Movers & Shakers: Powerful NPCs in Spectral Boston

  • Sarah Barstow, Spirit Medium
  • Ezekiel Mayhew, Witch Finder General
  • Doctor Israel Sutton, Metaphysic
  • Jack Harrow, Surgeon
  • Sarah Barstow, Spirit Medium
    barstow.jpg 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
    mayhew.jpg 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
    sutton.jpg 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:

    Return to Spectral Boston
    Return to main Septentrionalis page