Ghastly Affair: Buy Both Books on Amazon Today and Qualify For $10 Off

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Purchase both the “Ghastly Affair Player’s Manual” and “Ghastly Affair Presenter’s Manual” on Amazon today, and you qualify for $10 off your order! Just follow the instructions on Amazon, and enter the code HOLIDAYBOOK during checkout. Now is the time to discover The Gothic Game of Romantic Horror!

Note: Offer is subject to Amazon’s Terms & Conditions

Get 25% Off the Ghastly Affair RPG on CreateSpace!

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Now through Cyber Monday (11/28/16), you can get 25% off on the “Ghastly Affair Player’s Manual” and “Ghastly Affair Presenter’s Manual” on CreateSpace. Now is the time to get started playing The Gothic Game of Romantic Horror!

Enter code M5RA3RPS for 25% off the “Ghastly Affair Player’s Manual”!

Enter code LJJLMR5T for 25% off the “Ghastly Affair Presenter’s Manual!

Experience true Gothic role-playing in the age of powdered wigs, masquerade balls, and bloody revolution!

Mary Wollstonecraft – A Historical NPC for the Ghastly Affair RPG

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Not to be confused with her daughter, who wrote “Frankenstein”, Mary Wollstonecraft was a founding voice of English Feminism, and certainly one of the most remarkable women of the eighteenth century.

MaryWollstonecraft

Mary Wollstonecraft (December, 1792)
Radical Thinker, Champion of Women’s Rights, and Mother of Mary Shelley

Class: Everywoman
Level: 7
Appearance/Most Memorable Characteristic: A tall, attractive woman with light brown eyes and auburn hair powdered to a pale tan color, dressed simply but very neatly. She wears no perfume, but is notably clean smelling.
Age: 33

Charisma: 15 Intelligence: 17 Wisdom: 13
Strength: 9 Dexterity: 9 Constitution: 9
Perversity: 6

Speed: 9
Hit Points: 42
Attacks: 1 (punch, or improvised weapon)
Damage Bonus: +2

Special Abilities: Profession: Governess (+1) | Avocation: Writer (+1) | Affection (+1): Abused or Endangered Women | Inheritance: None (withheld by brother) | Social Contacts: Elizabeth “Bess” Bishop (née Wollstonecraft – sister), Everina Wollstonecraft (sister), Jane Arden (early friend), Margaret Moore (née King, Countess of Mount Cashell), George Ogle (conservative Irish politician), Joel Barlow (American writer and poltician), Ruth Barlow, Joseph Johnson (her publisher), Thomas Paine (radical political philosopher), Helen Maria Williams (radical writer), William Godwin (anarchist writer, and future husband), John Opie (painter), William Blake (visionary poet and artist), Thomas Holcroft (writer and radical), Aline Filliettaz (educator)
Weaknesses: Phobia (-1): Disease | Prejudice: High Society

Assets: Talented Writer, Brave
Afflictions: Prone to Melancholy, Fool for Love

Typical Equipment Carried: A simple but neat dress. 50 livres (500p) in cash. A small journal. A pencil. Practical shoes.
Current Residence: 22 Rue Meslay, Paris

Background (to 1792):

  • April 27, 1759: Mary Wollstonecraft born in London to an upper-middle class family. Her father John was an alcoholic who aspired to be a country gentleman, and speculated away most of the family fortune while Mary was a girl. As she grew up she frequently had to defend her mother from being beaten by her drunken father.
  • 1774: Mary first met eighteen-year old illustrator Fanny Blood. She is overcome with affection for the young woman.
  • 1778: In Bath, Mary took a job as Lady’s Companion to a quarrelsome widow named Sarah Dawson.
  • 1780: Mary left the employ of Sarah Dawson and returned home, where her mother was dying.
  • 1782: Moved into the Blood household after her father’s remarriage to a woman Mary disliked.
  • 1784: Helped her sister Eliza escape an abusive marriage and hide from her husband. (Mary would later fictionalize the incident in her novel “Maria: or, The Wrongs of Woman”, published posthumously in 1798.) With financial help from an window named Mrs. Burgh, Mary founded a school in the village of Newington Green, just north of London. She took up residence there with her sister Eliza, and Fanny Blood. Fanny left the school upon the advice of doctors that she she live in a warmer climate.
  • 1785: Mary travels to Lisbon, Portugal to be with Fanny, who is living there with her new husband. Fanny died shortly after giving birth to a child, and Mary returned to England.
  • 1786: After her school failed, Mary took a position as Governess to the aristocratic King family in Dublin. Formed a lifelong bond with the oldest daughter Margaret (who after her marriage in 1791 became Margaret Moore, Countess of Mount Cashell).
  • 1787: Published “Thoughts on the Education of Daughters”, a set of fairly conservative exhortations about the upbringing of girls. After all her debts were paid off by a mysterious benefactor, she left employment of the Kings, and took a position with Joseph Johnson’s radical literary magazine, Analytical Review.
  • 1788: Published “Mary: A Fiction”, a novel based loosely on her own life. The novel is notable in its portrayal of the deep “romantic friendship” between its protagonist and another woman, based on the Mary’s own relationship with Fanny Blood. Later that year Mary also published her children’s book, “Original Stories From Real Life”.
  • 1790: Published “Vindication of the Rights of Men” a passionate refutation of “Reflections on the Revolution in France”, Edmund Burke’s screed against social equality. The book was a great popular success.
  • 1791: “Original Stories From Real Life” republished with illustrations by William Blake. Mary Met William Godwin, her future husband, at a dinner given by her publisher Joseph Johnson. Mary and William did not get along at the time.
  • 1792: Published her opus “Vindication of the Rights of Women”. The book was a sensation in liberal circles, but was viciously condemned by conservatives outraged by the suggestion that women might be human beings with rights. Mary met Henry Fuseli, painter of “The Nightmare”, and became infatuated with him. Mary asked to join the Fuseli household, but assured Fuseli’s wife Sophia that she would abstain from sex with John. Sophia was outraged, and insisted that Henry have nothing more to do with Mary.
  • December 1792: Commissioned by her publisher to write about the French Revolution, Mary traveled to Paris. She took up residence at the home of Aline Filliettaz (née Bregantz), the daughter of the headmistress of a school were Mary’s sisters had taught. Aline and her husband were away when Mary arrived.

