by Sir 
  Richard. 
   
  Cursing – Cursing is an ability related to magical use, but which is limited 
  to causing illness and discomfort to an enemy.  The same 5 grades of 
  curses are used, depending on the likelihood of the curse being natural.  
  Thus giving someone a bad cold in the middle of winter might be a grade 
  1, but making a person’s legs fall off spontaneously would be a grade 5.  
  The one main limitation is that the curser needs to have something of the 
  target, such as a nail clipping, lock of hair or bloodstained cloth.  Curses 
  disappear upon the death of the Curser.  The only exception is if the caster 
  curses as they die.  They do not need a physical link, and the curse does 
  not lift at death.  The only way to remove a curse would be to see a mage 
  or someone else with the cursing ability.  They can remove a curse by 
  casting a spell of one difficulty higher than the original curse. 
  The curse on Hugh was a level 3 difficulty.   
   
  Referee Note: If the players create their own characters, and one 
  is a Mage, an attempt to remove the curse from Hugh will cause 
  him intense pain, enough to convince the characters he will die if 
  the attempt continues. 
   
   
   
   
  
  Using the Pregenerated Characters 
   
  There are four Pregenerated characters supplied with this adventure, 
  which will enable you to get up and running very quickly.  These 
  characters are also well suited to this sort of adventure, and will provide 
  most of the skills required.  However, it is perfectly reasonable for the 
  players to create their own characters if required.   
   
  If the pregenerated characters are used, the notes below provide a 
  rationale for them being on the road together at Nayland: 
   
  Gilbert has hired Jasper Haywarde as a bodyguard, almost immediately 
  after leaving the family home.  He doesn’t quite trust Jasper, although he 
  seems more loyal than most mercenaries.  Robert Slauter has been hired 
  as a general servant and dogsbody.  Gilbert knows about his larcenous 
  past, and has been careful to keep temptation out of sight.  Isabell Kente 
  had also been travelling with Robert (they had a double act where she 
  entertained the crowd with song, whilst Robert stole money pouches).  
  Gilbert has reluctantly offered her a small wage to entertain him on the 
  road, and start writing a ballad about him to present to his father when he 
  returns home. 
   
  If Gilbert has not been chosen, then it is easy to have Robert and Isabell 
  travelling with Jasper for safety.   
  
SOURCE: textdata/thevault/Maelstrom/Maelstrom Strange Days in Nayland.pdf