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1 Flin tl ock & St eel ADVENTURES #1 THE MYSTERY OF SHIRDLEY HALL BY ADRIAN JONES AND CHRIS HILTON When your friend William Cartwright unexpectedly comes into an inheritance, you are invited to visit his isolated Lancashire estate. But all is not as it seems at Shirdley Hall.  An adventure for Clockwork & Cthulhu  . Introduction The following adventure is set in the world of Clockwork & Cthulhu, the role playing game of alternate Seventeenth Century Lovecraftian horror. Use of the Clockwork & Chivalry 2nd Edition Rulebook, which provides a wealth of background detail for the setting, is recommended but the adventure can be also played with just the free Renaissance  ruleset or Renaissance Deluxe published by Cakebread & Walton. For more details, visit www.clockworkandchi valry.co.uk If you are intending to play the game, rather than be the Games Master – stop reading now! Spoiler Alert! The following information is for the Game Master’s eyes only! Background  Shirdley Hall is in the southern reaches of Lancashire, about 10 miles from Formbye. The land was granted to Sir Edgar Shirdley in 1100 by Henry I, mere weeks after Henry took the throne. As well as the Hall, Edgar was given a grant of £5, and the hereditary rank of Baronet. Sir Edgar had been with the previous king, William Rufus, on the king’s last hunting trip in the New Forest area. While out hunting, the king suffered a fatal

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Flintlock & Steel ADVENTURES #1

THE

 MYSTERY OF

SHIRDLEY HALLBY ADRIAN JONES AND CHRIS HILTON

When your friend William Cartwright unexpectedly comes into aninheritance, you are invited to visit his isolated Lancashire estate.

But all is not as it seems at Shirdley Hall.

 An adventure for Clockwork & Cthulhu .

IntroductionThe following adventure is set in the world ofClockwork & Cthulhu, the role playing game of alternate

Seventeenth Century Lovecraftian horror. Use of theClockwork & Chivalry 2nd Edition Rulebook, whichprovides a wealth of background detail for the setting,is recommended but the adventure can be also playedwith just the free Renaissance  ruleset or RenaissanceDeluxe published by Cakebread & Walton. For moredetails, visit www.clockworkandchivalry.co.uk

If you are intending to play the game, rather than bethe Games Master – stop reading now!

Spoiler Alert!

The following information is for the Game Master’seyes only!

Background  Shirdley Hall is in the southern reaches of Lancashire,about 10 miles from Formbye. The land was granted toSir Edgar Shirdley in 1100 by Henry I, mere weeks afterHenry took the throne. As well as the Hall, Edgar wasgiven a grant of £5, and the hereditary rank of Baronet.Sir Edgar had been with the previous king, WilliamRufus, on the king’s last hunting trip in the New Forestarea. While out hunting, the king suffered a fatal

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The Mystery of Shirdley Hall wound under mysterious circumstances. Edgar’sBaronetcy was awarded supposedly in honour of hisloyalty to the dead king, but at court, darker rumourswere uttered about the award.

The grant permitted the construction of the new Hallalong with several other buildings. In the following

year Sir Edgar married Edith de la Poer of Exham. Hebrought in workers from the de la Poer estate,employing them, rather than the locals, to create a newhamlet. The new hamlet became known as ShirdleyBottoms. Sir Edgar died in 1135 and was succeeded byhis son, also called Edgar. From this time it became atradition of the family to name the first born son Edgar.

The Shirdleys prospered, despite various unsavourysuggestions about the family. One such scandaloccurred when the 5th Baronet returned from theCrusades and promptly married a peasant calledElizabeth Robey. Elizabeth came from the village ofWindel, where people widely believed her to be awitch of some power. After their marriage the Sheriffof Lancaster had cause to visit the Shirdleys. There hadbeen complaints from a neighbouring village that“Unholie rites” had been taking place, at night, nearthe black monolith, up on a hill called Fuggy Tumpe.These night-time ceremonies were said to haveinvolved Elizabeth, along with unnamed others. Noaction was taken and, strangely, the County Recordsfor that week went missing.

The Shirdleys prosperity changed somewhat in 1435,

after the death of King Richard III at Bosworth. Thecurrent Baronet of Shirdley had been one of KingRichard’s advisors. It was said by some that Richardwas awaiting the intervention of a new ally, promisedby Shirdley, due to arrive the very night of the king’sdeath. However, the King was cut down, the ally neverappeared,and the Yorkist army disintegrated. Edgarreturned to his holdings and was pardoned by HenryVII, but, from that day on, many of the surroundingnobles refused to have any dealings with the Shirdleyfamily and so their influence and wealth waned.

ADVENTURERS’BACKGROUND

In February 1646 William Cartwright, a friend of yours,receives a letter informing him that he, as the lastsurviving descendant, has inherited the Shirdleyfamily holdings, along with the title of Baronet.Cartwright has been in ill health since the Battle ofNaseby. He was a junior Officer in The KingsLifeguard of Horse and he was wounded and rendered

unconscious. He had been trapped under his deadhorse during the battle, and was found in a deliriouscondition, still pinned by the mount, three days later.

The experience changed him from being a fit andoutgoing young Officer, to a withdrawn and quietperson with a very pronounced limp (his right leg was

badly damaged). He was pensioned out of theregiment, unfit for duty. He found lodgings at aboarding house, where he rarely received visitors. Hissmall pension paid for his lodgings, but that had all butrun out.

You saw your friend William just before he left forShirdley Hall. He joined you at an inn and exchangedsome friendly banter before taking his leave to catch acoach to his newly acquired home. He had seemedmore like the person he used to be, happier, lesscareworn. This was the last you heard of him for twomonths and then you received a letter:

“Mye deare fellowes, I woulde like toe requeste your helpin thee sortieng of mye house ife your tyme can be sparet.The locales are somewhate warie ofe myeself and thotheye doe that wich is requir’d oft theye advance litle in

 progresse toe make thys house livable toe me. I have somewealth soe can paye towardes thy needes of sume 20shillings a weeke to be in mye employe. Pleaseth it toethee to arrive here as swift as thye can,

Your affectionate friende, William.”

GAMESMASTER

BACKGROUND

Please feel free to change any part of this adventure tosuit your group of players. The adventure can beplayed either 1 on 1 or with a group. If run “as is” itcan, and will, be deadly, but such is the danger offacing the might of the Cthulhu Mythos.

This should not be presented, at least not at the start, asa Cthulhu Mythos based scenario. Let it dawn upon

Before running The Mystery of Shirdley Hall theGames Master should read through the entireadventure, in particular familiarising him or herselfwith the role of the various NPC’s that can be metthrough the course of the adventure (see AppendixFive) and the geography of the Hall and its

environs. Whenever possible, to make the locationsrealistic, describe the NPCs as they go about theirdaily work in the fields or as they relax at the end ofthe day.

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The Mystery of Shirdley Hall 

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the players slowly. They should hopefully only fullyrealise the true nature of the peril a couple of hours intothe game. Give them hints of other possibilities:Mention reports of bands of Royalists orParliamentarians in the area, or maybe a Faction thatthey have previously fallen foul of. Distract them – red

herrings will only enhance the scenario until an inklingof truth is out. Then lay it on. Who can they trust ?

It is advised that at least one of the Adventurers canread Latin, to allow the translation of a passage relatingto the scenario which can be found in the locked library.

The previous Baronet is not dead. He is actually theoriginal Edgar Shirdley who was given the holdings in1100. He is a Cult Leader of Shub-Niggurath and theestate workers are his followers. As a reward for hisdevotion to his dark deity he has had bestowed uponhim the power to transfer his spirit into a new body,but with the limitation that it must be at the cost of hiseldest male relative and that the ritual must be carriedout at midnight on the Summer solstice.

In his current incarnation he had three sons, but allhave unexpectedly been killed during the Civil War.Out of desperation he has coupled with the womenfrom his estate but he has been unable to get them withchild. Then he remembered that 25 years ago, aservant, who he had raped, had ended up pregnantand run away. His cultist underlings tracked down thewoman. She had moved to Chester. They found out theboy’s name – William Cartwright. Edgar then wrote

out his will, naming William as his sole benefactor,before staging his own death (and burial at LydiateChurch). Edgar is now living inside some tunnels,located under Fuggy Tump. The sprawling network ofpassages connect to the Church Crypt at Lydiate, some3 miles distant, as well as to Shirdley Hall, and variousother undisclosed locations. In the evening, Edgarsometimes heads to a nearby farm for food andrelaxation. On a couple of occasions he has beenspotted on his travels, leading to local tales of himhaunting the area.

Initially the plan seemed to be working out well.

William took up his position, as expected. But thenWilliam went and made friends with a local landowner, Roger Ireland, who encouraged him to hire ahousekeeper and her husband from the nearby Lydiatevillage. Roger visits William now on a regular basis,and William’s two new employees are very loyal totheir new employer. Edgar is frustrated that theseoutsiders might stand in his way. Edgar wants thesepeople gone. He wants to isolate William as much aspossible, to cover his actions. In the 5 days prior to the

Solstice (which is on the 21st June), Edgar needs tosend dreams of Shub Niggurath to his target, reducinghis sanity and weakening his will, in anticipation of thefinal ceremony. Now, to further confound Edgar,William has some guests arriving...

Scenario Timeline17TH JUNE 1646 – SUNDAY

(CEREMONY DAY -4)

The Adventurers arrive at Shirdley Hall and meet theirold friend William. William seems to be in good health,though still limping badly. They meet Goodwife MayBrindle and her husband John Brindle, who are

friendly and welcoming. They also meet a scowlingperson, Joshua Poer, who tells them he is thegroundskeeper for the Estate. In the early afternoon arider appears - a flamboyant man in his late 20s, whointroduces himself as Roger Ireland. Roger comes fromthe neighbouring Lydiate Hall, a mile or so distant.

William shows the Adventurers the disrepaired stateof the property, and shows them a door, located on thesecond floor, which he has been unable to open, due toit being locked. He is too weak to break it down and thekey is missing. If anyone offers to break it downWilliam will wave them away, saying that there is

“plenty of time for that later.” He suspects it is an extrabedroom. He has asked the servants about the door,but they have just told him that Master Edgar used tokeep it locked and they are not sure where the key is.

