Movers & Shakers: Powerful NPCs in Spectral Boston
Sarah Barstow, Spirit Medium
Level 7 Bard
Social Standing: 11 (Well-to-do merchant)
Alignment: Neutral Good
Morals: Abiding
Benefits:
Can cast magic spells (3 1st level, 2 2nd level, 1 3rd level)
Spells Memorized: Cantrip / Change Self / Hypnotism / Forget / Shatter /
Suggestion
Influence NPC reactions through speech (save vs. Para at -2)
Rally friends and allies with word and song (+1 to attack or save, or +2
to morale)
35% chance to identify magic item
STR 7
DEX 12
CON 8
INT 16
WIS 14
CHA 16
Hit Points: 25
Thac0: 17
AC: 10
Weapons: none
Nonweapon Proficiencies: Read/Write, Modern Language (French) Riding, Local
History, Religion, Ancient Languages (Latin & Greek), Etiquette, Singing,
Dancing
Spell Book:
Affect Normal Fires
Cantrip
Change Self
Dancing Lights
Hypnotism
Unseen Servant
Continual Light
Forget
Misdirection
Protection from Cantrips
Shatter
Whispering Wind
Clairaudience
Clairvoyance
Hold Person
Suggestion
Appearance:
Goodwife Barstow is a petite woman of about forty years. She wears a modestly
cut silk dress with lace cuffs and bodice, covered by a black velvet mantle.
Despite her size, she projects an aura of confidence and strength, conveyed
through a graceful stance, piercing gaze, and clear high voice.
DM's Notes:
Background:
Sarah Barstow is the daughter of a Puritan elder, Samuel Barstow, one of
the original members of the colony. She lives in a grand townhouse near Boston
Common, in the company of her ancient father and many servants. Her refusal
to marry as a young woman marked her as odd by local gossips, and she has
since conducted her own affairs with a fiercely independent spirit that has
given rise to many wagging tongues and shaking heads among conservative Bostonians.
Even more scandalous, Barstow is the charismatic leader of a circle of religiously-minded
folk who dabble in direct communication with the spirits. The Barstow Circle
feel that they are doing God's work by "counseling" the spirits of the departed
and passing their messages on to the living. Most Puritans see it as a dangerous
practice, probably a trick of the Devil to distract fools from the true faith.
The details of Sarah BarstowÕs circle were revealed during a sensational
trial prosecuted against her by Ezekiel Mayhew, Witch Finder General of Massachusetts.
Mayhew sought to send her to the gallows for sorcery and blasphemous conduct,
but Barstow's position as a person of wealth, the support of her Circle,
her brilliant performance at trial, and the sympathy of Governor Worthington
ultimately spared her. Since then, she has continued to gather followers,
much to the consternation of her foes.
Suggested adventure ideas involving Barstow:
Ezekiel Mayhew, Witch Finder General
Level 8 Cleric (Protector of the Faith kit, A Mighty Fortress, p. 46)
Social Standing: 12 (Well-to-do clergy)
Alignment: Lawful Good
Morals: Zealous
Benefits:
Access to all weapons/armor
Recognize evil within 60' radius
+1 to Thac0 vs. enemies of his religion (Calvinism)
+2 to save versus fear (involving the supernatural)
Hindrances:
Must pay tithe to church (10% of treasure)
Cannot use or benefit from magic or magic items
Cannot cast cleric spells
STR 15
DEX 12
CON 11
INT 10
WIS 13
CHA 17
Hit Points: 36
Thac0: 16
AC: 8 (High Boots, Buff Coat)
Weapons: Snaplock Pistol 1-8/1-8, Broad Sword 1-8/1-12
Nonweapon Proficiencies: Read/Write, Riding, Local History, Religion, Ancient
Languages (Latin & Greek)
Appearance:
Mayhew is a tall, broad-shouldered man of middle age, square-jawed, with
shoulder-length gray hair spilling from beneath a wide-brimmed hat. His clothing
is well made but unadorned, in the Puritan style.
DM's Notes:
Background:
Mayhew was among the first clerics trained by the newly established College
in Cambridge, under the teaching of Doctor Israel Sutton, who remains Mayhew's
close ally and mentor. Early on, Sutton recognized Mayhew's ability to sense
the presence of the supernatural, a gift which Sutton honed, polished, and
reinforced with extensive studies in theology and metaphysics. After leaving
The College, Mayhew quickly established a reputation as a witch-finder, being
the chief accuser in several prominent cases of witchcraft in the Boston
area. He sent several witches to the gallows and was soon in demand as an
investigator of suspected sorceries.
The fact that the accused were often political enemies of Doctor Sutton
or his cronies was noted by the governor, John Worthington, who worried that
Mayhew was too powerful a weapon in the hands of anyone but himself. To bring
Mayhew into his camp, Worthington offered him the position of Witch Finder
General of Massachusetts, an office which is responsible directly to the
governor himself. Mayhew agreed - it was too tempting an offer to refuse.