Personality and Role-Playing Notes: Mary is a conflicted soul who often seems torn between her deeply-held intellectual beliefs and sensual desires. Idealistic and sensitive, she loves and hurts deeply. She suffers from periods of deep depression, and will ruminate on insults. While she is polite and eloquent, Mary is also a fierce debater. She is exceptionally courageous for an eighteenth century woman, often traveling unescorted (in defiance of social convention), and deliberately walking city streets alone at night. She appreciates art and music, and loves to visit shows and converse earnestly about great painters and sculptors. Despite her previous work as a Lady’s Companion and a Governess, she despises the artificiality and pretension of High Society.

Mary is noticeably neat and clean in her appearance, although she lacks the funds to dress fashionably. Unlike many of her contemporaries, she tries to take a full bath (not just a sponge bath) as often as she can. Her concern with hygiene includes a distinct tendency towards hypochondria (ironic, since she will eventually die from septicemia after giving birth to her daughter Mary).

Although she can read formal French (as well as German) well enough to do translations, Mary’s comprehension of the spoken language is not good this point. She will prefer to converse in English if possible. She speaks with a slight Yorkshire accent, due to years spent there as a girl.

Mary Wollstonecraft in Your Game: Mary has just arrived in Paris, and is living alone in a large house with her hosts’ servants. She is always looking for a puzzle to solve, or an injustice to right. Mary may know of a woman who has been unjustly committed to a madhouse by her husband, and ask that the PCs help rescue her. Alternately, she could become involved in tracking down a perverse aristocrat attempting to flee France with a kidnapped peasant girl.

Mary should certainly be able to hold her own in a fight, if necessary. Mary’s Affection for abused and endangered women grants her a +1 Bonus on any action she takes on their behalf. Also, her low Perversity enables her to ward off creatures of supernatural Evil, even though will initially deny that such unreasonable things could exist!

Mary could become romantically involved for a short time with either a male or female PC. At this time she will be dismissive of the idea of marriage with a man, insisting that women should live together instead. Her great tragic romance with the American adventurer Gilbert Imlay will not begin until next year.

A Note on Mary’s “Romantic Friendships”:
It’s difficult to be certain whether the historical Mary Wollstonecraft was actually bisexual. The problem arises from the ambiguous nature of the “romantic friendships” which were common among 18th century women. It is unclear from the historical record just how often such “friendships” progressed beyond holding hands and exchanging passionate declarations of love, although many certainly did. While it seems fairly obvious that Mary was deeply in love with Fanny Blood, for example, we simply don’t know how physically intimate the two were.

The Queen of the Night – An Operatic Adversary for the Ghastly Affair RPG

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Karl Friedrich Schinkel - Stage set for Mozart's Magic Flute - WGA21001

The histrionic villainess of Mozart’s “The Magic Flute” (Die Zauberflöte), The Queen of the Night also makes a great adversary for The Gothic Game of Romantic Horror. Like all Incarnations, she is best used as a plot-device. Challenging the Queen to a direct fight would be foolishly suicidal for all but the most powerful Magicians. The three Ladies that do her bidding, on the other hand, are another story! Presenters who are running games set in Highdark Hall should decide whether or not this is the same “Queen of the Night” that haunts the Lunar Ballroom.

I’ve taken a few creative liberties with the Queen and her Ladies. I think the elaborations are in the spirit of the source material, however.

The Queen of the Night
Fairy Monarch of the Gloomy Hours

Signs & Portents: A clap of thunder. All candles and sources of indoor light become dimmer. The night seems deeper and almost tangible. The stars and moon seems brighter, yet sharply defined within the darkness.
Initial Impression: A lovely woman with jet-black hair, skin so pale as to be almost translucent, and deep blue eyes. She is dressed in swaths of translucent black, blue, and purple silk embroidered with silver stars. She wears an elaborate headdress of silver filigree, jet, and star sapphires. Alternately, she wears a gown of black velvet and sable, a mask of black lace, and a delicate silver tiara. Silver stars will shine in her hair. Rarely, she will appear as a nightingale, or Grand paon de nuit moth. She always appears to be personally spotlit, even in the midst of otherwise complete darkness.
Size: Human-sized (or by form)