The Adventurers are allocated rooms 10, 11, 12 and 17on the upper floor.

Should the Adventurers show any interest in thegrounds at ANY time then Joshua will warn them offthe area he calls Shade Wood, as well as the hill to theeast, which he calls “Fuggy Tump”. He explains that hehas had to lay traps down due to foxes stealing

chickens and to deter poachers coming from a village aleague distant.

Dinner is served by an attractive dark-haired youngwoman called Lysette. Lysette will smile brightly at theAdventurers and maybe give one a wink if she feels soinclined. During the dinner, William starts choking. Heblames Goodwife Brindle for spoiling the food. Inactuality Lysette, who is a cultist, is to blame. Sheadded some raw horseradish to his plate, which causedthe choking. Should the Adventurers check then they

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The Mystery of Shirdley Hall 

will find nothing wrong with William’s food (Williamhas already eaten the offending addition).

After dinner Roger asks to speak with William inprivate. The conversation takes about ten minutes andWilliam reappears afterwards, looking visibly upset.Roger has told William about the sightings of Edgar’s“ghost” by his workers. The conversation is overheardby Lysette, who reports back to Joshua, who in turninforms his master, Edgar. The cultists decide toarrange an accident for the meddlesome Roger.

Roger leaves to ride back to Lydiate Hall at about 9pm.

That night Lysette will offer herself to one of theAdventurers, for a night of pleasure. Her intent is togain the the Adventurer’s favour, believing it willprovide useful leverage later, should it be needed.Should he (or she, Lysette doesn’t mind) accept, thenhe will have a very enjoyable time. Lysette will be gonewhen he awakes (and, unbeknownst to theAdventurer, she will have obtained some of his hair foruse in her spells – if she thinks she can get away withit, she will target a different Adventurer each night, orwhenever the opportunity presents itself).

18TH JUNE 1646 - MONDAY

(CEREMONY DAY -3)

Breakfast will be served by a different girl, calledRebecca. If asked about Lysette, Rebecca will say thatLysette is resting as she had a busy night (and she willwink at the person asking).

 Just after 10am, Joshua will burst in, out of breath, andask to speak to William, begging his pardon. He willtell William that he has just found both “MasterIreland”, and his horse, dead. He found their bodiesabout a mile away. Joshua will say that the horse musthave taken a tumble on the uneven road, in the

darkness. Joshua will offer to take William to where thebody is, saying he has already sent Sam to Lydiate Hallto tell Roger’s family what has happened.

If the Adventurers don’t offer then William will askthem if they would kindly accompany him and Joshua.The journey takes about 15 minutes and William lookspale and unsettled throughout. If asked, he will explainthat he did not sleep well last night and that he hasbeen shaken by the news of his friend’s death. As theytravel along, inform the Adventurers that the track isfor the most part little more than a dried mud pathwith overgrowth on either side. The particular part of

the path where the corpses are passes through a smallwood so trees also line the route.

When the Adventurers see the following sight, askthem to make a Sanity Check: -10%/1D4

The horse is lying with its neck at an unnatural angle –its eyes wide open. Roger is several feet away, off to theright. He is clearly dead. His arm is twisted and he hasreceived a massive trauma to his head. The grass and

 ground in the immediate vicinity are covered in bloodand other bodily liquids. Large bulbous flies buzz aroundthe area.

William passes out when he sees his friend’s corpse.The sight has sent him further down the road tomadness. He will come around in an hour, or ifsmelling salts are used.

What actually happened: Joshua, under orders fromEdgar, organised an ambush for the returning Roger.

 Joshua, along with Gaston and Sam, tied a rope acrossthe trail as Roger approached. Due to the poor light therope went unseen, causing the horse to fall, breakingits neck and throwing Roger clear. As Roger pickedhimself up he was clubbed from behind by Sam. Thehuge brute had brought a rock with him, which he

used to bludgeon Roger to death with.

Should the Adventurers decide to examine the areathen initially call for four Perception rolls.

1. Some bark is found by the trunk of a tree, close tothe track, and a groove seems to have been cut intothe trunk, about two feet above the ground. (Theseare marks from the rope that was tied around thetree and across the path. A similar mark is foundon a tree on the other side of the track).

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The Mystery of Shirdley Hall 2. The ground is quite soft and several boot prints can

be seen. With a follow up successful Perceptioncheck at least two different boot prints can beidentified.

About 10 ft from the road a stone the size of a fist willbe found. It has some dark stains on it. This is the stone

that was used to kill Roger. It was thrown into theundergrowth after it was used.

If the body is examined closely, the person carrying outthe examination should make a further Sanity Check(-10%/1D4), as a large beetle crawls out of the braincavity before skittering off into the undergrowth.

Ask for a First Aid or Healing related roll. On a successthen the player is quite sure the damage to Roger’sskull appears to have been caused by 3, or possibly 4,separate blows, rather than the one that would beexpected from a fall.

On a successful (Perception/2) roll an Adventurer willnotice the lack of other large rocks in the area and thatthere are none in the immediate vicinity.

If Joshua sees the Adventurers taking an interest inanything then he will approach them and ask themabout it. He will seem concerned – and he truly isconcerned. Concerned that there should be nothing totrace the murder back to him or to the cult. If he isshown what they have found he will attempt to gainthe Adventurer’s confidence. He will tell them that hehas some suspicions. He will tap the side of his nose,

look furtive, and whisper “Poachers… But not yer normal ones. These ones don’t care. Just avoid being out atnight, masters, and I will keeps me eyes an’ ears open, an’will tell thee if I sees owt.” As soon as he gets a chance, hewill destroy/dispose of any evidence that has beenspotted or obtained.

After 10 minutes, a group of riders will come down thepath from the direction of Lydiate. These are Roger’sfamily and hands. They will be shocked by the sight.They will thank those present and tell them that theywill deal with this now.

William is distraught by the loss of this friend. When

he come round he will still look very pale and weak. Ifhe isn’t already there, he will ask to be taken back to theHall. He will then ask the Adventurers if they couldkindly organise the opening of the locked door on thefirst floor, then he will retire for the day.

In the evening William will send word that he is unableto attend dinner and that he wishes everyone a goodevening. He will not answer his door and if theAdventurers do get in to check on him, they will find

him in a fitful sleep. If they wake him, he will onlybriefly rouse himself, wanting to get back to sleep assoon as possible.

Rebecca will take William some wine, to which hasbeen added a few drops of a variant of the Elixir ofDreams (See Appendix Three). This makes him even

more susceptible to the dream sendings of EdgarShirdley.

 Joshua reports back to Edgar, who is generally verypleased with the way things are going – however he isvery concerned about the Adventurers: They are “wildcards” that could possibly disrupt his plans. Edgar is,in addition to his other interests, a member of “TheAssociation”, and he lets them store illicit goods andhide out on his lands. The Association are a band ofthugs, killers and ne’er do wells, organised into cellsthroughout England (see Clockwork & Cthulhu, p.26). Asmall group of Association members meet in an inncalled The Royal Oak, near Lydiate, on a Tuesday, andEdgar gives Joshua a message to take to themrequesting their assistance in dealing with theAdventurers. Edgar does not want his cultist followerscompromised, so has decided that this is the best plan.

19TH JUNE 1646 - TUESDAY

(CEREMONY DAY -2)

The Adventurers are woken by the sounds of thunderand rain. The storm will last all day and only begin to

die out late evening. The intent is to keep theAdventurers in the house and exploring it today.Hopefully they will find some clues as to what ishappening, or at least become aware that something isgoing on.

The storm is the result of an extended spell For toContact Shub-Niggurath cast by Edgar during the earlyhours. The resulting energies built up and haveresulted in what is happening now.

Should the Adventurers venture out then the skies aredark and the force of the rain reduces visibility by 50%

and travel on foot is likewise reduced. Have a coupleof lightning strikes hit close to the party. Describe theheavy feeling in the air of the warmth mixed with therain, combined with the static electricity of the storm.

They will come across nobody else on their travels,unless they enter a building or location.

William will rise late at about 10am and will not befully dressed. He will seem distant and his attentionwill wander away from anyone talking to him, staring

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The Mystery of Shirdley Hall into empty space after a few seconds. If asked how heis, he will reply that he does not feel too well, then driftoff, lost in his own thoughts. Any questions orcomments will only be briefly addressed by him, andusually with a simple yes or no, almost as if he isn’tlistening to the talker. Play this up as he gives strange

or illogical replies to any question directed at him bythe Adventurers. Goodwife May Brindle will fussabout him, but he mostly ignores her. Due to thedrugged part of his mind, he is still in a state ofdreaming. Lysette will be tidying close by, and at onestage she will casually lean towards William and saysomething quietly in his ear. This will be spotted on asuccessful Perception roll. No-one will be close enoughto overhear but should anyone have lip-reading as askill, and notice the interaction, she simply says “She istrying to steal from you, William.” This is a suggestionthat works almost hypnotically because of the tone ofvoice she uses and due to William’s drugged state.

A few minutes later, Lysette will move past theGoodwife, and “accidentally” knock a silver servingladle out of her hand. Lysette will apologise to theGoodwife. William’s reaction will be very different. Hewill stand and point at the ladle, shouting at the poorwoman and accusing her of attempting to steal it. TheGoodwife will be in complete shock and deny theclaims, obviously. William will knock his plate acrossthe room and pick up his knife, shouting loudly, hiseyes wide with fury. This is a sudden change intemperament. He will go to strike her, unless

restrained by theAdventurers. Give them full warningof what he is preparing to do. He will then tell theGoodwife to get out, and along with her thievinghusband, to leave the area. He will tell them that hewill call the Sheriff if either of them ever set foot on hislands again. The Adventurers can settle William down.Lysette will quietly leave the room, comforting theolder woman, but a successful Perception roll willallow an Adventurer to see her glancing back towardsthe scene with a slight smile on her face.

He will excuse himself moments later and retire to hisroom, claiming exhaustion. Lysette or Rebecca will be

seen leaving his room at some stage of the day orevening, adjusting their hat or other clothes.