Since taking the post some ten years ago, Mayhew has continued his investigations
and made many accusations. Witches have been tried and hanged, but not in
anything like the numbers slain during Mayhew's meteoric rise to fame. Worthington's
influence has tempered him, to be sure. Most of those who have gone to trial
have been men and women of little consequence or property, often with a history
of committing petty crimes - nuisances whom Worthington was all too happy
to remove from his Commonwealth. Only once has Mayhew taken a prominent member
of Boston society to court - his sensational trial of Sarah Barstow, accused
of practising divination and communication with spirits. Barstow's unwavering
defense on the stand, and the support she received from her powerful salon
of followers, thwarted Mayhew's attempt to paint her as a menace to the order
of the Commonwealth, and ultimately Worthington instructed him to withdraw
his charges. Mayhew has since moved on, but his old teacher Sutton, whose
conservative views are at odds with Barstow's faction, has never forgotten
how Barstow bested his old student.
Suggested adventure ideas involving Mayhew:
Doctor Israel Sutton
Level 9 Cleric (Preacher kit, A Mighty Fortress, p. 45)
Social Standing: 11 (Well-to-do clergy)
Alignment: Lawful Good
Morals: Abiding
Benefits:
Can wear any armor and carry any weapon
Turns all supernatural creatures as undead, holding them at bay
Can cast bonus spells for high Wisdom (see below)
Hindrances:
Cannot cast spells as standard cleric, except as noted
Cannot conceal or deceive others regarding his religion
Must tithe to the church
STR 7
DEX 9
CON 9
INT 15
WIS 17
CHA 12
Hit Points: 32
Thac0: 16
AC: 10
Weapons: none
Nonweapon Proficiencies: Read/Write, Riding, Local History, Religion, Ancient
Languages (Latin & Greek), Spellcraft
Clerical Spells (can cast 2 1st level, 2 2nd level, 1 3rd level):
Spheres Allowed: All, Charm, Protection, Divination, Healing
with the exception of Hold Person, Detect Magic, Detect Poison, Augury,
Detect Charm, Locate Object, and Divination.
Appearance:
Doctor Sutton is a portly, clean-shaven elderly minister with a bulbous
nose, pince-nez, and rather rumpled black clothes in the Puritan style.
DM's Notes:
Background:
Sutton is a doctor of metaphysics and theology at The College in Cambridge,
across the river from Boston proper. He has educated many prominent clerics
during his long tenure. The good doctor wields considerable political power,
many of his former students now being influential members of Boston society.
He has long been at odds with pragmatic Governor Worthington, the charismatic
Sarah Barstow, and the Anglican merchants who have recently begun to transform
the social and economic landscape.
Sutton has a dark side. His fascination with all things spiritual has led
him into an uncomfortable alliance with the demighoul Jack Hallow, who seeks
to uncover the secrets of life and death. Sutton has subtlely steered the
authorities away from Hallow in connection with several mysterious disappearances
over the years, and he has channelled considerable money from the College
to fund Hallow's experiments.
Suggested adventure ideas involving Sutton:
Jack Hallow, Surgeon of Boston
Level 8 Black Magician (Specialist Necromancer; see A Mighty Fortress. p.
92)
Social Standing: 7 (poor merchant)
Alignment: Lawful Evil
Morals: Abiding
Abilities:
Spellcasting: 4 1st level, 3 2nd level, 3 third level, 2 4th level wizard
spells
one additional 1st level, 2nd level, 3rd level, and 4th level Necromancy
spell
+1 to save against Necromancy spells, -1 to save against Illusion spells
Spells Memorized: Cantrip / Chill Touch x 2 / Detect Undead / Sleep / Alter
Self / Blindness / Scare / Summon Swarm / Confusion / Hold Undead x2 / Vampiric
Touch / Contagion / Enervation / Fear
Touch paralyzes as per ghoul
60' Infravision
STR 10
DEX 10
CON 13
INT 17
WIS 14
CHA 9
Hit Points: 22
Thac0: 18
AC: 10
Weapons: scalpel d4/d3
or claws (2 attacks) d8/d8
Nonweapon Proficiencies: Read/Write, Modern Languages (Hebrew, German, French),
Local History, Religion, Ancient Languages (Latin & Greek), Herbalism,
Spellcraft, Direction Sense
Spell Book:
1st Level:
Cantrip
Chill Touch
Detect Undead
Sleep
Ventriloquism
2nd Level:
Alter Self
Blindness
Scare
Summon Swarm
3rd Level:
Confusion
Hold Undead
Vampiric Touch
Wraithform
4th Level:
Contagion
Enervation
Fear
Appearance:
Jack Hallow is a tall scarecrow of a man of indeterminate age, with a shock
of red hair, pale skin, and somber, colorless clothes. He wears delicate
gloves of kid leather.
DM's Notes:
Background:
Hallow came to Boston after being drummed out of university in Gloriana's
England for practising the black arts - Jack Hallow is a pseudonym assumed
upon arrival in Boston, by way of Amsterdam. His experiments concerned the
study of ghouls and ghasts, and the means by which ghoulism is transferred
to living victims. During his research, Hallow accidently infected himself
with a weakened form of the disease. Subsequently, he must eat human flesh
to survive, he has lost the need for sleep, and most significantly, he has
gained the power to command the ghouls which haunt the abandoned tunnels
beneath the graveyards and cobbled streets of Boston.
By day, Hallow works as a surgeon for the commonfolk of the city. By night,
he pursues his research into the undead, and satisfies his grisly appetites
side by side with his fellow ghouls.
On several occasions, family members of Hallow's patients have suspected
that the surgeon is up to something, but Doctor Israel Sutton of the College
has consistently come to his defense. (This is because he too is obsessed
with learning the secrets of the grave, and wishes to protect Hallow's research).
Suggested adventure ideas involving Hallow:
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