Perversity: 16
Disposition: Scheming
Charisma: 20 Intelligence: 20 Wisdom: 20
Strength: 20 Dexterity: 20 Constitution: 20
Speed: 9

Armor Class: 10
Hit Dice: 20 (120 Hit Points)
Attacks: 1 (by weapon type)
Special Abilities: Create Weird Objects | Fairy Characteristics | Fairy Magic |
Weaknesses: Banished by the Sun. | Fairy Weaknesses | Limited Power Over Spirits (Fairies only)
Assets: Beautiful Singing Voice, Seductive, Talented Artist
Afflictions: Easily Angered, Obsessive
Preternatural Powers: All Glamors, all 0 – 3rd Level Blessings, Divinations, Evocations, Fascinations, and Transmutations, but no Maledictions (except Decrease Wisdom).
Favored Preternatural Powers: Charm Person, Curse, Darkness, Decrease Wisdom, Hide Lies, Inflict Love, Levitate, Shadow Conjuration, Phantasmagoria V

Usual Surroundings: All places under the nights sky, dances and masquerade balls, theaters and opera houses.
Level: 10

The fairy Queen of the Night is by turns seductive, charming, vengeful, and spiteful. Her personality is flamboyantly melodramatic, even operatic! She loves to affect helplessness, pleading for someone to help her right some supposed wrong done to her. Anyone who falls victim to her manipulation will find themselves trapped within a multi-layered plot built of interlocking lies.

The Queen of the Night hates all religion and systems of enlightenment. She wishes the human race to live in endless night, both physical and spiritual. For the same reason she encourages superstition in every way that she can. It is said that she even plots to eventually destroy the sun itself. She has given birth to many children fathered by human men through the centuries, and she employs her human offspring to further her nefarious schemes. Several aristocratic families are supposedly descended from the Queen of the Night, although she forbids her children from accepting any honors or titles of nobility bestowed by religious leaders. She has a particular hatred for the cult of Isis and Osiris.

Like the nightingale, the Queen love to sing in the darkness. Although the melodies may be sweet, the words often express the darkest emotions.

The Queen of the Night is served by three Ladies: the Enchantress, the Murderess, and the Seductress. In each time and place where she manifests the Queen will chose different three different women to be her Ladies. The Enchantress is usually a Witch (Magician), but could also be a Mad Scientist. The Murderess could be a Vampyre, Werewolf, or Cannibal, or just an ordinary poisoner. The Seductress is almost always a Libertine, sometimes even a former True Innocent seduced into wickedness by the Queen. When the Queen leaves one setting to pursue her schemes in another, she will dismiss her current Ladies and gather three new ones. If encountered in the Fairy Otherworld, her Ladies might be Sprites or Goblins in human form.

The Queen of the Night is frequently confused the Lilith, the Queen of Hell. The two powers are bitter rivals, however, and will not cooperate under any circumstances. The Queen of the Night makes a point of never appearing with the flaming red hair and golden jewelry characteristic of Lilith’s Incarnation.

The Queen of the Night’s Special Abilities:

Create Weird Objects: The Queen of the Night can create any kind of Weird Object she likes, once per day. She often uses her Ladies as couriers to distribute such Objects to the proper recipients. She can enchant an existing object, or simply manifest one from thin air. Examples of the kind of objects the Queen might create include a magical padlock that will adhere to a person’s mouth and silence them; an enchanted portrait that will Inflict Love for its subject upon the viewer; or even a magic flute with myriad powers.

Fairy Characteristics: Like all Fairies, The Queen of the Night is immune to all normal weapons, except those which are made of pure iron or otherwise enchanted. She cannot be harmed by poison, disease, or any Preternatural Fascination effect. The Queen can see perfectly regardless of illumination, and enjoys the constant benefits of True Seeing. She can speak, write, and understand all languages and forms of communication.

Fairy Magic: In addition to the Preternatural Powers she possesses for bring the Incarnation of a spiritual power, her status as a Fairy allows The Queen of the Night to employ the following effects: Decrease Wisdom, Enter Ethereal Plane, Ghost Lights, Hide Lies, Invisibility, Pass Without Trace, Polymorph Other, and Polymorph Self. She can also employ Attract Lover as a boon for those who please her. She is especially fond of using Invisibility and Enter Ethereal Plane to effect dramatic entrances and exits.

The Queen of the Night’s Weaknesses

Banished by the Sun: The Queen of the Night must never see the pure light of the Sun. If she can be somehow tricked into doing so, see instantly loses her Preternatural Powers, any malicious magic she has worked on others is undone, and she is banished back to her realm of Eternal Night. Note that the sun so affects her even if she is in an Ethereal state. The Queen can otherwise function during the day, so long as she remains in darkness.

Fairy Weaknesses: Like all Fairy creatures, The Queen of the Night is Vulnerable to Iron, and cannot cross a barrier of iron under any circumstances (even when in an Ethereal state). Furthermore, she is Vulnerable to Natural Fire (but not fire of Preternatural origin). The Queen finds pure crystalline salt disgusting, but not briny water.

Limited Power Over Spirits: The Queen of the Night can only target Fairies when she employs the following Preternatural Powers: Banish Spirit, Bind Spirit, Summon Spirit.