Mid to late afternoon Joshua can be seen leaving thegrounds and taking the track to Lydiate. He is going toThe Royal Oak to meet with The Association, as Edgarordered him to yesterday. He will return at about10pm. If asked he will smile broadly and say he “’adt’visit a sickenin’ mate in t’next village.” If pushed, he willadd that “T’problem will be alls sorted an’ am surest’sickness will be gone fore too long.”

William will appear in the evening and seem more likehis old self (as the drug has worn off and he had gotsome proper sleep) but will be confused about theabsence of Goodwife Brindle and seem to have norecollection of the events. He will ask for Joshua, whowill make an appearance. Joshua will tell William that

he will send one of the lads out, to try get the Goodwifeand her husband back. Of course, he will do no suchthing, as their departure was part of the plan.

During the meal Lysette, will accidentally give one ofthe Adventurer’s William’s wine goblet, containing thePlutonian Drug. She will realise only after they havedrunk some. Do a random roll to see who actually endsup with it. The drug has a slight bitter taste but isheavily diluted, so allow the player to make aPerception roll at half skill, to notice that the winetastes different this evening. At the earliestopportunity Lysette will knock the goblet over and

apologise most profusely, saying that she will make upfor it. She does genuinely appear to be concerned (asuccessful Insight test will reveal she is beside herselfwith worry). She will pour the Adventurer anotherdrink and prepare another draught for William.

Lysette will offer her company for the night to theAdventurer who drank the drugged wine, stating thatthe Adventurer’s bed is more comfortable than herown and that she does not wish to journey home in therain. Should she be refused she will try the otherAdventurers. She will settle on William if there are noother offers.

The Adventurer who has drunk the wine will have thefollowing nightmare: He will awake in his room withLysette naked next to him, whether he accepted heroffer or not. Moonlight will be streaming in throughthe window. It seems the storm has now passed. As helooks out he will notice a tree in the middle of thegrounds, its branches swaying in the wind. Ask for aPerception roll.

Ÿ On a fail: As he turns back to the room, Lysettemoans slightly then wakes, crying in pain, thenscreaming as a worm-like creature several feet

long bursts out of her abdomen. The creature,covered in viscera, looks at the Adventurer, withits glowing horizontal-slitted eyes. Ask for a sanitycheck: HR -20%/1D6

Ÿ On a Success: The Adventurer notices none of theother trees are affected by the breeze. He realisesthat the branches are actually tentacles and whathe thought was a tree is something monstrous. Hecan see eyes, similar to those of a snail, at the endof some of the branches, and at the end of others,

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gaping, slavering maws, filled with teeth. Ask fora sanity check: HR -40% / 1D6+1

In both instances – as soon as they have rolled thecheck the Adventurer will awake, covered in sweat,the morning sun streaming through the window.Should Lysette be with him she will wake, smiling and

unharmed. There will be no sign of the events of eitherdream present.

If you are wishing to make the Adventurer’s lifeespecially horrific, then feel free to add this:

“As Lysette smiles at you her jaw drops and her eyes grow wide in horror, as a worm thrusts from inside your throat, through your open mouth, to rip her throat out,sending blood spraying over the bed and yourself.”

Ask for another sanity check: HR -20%/1D4

Then the Adventurer will awake for real… But how

sure can they be sure what reality is now?For the rest of the day all skill rolls will be at -20% dueto a lack of concentration.

20TH JUNE 1646 – W EDNESDAY

(CEREMONY DAY -1)

Mid-morning Joshua will meet up with TheAssociation assassins that have come to pay their

respects to the Adventurers. There will be one perAdventurer, plus an extra assassin “to ensure success”.The suggested stats for the Association members areon page 8, but please change them to suit the party. Ifthe party are underpowered, simply reduce thenumber of opponents accordingly. The encountershould be a threat, but it should not be impossible forthe party to survive. The plan is simple: Joshua willlure the party outside. He will use the ruse that theyneed to help him look for livestock bandits. He will usea dead sheep (killed by himself) and will try to lead theparty back to his colleagues. His colleagues are waiting

in the area of the ruined church. Joshua has preparedan obvious trail for the party to follow (Location 5 onthe Shirdley area map). As the Adventurers approachthe church, the Association members will strike.

When William appears this morning he looks gaunt,with dark rings around his eyes. Breakfast will beserved but William will refuse all but a little bit ofbread. He looks ill. His illness will defy any attempt athealing, by magical or herbal means. The spells beingused upon him are far older and more potent than

anything than the Adventurers can muster. Williamwill claim weakness and fever before rising to take hisleave.

As William stands to leave, Joshua will rush in,breathless, and tell William that there are sometroublemakers in the grounds. Some livestock is

missing and one sheep is dead. He suspects livestockthieves. He will say that a neighbouring holding had asimilar robbery some weeks ago and a band of gypsiesare the suspected villains – there were three or fourruffians spotted, armed with staves and knives.William will look very unsteady and almost faint.

 Joshua will catch him. Ideally the Adventurers willtake the bait but, if they don’t, have Joshua look atthem and tell them that there is a dead sheep near hiscottage and he thinks others have also gone missing. Ifthe Adventurers still do not show any interest he willpass on William to either Rebecca or Lysette and pull

one of the Adventurers out to show them the trail,hoping the others will follow. If this fails then theassassins will attack the party at the earliest availableopportunity – basically as soon as the Adventurerstravel a reasonable distance from the Hall.

As the Adventurers get close to Joshua’s cottage theywill see a sheep in the grass, about 30 yards away, closeto the track. If they inspect it then it will become clearthat it has had its throat cut with a blade and that thekilling happened in this spot. The grass in the area hasbeen trampled and there are several sets of tracks. Atracking roll is not required to obtain the following

information:

Ÿ One set of tracks clearly leads south towards theruined church and another leads towards the Hall.There are other indistinct tracks.

With several successful Track rolls then furtherinformation can be provided at the GM’s discretion:

Ÿ The sheep was killed within the last hour

Ÿ The track towards the house were made by a singleperson

Ÿ The track heading south was made by 2 or 3 people

and it is quite trampled

Ÿ Several older tracks criss-cross the area but theyare much older

Let the Adventurers make of these findings what theywill. The Association members are armed and lying inwait for them, in the vicinity of the ruined church.Permit the Adventurers to make Perception rolls tospot the trap, or maybe to notice the lack of wildlifesounds in the wooded area.

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The Mystery of Shirdley Hall  ASSOCIATION  L ACKEYS

STR 14 CON 14 SIZ 12 INT 10 POW 9 DEX 12CHA 10 SP 9

DM +1D4 HP 13 MWL 7 MIL 5 AP 0/0

Faction: The Association (Clockwork & Cthulhu, p.26)RP: 78

Skills:  Close Combat 55% (Dagger 1D4+1/Rapier1D8), Dodge 35%, Gun Combat 45% (Flintlock Pistol1D6+2), Persistence 60%, Resilience 50%, Ride 60%,Unarmed Combat 60% (1D3)

Quote: “Get ‘em lads !”

Each one will have a single old gold coin on them,dated from the 14th Century. (Given to them fromEdgar, via Joshua). It should become apparent thatthey do not look like mere livestock thieves. The

Association are brutal professional killers.

If the Adventurers are victorious (which they shouldbe) then Joshua will arrive looking most upset. He willinform them that nothing like this has happened beforeand will shake his head ruefully. If asked if he knowsthe villains, then he will point at one and identify himas a lad from out Formbie way that he has seen about.

 Joshua will insist that the party heads back to thehouse, while he will get his lads to clean the mess up.

Back at the house dinner will be prepared and Williamwill make an appearance. He will seem shocked at the

events, yet somewhat distant. Lyssette will suggestthat the Adventurers go and report the events to theauthorities in Formbie. Joshua will step in and say thathe will send one of the servant lads to inform them. Inactuality he won’t, as he doesn’t want any furtherinterference in the cultist’s plans and he certainlydoesn’t want anyone else turning up.

Have the Adventurers do as they want for the rest ofthe day. Should they wish to go and report the incidentthen let them, but point out that it is a good couple ofhours trip each way. It will take an hour to report thecriminals to the Justice. In any event, no-one will be

sent to investigate within the next 48 hours.

In the evening William will appear for the meal.Conversation will be light (unless there were anyAdventurer fatalities at the church) and the wine willflow. A Sleeping Draught (Clockwork & Chivalry, p.183)will be added to the final rounds of drinks. It will takea Hard (-40%) Perception roll to identify the addition.It has a Potency of 65 and will take effect in 1d20minutes. Just in case, Joshua is in the house with eitherthe Association men (if the Adventurers did not take

the bait) or 6 of his lads, all armed with cudgels. Shouldthe party realise they have been drugged then Lyssettewill scream as a signal and the thugs will enter andattack. They have been ordered to merely subdue theparty. Play it through best you can but be aware – theyare not trying to kill the Adventurers… Yet!

The Adventurers will awake sometime the next day.

21ST JUNE 1646 –THURSDAY

(CEREMONY DAY)

(About 7pm in the evening)

The Adventurers will all wake up in the cellar ofShirdley Hall. They have been locked in the Cells(Shirdley Hall Map: Area 21). If they have not beendown here already, then they will be unaware of wherethey actually are. They will also be unaware of thetime. The floor of the area they are in is strewn withmouldy straw. Iron rings are set into the wall –obviously to hold chains. A broken cot is in the easterncell, but that is all there is to see. All their weapons willhave been removed, along with any belts. If any of theAdventurers keeps a dagger hidden on them, thenmake a roll to see if it has been found (50% chance).

Looking out of the cells they can see some stairsleading up. Two men are sat on chairs, at a table. They

are playing cards and drinking, by the light of a coupleof candles. If they ask, then say that they recognise themen as local farmhands. Both are quite powerfullybuilt and each has a pistol in front of him. Whatappears to be a well stands in the far corner of the mainroom. Some sacks and boxes lie on the floor. TheAdventurers’ weapons are stacked up on one of theboxes, within plain sight but well and truly out ofreach.

The two guards are not the brightest of individuals.Their orders are to keep their eyes on the prisoners,and not to let them escape. They are both sadistic too

and are not above causing some pain to any easytarget. If asked about the events they may give thefollowing information (at the GM’s discretion):

“Master Edgar has ordered that you are kept locked uptill later, when there is to be more fun.”

“Master William is a bit tied up at present.” *laughter*

“You shouldn’t have come. You will be dealt with after  Master Edgar has got what he needs from William. Don’t

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you go worrying about young William though, as he is going to be put to good use.” *winks*

If they really make a pain of themselves then one of theguards will point a gun towards the cell and fireaimlessly (the guards will find this hilarious). There isonly a small chance it will hit someone. Roll a D10 and

ask the Adventurers to choose a number. If any choosethe number rolled then they are the one/s hit. Let themchoose the same number if they wish.

After a short interlude Joshua will appear, pistol inhand, and sneer at the captives.

Give the Adventurers a chance to interact with Joshua.He will act very superior and use every opportunity tobelittle the captives. He will answer some questions.

If asked about what’s going on, he will tell them thatMaster Edgar wants William. He will add that it’s ashame the Adventurers arrived when they did, as theyare going to be “casualties” later, but first Williamneeds dealing with. If the party ask the right questions,he will say that Master Edgar is a Wizard, old beyondhis years, and wise too, but to continue living Edgarneeds William’s blood. Joshua will spit on the groundand say “it’s the fittest purpose that the waste couldhave. And it will be the rest of you later, for a specialSolstice feast.”

 Joshua will then tell one of the men to stay guard whilethe other comes with him to join the festivities on theTump.

The remaining man will continue to drink heavilybefore falling into a drunken stupor at around 10.30pm.

Let the Adventurers be inventive with how theyescape. They may try to force the bars, loose the cementthat holds the bars, pick the lock, get their gaoler closeenough to the bars to get the keys from him. Let themroleplay it out. If it sounds feasible give them a fairchance.

If they just wait then in four hours time Edgar, plusnine armed locals, will come for them, beat them intosubmission, and sacrifice them on the Tump to a Dark

Young of Shub-Niggurath. Game over!Should the Adventurers escape they will make theirway up into the deserted house with moonlightstreaming in through the windows. All should bequiet. Nothing will be stirring – even the local mice.

As they look around, the Adventurers will see whatseems to be an electrical discharge from the hill to theeast, and several figures will be illuminated upon it.The hill appears to be bathed in a pale “St Elmo’s Fire”

effect, that seems to emanate from the very grounditself.

The Adventurers have two options:

One: head to safety, in which case when they returnthey will seemingly be met by William who will tellthem that he got free and that Edgar vanished off intothe surrounding countryside. He will thank them for

their work and ask them to leave, as he has work to do.Adventurers will gain 1D6 SP back, knowing theirfriend is all hale and hearty. They will even notice thathis limp has vanished...

Two: head up the hill. Joshua told them that he hadplaced traps around the hill. If the Adventurers seemto have forgotten this, ask for an INT x 2 roll from eachof them. On a success give that player a gentlereminder. See the Shirdley Grounds Map forinformation about the traps.

As they approach, due to the moonlight and St Elmo’s

fire effect, they will be able to clearly see seven nakedfigures, dancing around a black stone, in time to adrum, which is being played by Joshua, sat crosslegged on the ground. There is also a strange whistlingnoise, similar to birdsong. A robed figure isgesticulating next to the stone. Tied to the stone is asemi-conscious William. On a successful Perceptioncheck OR INT x2, whichever is highest, they willrecognise the robed figure (from a portrait in the Hall)as being Edgar.

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The Mystery of Shirdley Hall The Adventurers will soon recognise the nakeddancers as Lyssette, Rebecca, Harry, Tom and the otherland workers from the Hall. On a successful PerceptionRoll, two of them (Samuel and Elizabeth) will be seento have a strange deformity from their upper thighsdown – They actually have “goat’s” legs.. At some

stage, when Joshua is clearly visible, he will be seen tohave a long prehensile tail too. These three areChangelings (Clockwork & Cthulhu, p.34) HR: 0/1D4

All those involved with the ritual will not notice theAdventurers until they get very close. They are used tothe local villagers barricading themselves in theircottages (out of superstition and terror) on nights suchas this. Plus, as far as they are concerned, theAdventurers are secured in the cellar of the Hall.

Lurking in the trees is a Dark Young of Shub-Niggurath (see Appendix Four: New Creatures) whohas been summoned by Edgar and has come to overseethe ritual. This is the source of the whistling noise. It isquite well camouflaged, but will come out to attack onthe second combat round. Should any Adventurerattempt to locate the source of the whistling, ask for anopposed test (Clockwork & Chivalry, p.146) using theAdventurers’ Perception vs the Dark Young’s Stealthof 60%. Once spotted, Sanity Checks will be needed.

Edgar has almost finished the spell, For to Draw theVeritable Essence of Life (Appendix Three: New Spells)and is down to the last 10 minutes of casting. I wouldsuggest using a watch to time the players to see what

they do. If they take longer than 10 minutes to decidehow to proceed consider the possibility that Edgar issuccessful. If so, describe the resulting effects. Shouldthe Adventurers attack, then Edgar will attempt tocomplete the spell, no matter what – his life doesdepend on it. But, should the Adventurers look likethey are posing a serious threat, he will break off theincantation with a view to completing it later.Remember:  Edgar is several centuries old and canhave access to any spells that the Games Master deemsfit. Do remember that the Dark Young is not too happyaround a naked flame, but maybe Edgar will forgetthis. He is, after all, insane.

The Cultists will defend Edgar to the last, but shouldhe be killed, any survivors will run off into the night.They know who the Adventurers are and will appearin the future to wreak their revenge.

Should Edgar be killed, or flame be used against theDark Young, then it will withdraw, running into thewoods to disappear back to whence it came. It may also

 just “dissolve” from sight, causing more terror for theAdventurers as it seemingly becomes invisible.

If the Adventurers are victorious then they will see afire engulfing the Hall. In about an hour’s time this willbring some riders from Lydiate, checking to see whatis happening.

If William is saved, then his mind will be all butbroken. He will be on 1 POW and his SP will be very

low (at best). He can recover but it will be slow. He willbe thankful for the Adventurers’ intervention and willask for them to take him to his Great Aunt’s inLancaster. He will also pay them well for theirtroubles. William can be used as a starting point for alater scenario, or as benefactor. He is quite rich as hehas inherited Edgar’s substantial wealth, and so hemay pay for future expeditions or support the party inother ventures.

Shirdley Hall The Hall itself is old, dating back to the early 1100’s.There was a tower added during the 14th Century, theonly addition that has been made to it since itsconstruction. It is built of local stone and it wasconstructed over the site of a well (which can be foundin the cellar area). Water is still drawn from this well,but it has a brackish taste to it. Feel free to play this upto the party to instil a sense of disquiet and paranoia.

Once the Adventurers have realised that it is a“horror” scenario then play up the descriptions of

shadowy corners and unidentified creaks. All of asudden, let the Hall take on a life of its own. Shouldthey approach at night have the lights in the windows,in the wings, lit in such a way to suggest they’recavernous eye sockets and the main drawing room ascreaming mouth...

1. Hall: Three steps lead up to a pair of large, heavy,iron studded doors, which open to reveal a hall.The hall has dark stained wood panelling, mosaicflooring and a wide staircase leading up. On thewalls are paintings of the previous occupants ofthe Hall.. A suit of armour, rather tarnished, stands

against the left hand wall. Two doors lead off to theright and two to the left.

2. Disused Study:  This was clearly a study but isnow disused and dusty. A desk sits in front of awindow and an empty bookshelf sits against awall. The fireplace shows no sign of recent use,dust adorns the grate. There were two pictures onthe walls in here but they have been removed andthe imprint of the frames can be seen on the wood

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panelling. If asked then the servants will deny anyknowledge of them. This is true – the pictures wereremoved a century ago.

3. Reception Room: The room is clean, in a fashion,and is furnished with several padded chairs and atable. A long cabinet has goblets and severaldecanters on it. An ancient tapestry of a huntingscene is hung on the wall. When anyone arrivesthey will be shown into this room. It is alsocurrently being used as a day room. If searched, an

old half-complete tapestry will be found in adrawer. It represents a hunt. If closely examineddark brown stains can be seen on it.

4. Dining Room: This room is dominated by a hugeold table surrounded by chairs. A shield, a pair ofhalberds, and four swords, are secured to the wall.All are serviceable. They are late medieval andhave clearly seen use (evidenced by the damage tothe blades). That said, although now tarnished,

they had been looked after. A long serving tablerests against the northern wall. Heavy hangingsthat can be used to block the windows are presenton the southern wall.

5. Servants Room: This is where the servants sleepand reside, when not attending to tasks. The roomhas two crude beds and a stool with a candlestick.A work list is attached to the wall with a hook. Achest holds various female garments. Hiddenunderneath the clothes is a pistol, which is loaded,

along with a reload and a knife. (The Housekeeperhas rooms upstairs).

6. Store Room (LOCKED): This is a cold room withhooks attached to the beams to hold meats. Shelveshold vegetables. The floor is packed earth and astone staircase leads down to the cellar. Theservant has the key to this room.

7. Day Room: Small room used as a sitting room. Itcontains a small desk and a bookcase, with a new

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The Mystery of Shirdley Hall copy of King James’ Bible and several ledgers onthe shelves. A single candlestick sits on the desk. Inthe drawer is a pen and ink along with somevellum rolls. Should the bible be examined it willbear the inscription “William Cartwright 1640AD”.A locked and disused door leads to area 6 – The

Store Room. The key has been long lost.8. Kitchen: A basic kitchen with a large fire and an

oven, as well as a table that serves as a preparationarea. Cupboards hold pans, pots, cutlery anddishes etc. During meal times this is a hive ofactivity as the workers food is also served here, atthe back door.

9. Landing: A wide flight of stairs leads down to theHall (1). A large stained glass window of aseemingly random pattern is at the top of thestairs. From midnight till 2am, strange shadowsseemingly flit past the window. The shadows areindistinct, no matter how much anyoneconcentrates on them. Should anyone witnessingthis strangeness press their faces to the glass, to tryto see what is causing the strange shadow, thenthey suffer the following effect: HR -10%/1D4 andthey will be found unconscious the next morningat the top of the stairs, with no memory of whathappened. On the walls are more paintings ofprevious owners of Shirdley Hall. In addition thereis a circular shield and a pair of crossed spears thatare still very serviceable.