Random Architectural Follies

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Ruine Hilscher um1800

The grounds of 18th century estates (such as Highdark Hall) often featured small decorative buildings known as follies. Such structures were especially popular in the British Isles, but many were also created in France and other parts of Europe. In accordance with the late 18th century taste for ruins, many follies were deliberately built to look as through they were old and dilapidated. Commonly, they were constructed to look classical or medieval in origin. Frequently, they would be built in highly inauthentic interpretations of styles that were considered “exotic”, such as Chinese, ancient Egyptian, or Turkish. In the United Kingdom, the fashion for building follies lasted well into the 19th century.

Some architectural follies are only the facade of a building. Some others are essentially solid sculptures, with no means of entrance. Many, however, are complete buildings with a room or two inside. Of those that can be entered, many are used as summerhouses, where guests might be entertained, or a light meal eaten in the middle of a garden. In Gothic scenarios, follies could actually be the meeting places of bizarre secret societies, be entrances to underground dungeons that holds kidnapped damsels, or even imprison supernatural creatures! Often, however, follies have no intended purpose but to look nice in a landscape, and display the disposable wealth of the estate’s owner.

Random Architectural Follies (d20)

  1. “Druidic” Megalith(s) (1 – 12)
  2. Amphitheater, Ruined
  3. Artificial Grotto, perhaps with interior pool. May be the entrance to underground passages.
  4. Castle (d4: 1=small ruined, 2= ruined facade, 3=small intact, 4=intact facade)
  5. Chinese Pagoda
  6. Church (d4: 1=ruined Gothic, 2=ruined Romanesque, 3=ruined Gothic facade, 4=intact Gothic facade)
  7. Column or Obelisk (d6: 1=Corinthian Column, 2=Doric Column, 3=Ionic Column, 4,5,6=Egyptian Obelisk)
  8. Columns and Entablature, Ruined
  9. Dry Bridge (does not cross any water) (d4: 1=Gothic, 2=Chinese, 3=Roman, 4=Rustic)
  10. Gateway or Arch (d6 1=Classical, 2=Gothic, 3=Chinese, 4=Egyptian, 5=Turkish, 6=Sculpture of a Monstrous Mouth)
  11. Idealized Cottages (peasant or hermitage)
  12. Oddly-shaped Building (d4: 1=triangular, 2=conical, 3=pentagonal, 4=sculptural [pineapple, etc.])
  13. Pavilion (d4: 1=Gothic, 2=Turkish, 3=Chinese, 4=Egyptian)
  14. Pyramid, Egyptian or Aztec
  15. Roman Aqueduct, Ruined Section
  16. Rotunda (d4: 1=ruined classical, 2=ruined Gothic, 3=intact Gothic, 4=intact classical)
  17. Temple (d6: 1=ruined classical, 2=ruined Egyptian, 3=intact classical, 4=intact Egyptian, 5=Hindu, 6=Aztec)
  18. Tents, Cloth or Stone
  19. Tomb or Cemetery, False (d4: 1=ruined classical, 2=intact classical, 3=ruined medieval, 4=intact medieval)
  20. Tower (d4: 1=castle, 2=minaret, 3=classical, 4=sculptural)

Purpose of Folly’s Interior (d20)
1 – 7. None, but may be richly decorated anyway.
8 – 12. Summerhouse
13. Meeting Place (for secret society, salon)
14. Shed (garden tools, garden furniture storage)
15. Pump-house
16. Cistern
17. Ice House
18. Larder (especially for game animals)
19. Cesspit
20. Dungeon or Prison (person, animal, supernatural creature)

Highdark Hall: The Hedge Maze

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Like everything about Highdark Hall, there are conflicting stories about the Hedge Maze that stands on the West Lawn of the Enclosed Park. The Presenter must decide which, if any, are true. Uncovering the facts of the matter will take persistence, resourcefulness, and courage on the part of Player Characters.

highdark-hall-hedge-mazeThe famous Hedge Maze of Highdark Hall was constructed in 1729, nine years after the completion of the house. Inside it are the last works of the brilliant but deeply troubled sculptor Peter Nicodemus, who also created the bronze equestrian statue of Lord Gerald Altumber in the courtyard of the west wing. The mystery of Nicodemus’ disappearance, which occurred shortly after completing the statues, has never been solved. Neither can the books of Nicodemus’ famous occult library be accounted for.

The walls of the Maze are 8 foot tall yew hedges, cut sharply and cleanly. By walking around it one can see that the structure is hexagonal in overall shape, about 90 feet across at its widest point, with each face of the hexagon about 50 feet in length. Entrance to the Maze is through a 10 foot tall archway of fancifully wrought iron, barred by gates of likewise construction. Through the gates the 5 feet wide, graveled interior path can be seen. Inside, the labyrinthine Maze twists and turns upon itself, and the high walls of yew generally keep the floor of the interior shrouded in shadow. Only for a brief time at high noon are the corridors well lit. At each dead-end in the maze is a life-size bronze statue of a mocking satyr, place atop a 2 foot high granite pedestal. While each satyr has the same visage, each is posed in a slightly different position. At the center of the maze is a life-size marble statue of a beckoning nymph. She is completely nude, and standing atop a low platform of black marble a single foot high. She faces a bench of white stone. Despite the numerous strange stories about the Maze and its history, the structure is well maintained. The gates are always locked at nightfall, but determined lovers have found them not difficult to pick. Keys are held by the Gardener, the Butler, and Lord Nathaniel.

Rumors and Gossip About the Hedge Maze

Those who walk into the Hedge Maze at night will hear the sounds of a man laughing, footfall in the gravel behind them, and a woman screaming. It is said that sometimes the way out from the center appears to be longer than the way in.

A young woman was supposedly buried in the maze along with her unborn baby, but nobody knows who it is, or why they were placed in unhallowed ground. I’ve never seen any such grave, and probably the whole story is just nonsense.

The Hedge Maze is admittedly creepy, but if there was anything ghostly about it, how does the Gardner keep it so tidy? Go into it and see for yourself. Nothing will happen. That place is only dangerous to the virtue of young women who meet their sweethearts there!

If a man makes it to the center of the Maze, he must give the Nymph a kiss. Otherwise he will be cursed to have his manhood fail him when he most desires its use! They say the lips of the Nymph are as are warm as any girl’s, even though she’s made of marble. Never enter there at night, however, because you risk the jealousy of the brazen satyrs. If you check one in the morning, it may be in a different pose than it was the day before. They walk as flesh in the darkness.

Sometimes the sound of pipes can be heard coming from the maze. They say that maidens who go into the Maze alone do not leave still maidens, and will thereafter find ordinary men… inadequate.

If you kiss the nymph at the center of the Maze you will be approached by a beautiful young woman in a bloody maid’s dress, who will seem to have come from nowhere. She will demand that you kiss her as well. If you grant it, her face will become a mask of corruption and rot. If you do not give her what she desires, or break off the kiss, you will surely die that night!

The Maze is inhabited by sprites, who sometime use their magic to confuse those who enter. They never harm children, but they are very jealous of lovers. Couples who kiss in front of the nymph will have True Love for the rest of their days, if they can manage to leave the Maze together. The jealous sprites will do everything to prevent that from happening, however. In fact, it was those sprites that kidnapped Peter Nicodemus and the kitchen maid that loved.

Swear that you will never repeat what I am about to tell you. They are always listening. A certain man was in his youth a frequent guest of the house. He pursued a dalliance with a kitchen maid, though of course his future position made it impossible that she could ever be his wife. They were together in the Maze when she revealed that she carried his child, and demanded that he marry her. In a panic he struck and killed her. He ran to the Lord of the Manor, who enlisted the aid of the Gardener. The three buried the maid’s body inside the Maze, and swore each other to secrecy. The next morning, Lord Roderick, who was Lord Nathaniel’s father, announced to the household that the maid had eloped with some young swain. Shortly thereafter the Gardener was found drowned in the Misty Tarn, even though he was well known to be an excellent swimmer. This all happened when Lord Nathaniel was a boy, and ever since then the Maze has been haunted by the ghost of the maid. It was never haunted before that time, no matter what anybody else tells you. If you enter the Maze at night on the anniversary of the murder, you will see a vision of the crime, and learn the identity the killer. For the love of Jesus do not try. Once you know who it is, you will no longer sleep soundly at night. Just as I cannot!

The site of the Hedge Maze once had a ancient cairn on it. When Lord Gerald excavated the spot in 1709 he found the skeleton of a young woman who was with child. The Maze was erected on top of her body, to keep her spirit confused so she would not haunt the grounds. She still wanders the maze by night.

The sculptor Peter Nicodemus was hopelessly in love with a wanton kitchen maid. In fact, he gave the nymph at the center of the maze her face, and put his own face on all the bronze satyrs. The maid told Peter that she was pregnant with his baby, and he promised to marry her. Just after the Hedge Maze was completed, Peter decided to take a final tour to see his creations. There he unexpectedly found his beloved. She was engaged in carnal relations with a footman, in front of the nymph that bore her likeness! The faithless woman laughed at Peter, and told him that the baby was in fact the footman’s. Apparently the maid and her lover didn’t even pause what they where doing. Peter exploded in anger, and strangled the maid. The footman escaped and ran to the House. When he returned with help, Peter Nicodemus had disappeared. As you know, he was never seen again. It is said, however, that his soul inhabits the bronze satyrs, and the soul of the wanton maid is trapped inside the marble nymph.

The Illustrated Ghastly Affair Presenter’s Manual Is Now Available!

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The illustrated edition of the Ghastly Affair Presenter’s Manual is now available as a print-on-demand book through Amazon and CreateSpace!

The companion book to the Ghastly Affair Player’s Manual, the Ghastly Affair Presenter’s Manual gives you the tools you need to run The Gothic Game of Romantic Horror!
ghastlyaffairpresentersmanualcoverpromoInside you will find:

An in-depth discussion of techniques for presenting the game, including how to create Gothic scenarios and manage game sessions effectively.

Over 100 creatures and adversaries, including wild Animals, mischievous Fairies, abominable Monsters, foul Revenants, mysterious Spirits, and a full range of Human Antagonists.

A year-by-year chronology of the incidents and scandals of the Ghastly Age in Europe, covering the years from 1765 to 1820.

Lists of Gothic genre conventions to inspire plots and characters.