10. Bedroom One: A dusty bedroom with a large four-poster bed. A cracked chamber pot can be foundunder the bed. There is a wardrobe in here but it isempty

11. Bedroom Two: A bedroom that has seen more use.Sometimes Lysette uses this room when she isstaying overnight. The sheets are a bit threadbarebut clean. In a wardrobe are a number of oldfashioned dresses (they are about 100 years out ofdate).

12. Bedroom Three: This bedroom is quite musty andsmells of camphor. The bed is serviceable. The

wardrobe contains some men’s clothing. At thebottom of the wardrobe is an old box. A label says“Smitt 1604”. Inside are the remains of a partlymummified cat.

13. Housekeeper’s Living Room: This is the domainof Goodwife Brindle and her husband. It is clean,neat and tidy. A vase of flowers sits upon a tableand the smell of roses is quite heavy in the air.

14. Housekeeper’s Bedroom:  The bedroom. Againthis room is clean. A bible and prayer book rest onthe bedside table. A cross hangs on the wall and agarland of onions and garlic lies on the windowledge. There is nothing untoward about this. TheGoodwife is simply drying them out (and she likes

the smell).15. Library & Study (LOCKED):  The door to this

room is a heavy and iron-studded. It is securelylocked. The only person with the key is Edgar. Thedoor will take 25 points of damage beforebreaking. If checked, the lock has been oiled(signifying recent use). The first part of the room islined with book shelves, stacked with volumes. Alarge dark curtain hangs over the entryway intothe study part, making this area almost pitch blackinitially. It will only be illuminated by whateverlight source the Adventurers have, or the light

coming in from the landing area. If examinedmany of the books and scrolls are written inlanguages unknown to the Adventurers. Thosethat are readable have titles such as “Customes &

 Activitys oft ye Pictes”, “Misteries of ye Moundes of yeNew Worlde” and “Ye Cultes oft Cathae”. The studyarea is revealed when the curtain is moved to oneside. A desk sits in front of the window. Two bookssit on the side: “Conffessiones of Clithaneus frome hisowne hande”and “Mysteriis De Vermiis” by LudvigPrinn. For information on these two tomes seeAppendix Two: New Mythos Tomes. The shelves

here are filled with jars containing a variety ofherbs and other unknown components. One large jar is labelled “Eyes oft Yuggothe.” Inside are severalorbs with trailing optical nerves. If examined onewill open, with a third eyelid retracting, to lookstraight at the Adventurer, causing a Sanity check:-20%/1D3. If the check is failed ask the player toroll DEX x2 or under or drop the jar in shock. If thishappens the jar will shatter, filling the room withnoxious odours causing choking and throatirritation doing 1D3 damage to all who breathethem in per turn. The vapours will last for 1D6hours before dissipating and by that time the eyes

will have all melted away leaving just a stain onthe floor where they fell. If searched, three journalswill be found, dated 1645, 1590 and 1506. Each willbear the name Edgar Shirdley. On a successfulPerception roll the player examining them willnotice the similarity of the handwriting in each ofthem. The journals are all written in what seems tobe a code. In actuality they are written in alanguage related to Ogham, known only to Edgarand maybe no more than two or three others in the

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world. In any event, due to the complexity of it, itwill never be deciphered by the Adventurersduring this scenario – It would take many, manyyears of study. Behind the desk the Adventurerswill find a note in English (HANDOUT ONE).Further information can be found in De Vermiis

 Mysteriis (See HANDOUT TWO). Should none ofthe characters have the Read Latin skill, permitthem to find a translation, written out by Edgarand placed on a loose leaf within the mouldy tome.

16. Master Bedroom: This is William’s bedroom. It isneat and clean. It contains two wardrobes, a desk,and a chest containing spare sheets.

17. Bedroom:  This is Edgar’s usual bedroom. Theservants encouraged William to use the other roomso as to retain this for Edgar’s return. It is also cleanand tidy – especially so. The wardrobe containsEdgar’s clothes (or most of them), but all the morepersonal effects are with Edgar (in the tunnelsunder the hill). William will assign this room to avisitor, as a guest bedroom, much to the disgust of

 Joshua, Lysette and Rebecca.

18. Tower – First Floor: The first floor of the tower. Itcontains storage chests and very little else. Thechests hold oil, rope, cloth and old broken items.There is nothing of interest here.

19. Tower – Second Floor:  The floor has beenscrubbed clean, as have the walls. In the cornerthere is a crude optical device, on a tripod.

Engraved on a plate attached to it are the words“Hans Lippershey 1617”. Amazingly, if lookedthrough, it makes distant things appear close, as ifby magick.A trapdoor, accessed via the spiral staircase, leadsto the turret. The turret provides a good view ofthe surrounding area.

20. Cellar: There is a distinct chill here. An old wellsits in a corner. Bottles of wine and spirits arestacked up here. The water is fresh and drinkable.On a successful Perception roll a draught will benoticed to be coming from the well. If a player

climbs down about 15ft then a passageway will befound, leading to a narrow tunnel. After 30ft thetunnel is mostly blocked by a collapsed roof butwith a very noticeable breeze coming from theother side. An excavation will result in a furthertunnel collapse, but not before a skeleton ofundetermined age is partially unearthed. Ifexamined it will have some skeletal deformities toboth legs and skull (This was a Child of ShubNiggurath – see Clockwork & Cthulhu, p.34).

21. Cells:  The bars are rusted with age but stillserviceable. Should something happen thatwarrants it, Joshua and the other workers will lockthe Adventurers in here for safe keeping, untilEdgar can decide their fate (see the final day formore information about this). Do give the players

the chance to plot an escape by having one of thebars heavily corroded or the like.

Shirdley Grounds This is a wild part of Northern England, close toseveral villages but far enough off the beaten track toremain unvisited, except by those seeking out the Hall.Describe the wildness – large trees, long grass, ferns,brambles, nature at its most base.

1. Shirdley Hall: A 12th Century Hall. A solidconstruction of dark stone. For further detailsplease see the separate map and key.

2. Shirdley Hamlet:  A collection of two roomcottages that have seen better days. Now only sixare occupied, and a seventh doubles as a stableswhere visitors horses are kept. Two of theremaining ones double as barns and the other twoare derelict with collapsed roofs.

3. Chapel: The Chapel has long fallen into ruin. Theroof has completely gone and the internal walls are

scorched. If investigated, a bunch of dried flowershave been placed on the altar. Some steps in thecorner lead down into a crypt. The crypt containsa number of sealed alcoves bearing the names anddates of over a dozen “Edgar Shirdleys” alongwith some occupied by females, possibly the wivesor daughters of the family. The most recent date is1595. Should any of the female alcoves be openedthey will contain a casket with a skeleton (50%chance of deformity due to being a “Child of Shub-Niggurath” – randomly roll for vestigial horns,cloven hooves, misshapen spine or tail.). Anybearing the name “Edgar” will hold an empty

casket. On a Lore (Occult) roll Adventurers willnotice the absence of the markings of a cross andthe multitude of gargoyles and other unusualcarvings in the crypt. If asked about it, locals willhave no idea as to when the chapel was destroyed.Should local records be checked then a fire at thesite will be reported as having occurred on 28th

 June 1501.

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4.  Joshua’s Cottage: Joshua has a four room cottagethat doubles as a gatehouse. He acts as thegroundskeeper and has a variety of nasty lookingbear traps, which he sets in the vicinity of the BlackStone (5.) to ensure unwelcome visitors are keptaway. Should he ever trap something (or someone)he will take great delight in torturing the poorcreature until it finally passes out due to loss ofblood. He has 3 blunderbusses in the cottage, aswell as a pistol, and always carries at least one gun,

in addition to a nasty foot long dagger. His onelove is his black cat (“Owd Tom”) which is one ofthe most vicious and nasty natural creatures everto appear on this planet. It is the size of a small dogand has been known to attack a full-sized hound.Its body bears the scars of numerous battles.Should it be harmed in any way Joshua will fly intoa rage and try to kill the perpetrator at the earliestchance.

5. The Black Stone: This is sat on the hill known tolocals as Fuggy Tump. It is obscured by trees,bushes and overgrowth. The type of stone will beunidentifiable. It has an inky black colour and feelsstrangely damp to the touch, even in the driestsummer. Should anyone fall asleep near it theywill experience the weirdest dreams. They willdream of something cloud-like, visiting them intheir sleep and settling over them in a mist,followed by the sensation of hundreds of tiny pin

pricks. When they awake they will be covered in arash and will have lost 1D3 CON permanently,along with 1D6 SP (not permanent). If CON dropsto zero, the person dies and when found is littlemore than a mummified husk. In the undergrowthsurrounding the hill are numerous traps. Every 3mcall for a Perception roll. On a fail there is a 50%chance the Adventurer has stood on a trap – DAM1D6. On a critical success the Adventurer spots atrap close by and avoids it.

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Handout 1

There is a track, as shown on the map, that is trap

free and leads all the way up to the Stone. But it isquite difficult to find due to the overgrowth on

both sides of it. If the Adventurers are in thevicinity of the path they will find it by chance (ona POW x 2 roll). Each player has a chance todiscover it. (Note: Should the Adventurers headup there before the day of the rite have them finda medium sized animal, such as a deer, that has

been caught in a trap. It appears to have beensubjected to a frenzied attack of some sort bysomeone with a blade and the area is covered inblood and entrails. This is Joshua’s handiwork.There is no SAN loss for this but portray it asunnerving to those that see it.) The Tump is anancient tumulus. The entrance to it is concealed byovergrowth and rocks. Within are a maze ofpassages. This is outside the concept of thescenario, but should you want to extend theadventure you could have them find and explorethe passages. Should they do so then you decidewhere it leads. It is suggested that it could lead tothe Dreamlands themselves, which could make fora very interesting time. The passages are stone-clad and carved with runes and ogham-like script.Encounters could be with Ghouls, Serpent Peopleor just about any other humanoid sized Mythosrelated entity.