Rules for bringing the physical incarnations of Death, the Devil, and more into your games.

Expanded rules for drugs and diseases.

27 Weird Objects drawn from from real-world lore, including the Brazen Head, Hand of Glory, and Zombi Bottle.

A list of Human capacities and limits, to help adjudicate extreme situations.

Alternate rules for Ability Contests, and instructions on how to run the game with Tarot cards instead of dice.

Written by Daniel James Hanley,
with editorial contributions by Wendy Rosalsky
Featuring illustrations by Stacey Kaelin and Daniel James Hanley
For use with the Ghastly Affair Player’s Manual.

Note that Ghastly Affair is meant to emulate the shocking world of early Gothic fiction, and is therefore intended for mature readers.

Purchase it on Amazon:

Or get it directly through CreateSpace:
https://www.createspace.com/6638546

See the Downloads page for Character Record Sheets and Quick References for Ghastly Affair.

Random Events of the Morning Promenade

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Philibert-Louis Debucourt - The Public Promenade (La Promenade Publique) - Google Art Project

Well-to-do people living in the cities of the Ghastly Age (1765 – 1820) will spend a good portion of their early day walking thorough public parks, pleasure gardens, or tree-lined boulevards. Many cities have built special, landscaped paths just for the enjoyment of promenaders. Some places even have cavernous indoor spaces used for promenading in inclement weather!

The morning promenade usually begins around 11:00 AM, after the morning toilette and breakfast. It’s not just a healthy walk in the sunshine, but also an opportunity show off new clothes, see what others were wearing, and catch up on gossip. It’s also a public display of the fact that the aristocracy don’t have to do anything so undignified as working for a living! Wealthy ladies may wear dresses distinct from their evening attire, in an era when most people can only afford to own one or two outfits at all. Many promenaders bring their dogs with them, whether favored hunting dogs or the ornamental lapdogs held by women as an accessory. Often, musicians will be playing along the promenade route. There will also be vendors dispensing beverages, either from push carts, or from from tanks they carry on their backs. Besides the stone benches that may be permanently installed on the path, there may also be tables and chairs set out so promenaders can sit and enjoy a coffee, or glass of wine.

Naturally, when characters in Ghastly Affair promenade, unusual things will tend to happen!

Random Events of the Morning Promenade (d20)

  1. A young women carries a unusually large parasol that keeps her in shadow. She is completely covered up, showing little skin, and wears a large hat or bonnet that further shades her face. The last time the PCs saw her in public she looked exceptionally pale, probably as a result of being bled too much by her doctor.
  2. A pretty but obviously middle class woman is walking where only aristocrats should be. Is she somebody’s new kept mistress, who just hasn’t learned yet to properly conduct herself, or is she some radical engaged in a deliberate provocation?
  3. A duel has begun, either with pistols or swords. The duelists may be well-known. Even if dueling is technically illegal, the authorities are unlikely to intervene in a dispute between such gentlemen. The usual time for duels is much earlier in the morning, so these two must want their duel to be seen.
  4. A famous author, philosopher or poet is here. His latest work pushes the limits of acceptability, and has been universally condemned by the conservative authorities. Naturally, ladies who wish to be fashionably scandalous will want to converse with him (and possibly arrange a much more private audience)!
  5. A wild animal (or pack of animals) has wandered onto the path. Possibilities include a pack of dogs (or even wolves), a vicious wildcat, or even an inexplicably out-of-place animal (such as a black panther or crocodile).
  6. A murdered corpse is discovered. Perhaps it has been elaborately posed as some kind of political message. Maybe it has been mysteriously drained of blood, or even partially eaten.
  7. A scandalous or inappropriate couple is walking together. They may be of different social classes, or wildly disparate ages. Perhaps a known anti-monarchist radical is escorting the wife or daughter of a prominent nobleman. Note: it is not uncommon in the Ghastly Age for women who are together in a “romantic friendship” to be very affectionate in public. On the other hand, male couples who are public at this time risk vicious legal prosecution.
  8. Someone is wearing either particularly outlandish clothes, or the absolute latest in Paris style. Of course, the outfit could actually be both!
  9. Someone is making inquiries about the location of a person who has not been seen for several days. Is the inquirer a friend of the missing person, a family member, or a government agent investigating rumors of secret societies plotting revolution?
  10. If a Player Character is female, she is approached by a lady who begins an apparently pleasant conversation about the weather. Simultaneously, however, she uses the Language of Fans to call the PC a classless slut, and warn her to stay away from the lady’s lover. If the PC is male, he is challenged to a duel for making inappropriate advances towards the man’s mistress. In either, the PC has never met the lady or gentleman, their lover, or their spouse.
  11. A stranger begins flirting with the Player Character. Their spouse or lover may be watching, and whether or not they disapprove is unclear.
  12. A valet hands you an invitation to attend a dance, dinner, concert, or salon, to be held in the home of a well-known but reclusive gentleman or lady. The invitation itself could be unusual – perhaps the event doesn’t begin until midnight, attendees are not permitted to wear certain colors, or must wear masks to an otherwise ordinary salon where there will be no dancing.
  13. A particularly talented (or talentless) musician (or group of musicians) is playing.
  14. Someone’s dog begins growling at a Player Character for no apparent reason. It may even attack, with comical results (in the case of a lady’s lapdog such as a pug or papillon), or potentially serious ones (if it’s a larger hunting dog).
  15. A man is bleeding from an obvious wound, but continues walking as if nothing has happened. The man may be well-known, or a mysterious foreigner. He refuses to acknowledge that he is hurt, but is weakening even as he speaks. Perhaps he doesn’t even remember who he is!
  16. A mutilated beggar has wandered onto the promenade, demanding money before they will go away. Perhaps the unfortunate wreath is a full-blown denatsate, with their nose, ears and lips having been deliberately removed to create a revolting skull-like visage. And why does the beggar speak with such proper diction, and under their scars resemble a missing member of High Society?
  17. Police (or a constable and watchmen) are attempting to close the promenade. They refuse to give a solid reason, and the many of the entitled promenaders are vociferously protesting. Then there’s an explosion from a vendor’s cart, and shots are fired!
  18. A beverage vendor is dispensing an unusual drink, and has attracted a crowd. The strange liquid makes imbibers feel euphoric and invigorated, but nobody can account for its odd color and bizarre flavor. Who is the mysterious vendor, whom nobody has seen before?
  19. An apparently drunken man is stumbling about, bumping into many promenaders. Perhaps he is a libertine member of the royal family, or another well-known person. Maybe in his lucid moments he indicates that he is not drunk at all, but under an spell of permanant Confusion inflicted by a rejected lover who is actually a powerful witch.
  20. A large branch (or the whole tree) falls, possibly injuring promenaders. Was it due to storm damage and natural rot, or was the tree deliberately cut? Is it Fairy mischief, due to the promenade having been built on a spot beloved by the Good People. Will the mischief continue and turn more deadly, until some way to placate the angry Fay can be discovered?