6. Lake & Island: The lake has dark grey-colouredwater and is very deep. The island has a decayingstructure on it which may have been a tower at onetime. Anyone making their way to the isle (anAthletics roll for swimming will be required as

there are no boats) will just find desolation. Scorchmarks, possibly from a lightning strikes, adornwhat is left of the building.

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Appendix 1: Handouts 

(Translated from De Vermis Mysteriis)By casting the Spirit the Warlock one can take and absorb the life of one of the same blood. By thismethod did the Scorpion King rule for many hundred years. It was only after the Priests of Set killedall of his brood that he was unable to continue his eternity in our world and he grew to be old and passed the way of Man into his afterlife. The ceremony must begin on the Solstice and will last for twohours: one before and one after sundown, to represent the ebb of life. The first hour will strip away whatremains of the sacrifice’s humanity, allowing his very essence to be absorbed in a flow and ebb at theend of the second. So the secret words of Shub-Niggurath, the Black Goat with the One ThousandYoung, can act, leaving naught but some essential salts of that which was.

Handout 1

Handout 2

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Appendix 2:

New Mythos Tomes DE VERMIS MYSTERIIS

By Ludvig Prinn (????-1542)

Prinn was a Belgian scholar who was rumoured to bea sorcerer and alchemist. He claimed to have been born

in 1249AD and was the only Western Europeansurvivor of the Ninth Crusade (1271-1272). Records doexist of a Ludvig Prinn who fought in that ill-fatedCrusade, but it is commonly accepted that it was one ofhis ancestors and not himself that the records refer to,for obvious reasons.

What cannot be denied is that Prinn did travelextensively, making trips to Rome, Alexandria,Karnak, Jerusalem and Constantinople. He oftenventured into areas regarded as uncivilised. Heclaimed to have visited lost cities, sites of dubiousrepute, and to have spoken to, and studied with,

obscure mystic groups, including the ancientPriesthood of Nephren-Ka, The Black Pharaoh.

His returned to Belgium, living briefly in Bruges beforehaving to flee, following unholy rumours that broughthim to the attention of the local clergy. He was seizedby the Inquisition during 1540, at the site of an oldpre-Roman tomb located in a forest near Brussels.Locals had reported him for consorting with demons,summoning invisible familiars and calling uponmonsters that preyed on local children.

During his internment, Prinn started writing De Vermis

 Mysteriis. Despite it being over 700 pages long, hefinished it within a few months and somehowarranged for it to be smuggled out and passed to anunknown printer, probably via a corrupt jailer. To hiscredit, Prinn refused to name his co-conspirator,claiming that he had help from “other sources”. Thebook saw a very limited printing a month before Prinnwas executed in 1542.

The original manuscript was written in what appearsto be mainly Celtic runes, which are suspected to be

little more than a code. The initial print run was for nomore than a dozen copies and was entitled De Vermiis

 Mysteriis.

A Latin version of the book, with the corrected title ofDe Vermis Mysteriis, was printed in Cologne in 1543.Although it had a supposedly large print run, for the

time, of some six hundred copies, most fell into thehands of the Inquisition during a raid on the printers.These copies were subsequently burnt. Only a dozenare believed to have escaped a fiery end due to havingbeen collected from the print shop by an unidentifiedbookseller, mere hours before its ransacking.

In addition, some copies in English have surfaced.These are only 111 pages long, so are heavily edited.They were cheaply printed and have had some luridwoodcut illustrations added for the readers titillation.It appears to be a printing of the “Saracinic Rituals”chapter, but with many parts missing and passagesfrom other parts of the book randomly added. There isno printers mark, but they bear the identification“Lvndon 1622”.

The book itself is claimed to include a wealth of occultinformation including chapters on necromancy,divination, conjuration, vampires and a whole host ofsupposed gods. The most well known chapter isentitled the “Saracenic Rituals”, and includes spells forcalling down invisible demons, incantations to seebetween realities, and the formulae for severalpowerful supposed hallucinogenic drugs.

 D E V  ERMIIS M YSTERIIS

Ludvig Prinn

Private Printing 1542

Rarity: Very Rare

Language: Coded Latin – Knowledge of Latin plus INTroll required to crack the code. One attempt permittedeach week.

Reading Time: 30 weeks to Translate PLUS a further20 weeks study

Spells: For to Call on the Power of Human Sacrifice, For toCall / Control a Shoggoth, For to Call /Control a DarkYoung, For to Contact Nyarlathotep, For to ContactCthulhu, For to Contact Shub-Niggurath, For to Create TheElixir of the Void, For to Draw the Veritable Essence of Life(+ whatever other spells are required)

Skill Bonus: +12% Lore (Cthulhu), +10% Lore (Occult)

Horror Rating: +15%/3D6

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The Mystery of Shirdley Hall  D E V  ERMIS M YSTERIIS

Ludvig Prinn

Cologne 1543

Rarity: Very Rare

Language: Latin

Reading Time: 15 Weeks study

Spells: For to Call on the Power of Human Sacrifice, For toCall / Control a Shoggoth, For to Contact Nyarlathotep, For to Contact Cthulhu, For to Contact Shub-Niggurath, For toCreate The Elixir of the Void (+ whatever other spells arerequired)

Skill Bonus: +8% Lore (Cthulhu), +8% Lore (Occult)

Horror Rating: +10%/2D6

 M YSTERIES OFT YE W YRM 

Ludwig Prinne

Lvndon 1622

Rarity: Rare

Language: English

Reading Time: 2 Weeks study

Spells: For to Create The Elixir of the Void, ContactNyarlathotep

Skill Bonus: +2% Lore (Cthulhu), +6% Lore (Occult)

Horror Rating: +3%/1D6

CONFESSIONUM DE

CLITHANUS

By Clithanus (335AD – 385AD)

The story of Clithanus has long passed into myth. Hewas reputed to have been a monk attached to the lostCathedral of Hydestall, which was supposed to havebeen built on the Eastern English coast, near to whereHunstanton stands now. The Cathedral was said tohave been built over a Neolithic site, of someimportance to a long extinct tribe, on the orders of StAndrew, and a small township sprung up around it.

During the Easter celebrations, in 383 AD, a disasterdestroyed the Cathedral and lay waste to thesettlement, causing the entire tract of land to fall intothe sea. There were only two survivors, a visiting

official, one Aurelius Augustus, later to become StAugustus of Hippo in Algeria, and Clithanus. Both leftEngland never to return. Clithanus was taken to Romeby Augustus for safe keeping, as the man’s mind hadbeen broken by the loss of his home. He raved aboutthings coming from below, to destroy the Cathedral,and after an audience Clithanus and Augustus hadwith the Pope, all records of Hydestall Cathedral wereordered to be destroyed, causing its history to pass intohearsay.

Augustus never again talked of his time in Englandand even went so far as to refute ever stepping foot onEnglish soil. Clithanus however wrote a detaileddescription of the events leading up to, and including,

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the destruction of Hydestall, before taking his own life(reputedly by clawing his own throat out when hisfellow brothers were at prayer).

The manuscript was presented to the Pope, whoordered its destruction. It seems that either othercopies were in existence, or that for some reason the

Pope’s wishes were not carried out, because three handwritten transcripts of the events were recorded asbeing in existence in 1085 AD. One was in England,brought over by a Norman baron. Another was in inConstantinople, and the final one was in Rome itself.No record exists of what actually happened to themfollowing this date but in 1612 a privately printedcopy, entitled “Ye Thinges frome belowe being a true anacurrate confessione of Monke Clithanuse of Hydestalle”,was found in the possession of Jennet Preston, whowas hanged for witchcraft the same year. The Judgepresiding over the trial at York, ordered the book to be

destroyed. But it went missing from a locked roombefore the order could be carried out. It is not knownwho translated the book, where it was printed, in whatquantity, or when, but it is estimated that probably nomore than 20 or so were made. A Puritan who hadsight of the book, one Goodfather James, said thecontents were heretical beyond belief and that he couldnot bring himself to read more than the first page, andeven that caused him to fear for his soul as he couldfeel his very essence begin to wither and die.

Several scholars have attempted to locate the site ofHydestall but so far these searches have been in vain.

Many now think that Cathedral and the settlementnever actually existed.

CONFESSIONUM DE C LITHANUS

Clithanus

Handwritten Transcript

Rarity: Ultra Rare

Language: Latin

Reading Time: 25 Weeks study

Spells: For to Call on the Power of Human Sacrifice, For toContact Nyarlathotep, For to Contact Cthulhu, For toContact Yog Sothoth, For to Contact / Control a FlyingPolyp (+ whatever other spells are required)

Skill Bonus: +8% Lore (Cthulhu), +4% Lore (Occult)

Horror Rating: +15% / 1d10

Y  E T  HINGES FROME BELOWE BEING A

TRUE AN ACURRATE CONFESSIONE OF  M ONKE C LITHANUSE OF  H YDESTALLE

Clithanus

Private Printing 1612

Rarity: Rare

Language: English

Reading Time: 3 weeks study

Spells: For to Call on the Power of Human Sacrifice, For toContact Nyarlathotep, For to Contact Cthulhu, For toContact Yog Sothoth,  (+ whatever other Spells asrequired)

Skill Bonus: +6% Lore (Cthulhu), +3% Lore (Occult)

Horror Rating: +10% / 1d10

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Appendix 3:

New Spells  F OR TO C REATE T  HE E LIXIR OF THE

 D REAMS Magnitude 1, Resist (Resilience)

The Elixir of the Dreams is a magical drug that allowsthe imbiber to visit other dimensions in their sleepingstate. It also makes them receptive to the dream-sending of messages and thoughts of The Great OldOnes, Elder Gods, their minions and powerfulsorcerers. Use of the drug can reveal great secrets but

its use can and does result in loss of +0/1D4 sanity. TheElixir is colourless and smells faintly of mint. A singledose consists of three drops. Less than this will resultin nightmares, whilst four drops gives access to theSeventy Steps to the Cavern of Flame, from which theDreamlands themselves may be accessed.

Ingredients:  It is made by brewing together severalcommon herbs, during the night of a full moon, towhich is added opium and raw alcohol. As it cools thecreator casts this spell, which adds to the essencecreating the drug itself.