Events and Catastrophes at Dinner

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Thomas Rowlandson - Dinner - WGA20169

Characters in Ghastly Affair who have any contact with High Society will eventually be invited to a formal dinner party. In the game’s Ghastly Age (1765 – 1820), such events are ostentatious displays of wealth that last for hours. As with fashion (and most other things), the practice in France is taken as the model for High Society across Europe. The meal is presented in 3 to 4 “stages”, with each stage consisting of up to 20 different dishes artfully arranged on the table along with appropriate decorations. Diners are served (or take) whatever food they like from the selection laid out. A stage is left on the table for around 15 minutes before it is cleared by the servants. The first stage will always include one or more large tureens of soups (along with fish, birds, and small meat dishes), the second one or more roasts with various vegetables and sauces, and the last stage will be desserts. If there is a fourth stage it will usually be a mixture of hot and cold dishes. The wines are brought (or passed) around the table, with the host often pouring the best ones himself. In addition, there may be one or more cups (coups) of wine or liqueur served to all the guests at specific times before and during dinner.

Since there are long waits between stages of the dinner, guests are expected to display their skill at conversation in the intervals. Guests may even retire to drawing rooms between stages.

Dances and salons in High Society often include a dinner or supper. If there is no other entertainment arranged, guests will retire to drawing rooms after dinner to drink coffee, play cards and converse, possibly late into the night. Guests may even be invited to view the host’s cabinet of curiosities!

Naturally, many of the incidents listed below are serious breaches of etiquette, loaded with dramatic potential. Some could easily be the cause of duels.

d20 Events and Catastrophes at Dinner

  1. One of the dishes tastes either especially good, or particularly horrible. However, everybody else but the Player Character holds exactly the opposite opinion!
  2. There is a cry for help from an adjoining room. It is a servant being assaulted? Or does the voice belong to a restless ghost that haunts the house? Why do only the Player Characters seem to hear it (or care)?
  3. One of the dishes that the host is especially proud to present is spoiled and will cause food poisoning if consumed. If the PC can taste the spoilage, will they eat it anyway to prevent a breach of etiquette?
  4. One of the wines is especially good, and everyone comments on it. Perhaps it is a fabled vintage that is supposed to be impossible to acquire, yet the host host seems to have an ample supply.
  5. A footman or lackey stumbles with a platter, and the food tumbles onto the ground. The heartless guests at the table will almost certainly not help him in any way, and will probably ridicule him. Will he be motivated to take brutal revenge at a later time?
  6. A prominent guest with powerful (and dangerous) friends becomes so drunk they fall of their chair, looking so ridiculous that characters may have to Save versus Charisma to avoid spontaneously breaking out into laughter.
  7. A diner’s sleeve (or elaborate hair!) catches fire from the candles on the table. Think quick!
  8. An obviously drunk man starts insulting the clothes of the people near him, including the Player Characters.
  9. A Player Character sees a rat or other vermin. Note that even the grandest châteaux and manor houses of the Ghastly Age will have rats.
  10. One of the diners is so attractive and /or well-dressed that those attracted to their gender barely touch their food so they can look at them.
  11. One of the diners eats little, but seems to be sizing up several other guests. Are they an assassin? A blackmailer looking for evidence of scandal? Or is it the Devil himself, preparing to make someone an offer they can’t resist?
  12. Somebody has spiked the punch-bowl with laudanum. Was it the host, a guest, or the servants?
  13. Somebody has taken an extremely unpopular political opinion, and obnoxiously defends it.
  14. A Player Character finds a note surreptitiously slipped into their pocket (or reticule), arranging an assignation at a later date. Of course, the other party is someone shockingly inappropriate.
  15. A servant makes a mistake, and somebody begins loudly berating them.
  16. Someone begins choking, perhaps a known enemy of the host only invited out of social obligation. What do the PC’s do?
  17. An insult results in somebody being stabbed with a fork. This may easily escalate into a duel.
  18. Somebody begin loudly criticizing the food, and proclaiming the superior skills of their own cook.
  19. A diner spills wine or food all over the extremely expensive outfit they had made just for this event. Were they intentionally bumped, are are they just clumsy?
  20. Several of the diners seem to be sending each other coded messages through the tapping of their fingers on the table. Are they members of a secret society, clandestine lovers, or just mutually bored?