 F OR TO D RAW THE V  ERITABLE ESSENCE

OF  L IFE

 Magnitude 3, Resist (Resilience)

Limit: Can only be cast on the night of the summer solstice

This Spell takes 10 minutes per point of POW the targethas. The spell transfers the life force of the target intothat of the caster at the rate of 1 POW per 10 minutes.This POW loss is temporary and it will regenerate atthe rate of 1 POW per day, unless the target is reducedto zero POW. At that point the target withers away atan extraordinary rate, leaving little more than a pile ofdust, whilst the caster also changes, adopting most ofthe physical features of the target, especially their age.Any physical defects present in the target are negated,unless the caster also suffers from the same affliction.

 F OR TO ATTACK WITHIN  D REAMS

 Magnitude 1, Resist (Resilience)

This spell puts the caster into a trance and allows themto enter the dreams of another with the sole intent ofdoing harm. The attack does not do physical damagebut reduces the targets POW. The target willexperience very bad nightmares and wake up drained,as if they had slept very little. Should the targetsuccessfully resist (using their Resilience) then thecaster is unable to strike at them, so no POW will belost. Should the roll be failed however, then target will

lose 1D2 points of POW.

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Appendix 4:

New Creatures DARK YOUNG OF SHUB-NIGGURATH

STR 5D6+24 (40) CON 2D6+12 (19)

DEX 2D6+6 (13) SIZ 6D6+20 (40)

INT 3D6 (12) POW 6D6 (20)

CHA 0 DM +4D6

HP 30 MWL 15

Move 30 MAG 0

Armour: The slime that covers it acts as Armour, reducing allDamage by 3 points, except for fire which will do full damage.

Attacks: Trample 40% (Damage: 2D6+DM), Tentacle Swipe30% (Damage: 1D6+DM), Grapple 30% (Damage: None, butfollowing round the target will suffer 1D3 Bites), Bite 30%(1D6)

Skills:  Dodge 30%, Perception 50%, Resilience 40%, Sing40%, Stealth (Woodlands only) 60%

HR: -30/2D6

Spells: None, but they can return to where they came from atwill. They will do this if they take a Major Wound OR if theyfeel sufficiently threatened (such as by having takencontinual fire damage).

“It came crawling up the hillside… and it was the blackthing of my dreams – that black, ropy, slime jelly tree-thingout of the woods. It crawled up and it flowed up on its hoofsand mouths and snaky arms.”

—Robert Bloch, Notebook Found in a Deserted House

These are the alien offspring of Shub-Niggurath thatmay occasionally find their way to Earth, sent as anadvance guard for their dark deity, or maybe to act asa punisher for transgressors. They take many formsthat change as they move, but are essentially hugetree-like creatures with cloven hooves and tentacles inplace of branches. Their bodies are covered is aviscous, slimy substance that seems to flow aroundthem, out of which mouths with full lips, sharp teethand oozing green goo randomly appear. It will sing alitany of sorts, in an unknown language, but with avery haunting melody that is sometimes mistaken forbirdsong.

They stand about 20 feet in height and have fourdifferent attacks: A stomp from their hooves, a tentacleswipe attack, a tentacle grapple attack, and, oncegrabbed by a tentacle, a bite attack from its manymouths.

If they take enough wounds to lower their HPs to zero,they collapse onto the ground and begin to evaporateinto a bubbling mass that disappears within an hour,

 just leaving a dark mark outlining where they fell.

They instinctively attack any who do not bear the

“Mark” of Shub-Niggurath. (See the “Cult of Shub-Niggurath“ Faction, Clockwork &Cthulhu, p.20, &Changelings, Clockwork & Cthulhu, p.34).

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Appendix 5:

NPCs W  ILLIAM  C ARTWRIGHT 

STR 11 CON 12 SIZ 11 INT 12 POW 9 DEX 10CHA 12 SP 5

DM 0 HP 12 MWL 6 MIL 5 AP 0/0

Faction: Royalist RP: 55

Skills: Close Combat 45% (Rapier 1D8), Dodge 35%,Evaluate 40%, Gun Combat 40% (Flintlock Pistol1D6+2), Persistence 60%, Resilience 40%, Ride 50%,Unarmed Combat 50% (1D3)

Quote: “I am feeling somewhat tired.”

William is in his mid to late 20s. He walks with a limp

due to a wound taken at Naseby. He dresses in themore up-to-date styles and has a soft cultured accent,despite his lowly upbringing. He is quite charismatic,intelligent and likable, which has helped him rise fromthe ranks to the position of Cornet, and then toLieutenant in the Kings Lifeguard of Horse. Afterbeing injured at Naseby, he was discharged from themilitary and spent sometime recovering from thephysical and severe mental anguish he suffered, beforefinding out about his inheritance.

 E DGAR S HIRDLEY 

STR 12 CON 12 SIZ 12 INT 16 POW 18 DEX 10CHA 16 SP 0

DM 0 HP 12 MWL 6 MIL 5 AP 0/0 MAG 38

Faction: Cult of Shub-Niggurath RP: 99

Skills:  Close Combat 65% (Dagger 1D4+1), Dodge35%, Lore (Cthulhu) 55%, Lore (Occult) 80%, Influence

75%, Insight 45%, Stealth 60%, Gun Combat 35%(Flintlock Pistol 1D6+2), Persistence 60%, Resilience50%, Ride 50%, Unarmed Combat 50% (1D3)

Spells: All (GM’s discretion)

Quote: “Ia Ia Shub Niggurath !”

Edgar was born in about 800 BC, to a wise woman froma northern tribe. He switched his worship from thetraditional deities to darker gods before meeting theancient druid who taught him about Shub-Niggurath.From that moment on, he became a servitor of theBlack Goat. The Black Goat sent him orders through his

dreams, along with revelations that twisted him totallyto the Black Goat’s bidding. One of the first spellsimparted to him was the one that gave him the powerto sap the life force of another, giving him the potentialof eternal life – but only at the expense of one of hisown blood. He has used this knowledge to remain onEarth for over 2,000 years, expanding his deities’worship and furthering his own interests. Due tocurrently living rough, he is fairly wild looking. He hasa scraggly beard and unkempt hair. He looks like he is

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in his late 60’s, or even 70’s. He is unpredictable yet atthe same time cunning and calculated. He can switchfrom being logical to psychotic at a moment’s notice.Due to his longevity he has access to any and all spellscontained in the Clockwork & Chivalry 2nd Edition CoreRulebook  as well as all those found in Clockwork &

Cthulhu.

 ROGER I  RELAND

STR 14 CON 11 SIZ 14 INT 11 POW 10 DEX 11CHA 14 SP 10

DM +1D4 HP 13 MWL 6 MIL 5 AP 0/0

Faction: Royalist RP: 40

Skills: Close Combat (Rapier 1D8) 60%, Dodge 35%,Persistence 40%, Play Instrument (Lute) 55%, Dance60%, Gun Combat 45% (Flintlock Pistol 1D6+2)

Quote: “Wonderful day for a ride out.”

Roger is in his early 20’s and is quite a handsome man.He is the second son of James Ireland, who is currently

away defending England from the Roundhead threat.He wears the very latest, and most luxurious, fashions,and always carries a rapier at his side. He has beentrained to fight from a young age but his father thoughtit was prudent to keep him at the family home. He isquite jolly and smiles a lot, always seeing the brighterside of life.

 J OSHUA POER (C HANGELING )

STR 17 CON 15 SIZ 12 INT 9 POW 10 DEX 10CHA 8 SP 0

DM +1D4 HP 16 MWL 8 MIL 5 AP 0/0 MAG 23

Faction: Cult of Shub-Niggurath RP: 76

Skills:  Close Combat 70% (Dagger 1D4+1+1D4),Dodge 25%, Lore (Cthulhu) 15%, Lore (Occult) 20%,Influence 30%, Stealth 70%, Gun Combat 35%(Matchlock Donderbus 4D6), Persistence 40%,

Resilience 70%, Unarmed Combat 60% (1D3+1D4),Play (Drums) 55%

Spells: For to Give a Withering Look

Quote: “Don’t be a-wandering cos of me traps, see? Yewould’n’ be wantin’ to bein’ bit by me traps now, wouldthee?”

Reasonably well built, but with a thin, almost goatlikeface, Joshua has a wispy beard and short curly hair.

 Joshua is a Changeling and is totally insane. He is verycunning with it too and can usually hide his insanity.

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 LYSETTE C ARTER

STR 10 CON 10 SIZ 10 INT 12 POW 10 DEX 18CHA 15 SP 0

DM 0 HP 10 MWL 5 MIL 5 AP 0/0

Faction: Cult of Shub-Niggurath RP: 77

Skills:  Close Combat 30% (Dagger 1D4+1), Dodge65%, Lore (Cthulhu) 05%, Lore (Occult) 20%, Stealth40%, Persistence 40%, Resilience 40%, Unarmed

Combat 40% (1D3), Dance 60%, Sleight 65%, Seduction60%

Quote: “An’ t’would thee be wantin’ tha bed a-warminmi’lord?”

Lysette is in her early 20’s and is very pretty, with longdark hair. She is curvy and likes having an arousingeffect on people – male and female. She is as devotedto the Cult as all the others, and particularly revels insensual pleasures.

 R EBECCA C ARTER

STR 10 CON 14 SIZ 9 INT 10 POW 12 DEX 15CHA 13 SP 0

DM 0 HP 12 MWL 6 MIL 6 AP 0/0

Faction: Cult of Shub-Niggurath RP: 60

Skills:  Close Combat 25% (Dagger 1D4+1), Dodge45%, Lore (Cthulhu) 05%, Lore (Occult) 20%, Stealth

30%, Persistence 40%, Resilience 40%, UnarmedCombat 45% (1D3), Dance 40%, Sleight 45%, Seduction40%, Play Flute 55%

Quote: “Anythin’ more I can get fer thee, milord?”

Rebecca is the slightly older sister of Lysette. She hasreddish hair and is slightly smaller. She regards hersister with awe and tries to emulate her, but she has notgot her sister’s natural ability. She feels safe in the Cultand although she does not like Joshua or Edgar sherespects them.