Random Incidents at the Dance

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Thomas Rowlandson - A Ball at Scarborough - Google Art Project

As indicated in the Ghastly Affair Player’s Manual, dancing is an important social activity for people of all social classes during the Ghastly Age (1765 – 1820). Even ordinary working people consider dance lessons to be a necessary expense. Upper class people frequently host dance parties in their homes, and have memberships at exclusive urban assembly rooms (such as the famous Almack’s of London). Middle and working class people patronize public dance halls (Paris had well over 600 of them in 1796), and attend dances held in taverns. Dances last long into the night, and a ball that concludes before 1 AM is considered to have ended early.

Even at upper class gatherings, the dances (and accompanying music) of the Ghastly Age are much livelier than will be the case at fancy balls in Victorian times. Dance steps are often intricate and hard to master, and the dances are very much considered performances for the spectators. Many of the dances are for groups rather than couples. A single dance can last for 15 to 20 minutes before the dancers have a chance to rest. The rules of etiquette are also different than will be the case later in the 19th century. For example, dance cards are not yet in common use during the Ghastly Age. Ballroom floors are often crowded and very hot, smelling like a mixture of heavy perfume, sweat, and burning candles. Beside the dancing and there will always be people resting, talking, and playing cards along the outer perimeter of the room.

Although the table assumes the late-eighteenth/early-nineteenth century setting of the Ghastly Affair RPG, it can obviously also be adapted for use in games set in slightly earlier or later time periods.

d20 Incidents at the Dance

  1. A well-dressed woman stumbles and falls, knocking down several other dancing couples. Is she sick, dying, or just clumsy? No matter the truth, the unfortunate lady will be immediately be the subject of vicious ridicule communicated through the Language of Fans.
  2. A bizarrely dressed man seems to believe he dances well, but moves awkwardly.
  3. Two women sitting together on the perimeter begin arguing (over a man, fashion, or the souring of their once-intense “romantic friendship”).
  4. A man starts taking liberties with his partner, and her husband challenges him to a duel.
  5. A man standing on the perimeter leers with predatory eyes at the dancing women. Is he a creature of darkness looking to sate his unholy appetites, or just an ordinary lecher?
  6. A musical instrument breaks, throwing the dancers off.
  7. An older gentlemen suffers a stroke or heart attack from the strain of dancing.
  8. A man starts inquiring about his new wife, who has gone missing from the room. Meanwhile a newlywed woman is making similar, more discreet inquiries about her missing husband.
  9. Someone who was previously known as a terrible dancer astounds everyone with their new-found skills. How could they have learned to dance so well so quickly?
  10. An obviously drunk man breaks etiquette by requesting dances from women to whom he has never been introduced.
  11. Someone begins passing around a small metal box containing hashish sweetmeats.
  12. The chandelier falls, possibly injuring (or even killing) one or two couples. Was it an accident due to neglect, or deliberate sabotage?
  13. Someone bursts into the room, screaming that a murder (or other crime) has been committed.
  14. A woman breaks etiquette by rejecting a dance with one man, but accepting another man’s request for the same dance.
  15. The host and/or musicians introduce a bizarre (or scandalous) new dance. During the Ghastly Age this could be the shockingly erotic Viennese Waltz, where couples hold each other close as if they are about to make love on the dance floor!
  16. A scandalously inappropriate couple (such as a duchess and a common soldier) is dancing. In a place like 18th century Venice (where any self-respecting woman is expected to have a cavalier servente or cicisbeo), this could even be a married couple!
  17. A women breaks a heel while dancing (if the dance is during the Decadent Era before the French Revolution), or sprains an ankle (if the Bloody Era after the Revolution).
  18. A woman experiences a wardrobe malfunction, accidental or intentional. Note that some 18th century French gowns were cleverly constructed to occasionally expose the breasts of the wearer, who might then feign shock and embarrassment.
  19. Men begin fighting over who will get to ask particularly pretty woman to dance. This could result in them going outside to duel (or fist-fighting right on the dance floor if they are working class).
  20. A couple breaches etiquette by dancing every dance together.

Breaking a rule of etiquette will naturally require a Charisma Check to see if the break is considered a serious Faux Pas that causes the rule-breaker to be labeled “Gauche”. Succeeding at the check means that the rules are considered to have been broken well and with style, and the rule-breaker will therefore be considered fashionably scandalous – much to the confusion of less charismatic people ostracized for exactly the same behavior!

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