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 E LIZABETH  POER (C HANGELING )

STR 6 CON 10 SIZ 9 INT 12 POW 10 DEX 10 CHA8 SP 0

DM -1D4 HP 10 MWL 5 MIL 5 AP 0/0 MAG 26

Faction: Cult of Shub-Niggurath RP: 86

Spells: For to Give a Withering Look

Skills: Close Combat 25% (Dagger 1D4+1-1D4), Dodge20%, Lore (Cthulhu) 05%, Lore (Occult) 35%, Stealth30%, Persistence 60%, Resilience 40%, UnarmedCombat 30% (1D3-1D4), Dance 30%, Sleight 60%

Quote: “Wat’cha be awantin from ole Lizzy?”

Elizabeth is the mother of Lysette and Rebecca. She isin her 50’s and looks old beyond her years. She has ahooked nose and pock marked skin. In her youth shewas attractive, but life has taken a real toll upon her.She is psychotic and can switch in a second into ahellcat. She has begotten two other Changelingchildren but both have died. She herself has clovenhooves instead of feet. Her hearing is poor, but she is

quick-witted. She can often be found cooking in hercottage.

 H  ARRY  C ARTER

STR 10 CON 10 SIZ 10 INT 8 POW 10 DEX 10CHA 10 SP 0

DM 0 HP 10 MWL 5 MIL 5 AP 0/0

Faction: Cult of Shub-Niggurath RP: 84

Skills: Close Combat 50% (Dagger 1D4+1/Cosh 1D4),Dodge 25%, Lore (Cthulhu) 05%, Lore (Occult) 10%,

Stealth 30%, Persistence 40%, Resilience 40%, UnarmedCombat 60% (1D3), Dance 60%, Sleight 65%, Seduction60%

Quote: “Wha’?”

Harry is the ex-partner of Elizabeth. He is a nasty,bitter and twisted person, filled with hate towardseveryone including himself. He was the local bully formany years, till Joshua gave him a sound kicking andcut his ear off for fun. His hearing is all but gone andhe had a broken jaw, so he can’t talk properly either.

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T OM  POER

STR 14 CON 14 SIZ 14 INT 4 POW 10 DEX 8 CHA10 SP 0

DM +1D4 HP 14 MWL 7 MIL 5 AP 0/0

Faction: Cult of Shub-Niggurath RP: 40

Skills: Close Combat 60% (Dagger 1D4+1+1D4/Cosh1D4+1D4), Dodge 20%, Lore (Cthulhu) 02%, Lore(Occult) 5%, Stealth 40%, Persistence 70%, Resilience

60%, Unarmed Combat 80% (1D3+1D4), Dance 20%,Gun Combat 35% (Flintlock Pistol 1D6+2)

Quote: “I kin does tha’, I fink”

Twin of Gaston. A true simpleton who can follow basicinstructions at best. He has a huge scar on his headfrom a fall he had as a toddler. He is used by the othersto do whatever menial task they want. Lysette oftenuses him for carnal pleasure, and uses the opportunityto inflict pain on him, at the same time. Tom doesn’tmind. He will do anything for Lysette.

G ASTON  POER

STR 14 CON 14 SIZ 14 INT 10 POW 10 DEX 10CHA 10 SP 0

DM +1D4 HP 14 MWL 7 MIL 5 AP 0/0

Faction: Cult of Shub-Niggurath RP: 55

Skills: Close Combat 55% (Dagger 1D4+1+1D4/Cosh1D4+1D4), Dodge 20%, Lore (Cthulhu) 05%, Lore(Occult) 10%, Stealth 30%, Persistence 40%, Resilience

40%, Unarmed Combat 70% (1D3+1D4), Dance 25%,Sleight 25%, Gun Combat 35% (Flintlock Pistol 1D6+2)

Quote: “Tom. Git ‘ere an move them boards fore I loose metemper, yer weasel.”

Twin of Tom and a bully. He looks much like Tom, butwithout the scar. He is very lazy too, and will doanything to get out of work (unless it involves causinglots of pain.

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S AMUEL “B IG” C ARTER (C HANGELING )

STR 17 CON 14 SIZ 18 INT 7 POW 10 DEX 7 CHA11 SP 0

DM +1D6 HP 16 MWL 8 MIL 5 AP 0/0 MAG 21

Faction: Cult of Shub-Niggurath RP: 67

Spells: For to Give a Withering Look

Skills: Close Combat 40% (Dagger 1D4+1+1D6/Cosh1D4+1D6), Dodge 14%, Lore (Cthulhu) 03%, Lore(Occult) 05%, Persistence 60%, Resilience 30%,Unarmed Combat 80% (1D3+1D6), Dance 16%

Quote: “Ere wha’ ya wantin’ me to be doin’? I gots me jobster do.”

Sam, as he is called, is big – well over 6’- and he is noneto bright. He has shoulder length dark hair and ascruffy beard, and is totally toothless. He is a bruiser.Simple as. He likes breaking things more thananything, but he is totally in the thrall of Joshua andEdgar. He is in love with Lysette but she has little to do

with him. He has a single cloven hoof and a 6”birthmark, in the shape of a hoof, on his chest.

T  HOMAS C ARTER

STR 10 CON 14 SIZ 14 INT 14 POW 12 DEX 10CHA 13 SP 0

DM 0 HP 14 MWL 7 MIL 5 AP 0/0

Faction: Cult of Shub-Niggurath RP: 69

Skills: Close Combat 40% (Dagger 1D4+1/Cosh 1D4),Dodge 14%, Lore (Cthulhu) 10%, Lore (Occult) 25%,

Lore (Local) 60%, Persistence 40%, Resilience 30%,Unarmed Combat 40% (1D3), Dance 32%, Stealth 40%,Sleight 45%, Insight 40%, Influence 25%, Evaluate 40%

Quote: “Now, I gots a cunnin’ plan, so I has.”

Aged about 30 and reasonably good looking, Thomaskeeps himself clean and tidy. Thomas is cunning andmentally agile, so he runs rings around most of theothers and can get them to do his bidding. He, likemost of the others, revels in causing pain anddiscomfort, but for him it has become a real art.

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GOODWIFE M  AY  B RINDLE

STR 10 CON 10 SIZ 10 INT 12 POW 12 DEX 10CHA 13 SP 12

DM 0 HP 10 MWL 5 MIL 6 AP 0/0

Faction: Catholic RP: 60

Skills:  Close Combat 20% (Rolling Pin 1D4), Dodge24%, Lore (Cookery) 70%, Craft (Cookery) 65%, Lore(Local) 30%, Persistence 40%, Resilience 30%, Unarmed

Combat 20% (1D3), Insight 40%, Influence 20%,Evaluate 40%

Quote: “Now, I will just make thee a nice pie an’ all will bewell wi’ the world.”

May is a stout woman in her 40s. She has been aservant in various households, including those of somenotable lords. She takes her new job very seriously. Sheis a staunch Catholic and supporter of royalty. Sheloves her new Master, William, and gets very upset ifhe is unhappy. She has noticed a change in him of lateand she is unsure what has caused it.

 M  ASTER J OHN  B RINDLE

STR 10 CON 12 SIZ 12 INT 12 POW 12 DEX 10CHA 13 SP 12

DM 0 HP 12 MWL 6 MIL 6 AP 0/0

Faction: Catholic RP: 50

Skills:  Close Combat 40% (Cosh 1D4), Dodge 24%,Lore (Husbandry) 50%, Craft (Farming) 60%, Lore(Local) 30%, Persistence 40%, Resilience 30%, Unarmed

Combat 30% (1D3), Insight 40%, Influence 10%,Evaluate 30%

Quote: “Now if we plant there we will be getting a better yield from the seed.”

Husband of May. He is a few years older and is nolonger as sprightly as he was. He has a lot of respect forWilliam and is quite perturbed by the strange Hall andthe other odd inhabitants. He really dislikes Lysette,who he regards as a “loose woman”, and he harboursa profound hatred of Joshua.

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The Mystery of Shirdley Hall 

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Appendix 6:

Alternate End  GameDuring playtesting I originally made use of Shub-Niggurath in Mist form (Clockwork & Cthulhu, p.54)and that was the source of the electric discharge overthe hill, as Edgar was casting his spell on William. Inaddition I had an additional Dark Young present. Ifound that this combination was very deadly. If the

group is larger and has casters/Alchemists, then itmay be an option. The plan was to grab William andrun – but this never happened. The players liked theidea of staying and trying to fight.

Use this version at your players’ peril!

Appendix 7:

Afterword  The idea for this scenario came from Andy Bennisonwith whom I used to game many years ago. He ran onescenario that I especially loved for Call of Cthulhuwhich involved a friend returning to his ancestralhome after the Great War only to find himself in a hugefamily plot with himself as the target of an unholysacrifice. As a Player you went to help him sort hislibrary and slowly it descended into chaos andwondering who you could trust. I have tried to capturethat flavour somewhat in this adventure. Some of the

NPCs may inadvertently end up being trusted by theplayers. Lysette is a possibility, and even Joshua. Some,such as poor Roger or the Goodwife might bedistrusted.

Adapt the adventure as you see fit and let your playersexperience a very different aspect of Clockwork &Chivalry.

Credits Dedications: To Gwen Jones – Who started me off on

the road of writing. My son Gareth Jones and daughterMiriam Jones, who make my life whole. Andy

Bennison, a Cthuloid gent. To Tigi Powers for thebelief, Nyree for making me smile lots more than I

knew possible. To Messers Cakebread & Walton forcreating such a fine gaming Renaissance and to my

gaming partner in crime Mr Chris Hilton. Thank youall.

By Adrian Gawain Jones & Chris Hilton

Maps by Roger Nicholls

Art by Tim Rigby and Adrian Jones

Editing by Peter Cakebread and Ken Walton

Layout by Ken Walton

Page background by Gary Buckland

“The Mystery of Shirdley Hall” © 2012 Adrian Gawain Jones

Published by Cakebread & Walton

Clockwork & Cthulhu, Clockwork & Chivalry and theRenaissance system © 2012 Cakebread & Walton. This

adventure contains no Open Gaming License material.

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