Highdark Hall: The Female Servants

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As with the write-ups of the Altumber family, you should feel free to change any or all details about the Female Servants to fit your personal vision of Highdark Hall. I’ve tried to make the Servants just as interesting and fully-developed as the Altumber Family itself. An estate house like Highdark Hall would function essentially like a small village unto itself, with the servants working up to 16 hours a day to keep it running.

The Housekeeper
Oversees the Female Servants. Personally ensures that the house is clean, all clothing is kept in good condition, fires are maintained, and that all female servants are working to their best ability. Purchases and maintains the inventory of food, clothing, and cleaning supplies. Makes the pickles, preserves, drinks, and perfume waters. May personally perform especially important cleaning, cooking, or sewing tasks.

Margaret Biddle
Most Memorable Characteristic: Very provincial – dislikes everything that isn’t English.
Physical Appearance: Middle-aged and short, with dark hair and eyes. 40 years old.
Personality: Confident and Outspoken
Abilities: Very high Constitution, High Dexterity. Perversity: 9.
Other Characteristic(s): Makes Paper Flowers. Very Patriotic. Afraid of Being Stared At. Hates Bankers. Knows about the secret passage in the Gun Room, but has never entered it.
Notable Possession(s): Her wedding ring, which she still wears even though her husband died only a week after their wedding twenty years ago.
Suggested Class and Level: 8th Level Everywoman (Housekeeper)

The Cook
Oversees the Kitchen and Dairy Maids, plans the menus, and ensures that meals are properly prepared. Keeps track of items in Kitchen Storage, Pantries, and Larder.

Josephine Latour
Most Memorable Characteristic: Slight French accent.
Physical Appearance: Unremarkable. 27 years old.
Personality: Social and Magnanimous
Abilities: High Wisdom and above average Dexterity. Perversity: 12.
Other Characteristic(s): Great Cook. Mysterious But Obviously Traumatic Past. Knows the truth about the Goblin’s Grotto.
Notable Possession(s): A brass ring with a red stone (Resist Fire Talisman). A black-handled knife with a blade inscribed with strange symbols. A stash of drugs, toxins, and various herbs. A black-bound book written in an unknown language and alphabet.
Suggested Class and Level: 3rd Level Magician
Incantations: Enhanced Sense of Taste, Detect Poison, Speak With Animals. Ceremonies: Fertility. Talismans: Resist Fire. Pacts: Close Wounds, Steal Milk.

The Nurse
Watches and cleans up after the children, and cleans the Nursery. Assists the Governess.

Rebecca Forest
Most Memorable Characteristic: Witless – never catches a joke.
Physical Appearance: Short, with dark hair and eyes. 30 years old.
Personality: Very Social
Abilities: Above average Constitution; below average Intelligence. Perversity: 9.
Other Characteristic(s): Amateur Cook. Secretly in Love With Jasper Hill (the Butler). Afraid of Heights. Hates the Cold.
Notable Possession(s): A bracelet of braided herbs, meant to protect her from Demons.
Suggested Class and Level: 4th Level Everwoman (Nurse)

Lady’s Maids
Each attends to a female member of the household – washes and dresses her, runs errands for her, repairs her clothing, accompanies her when she travels, and ensures her their comfort in every way.

Abigail Jackson – Maid to Lady Constance
Most Memorable Characteristic: Exceptionally smooth and unblemished skin.
Physical Appearance: Tall. 20 years old.
Personality: Very Social and Servile
Abilities: Above average Constitution and Charisma; below average Wisdom (gullible). Perversity: 8.
Other Characteristic(s): Amateur Pianist. Loves Georgina’s cat “Artemis”. Afraid of Disease. Hates Spiders.
Notable Possession(s): A locket with a miniature painting of her dead mother.
Suggested Class and Level: 3rd Level Everywoman (Lady’s Maid)

Priscilla Green – Maid to Georgina
Most Memorable Characteristic: Thick, curly blond hair.
Physical Appearance: Dark complexion. 21 years old.
Personality: Very Social and Optimistic
Abilities: Above average Constitution and Strength. Perversity: 9.
Other Characteristic(s): Storyteller. In Love with Lord Nathaniel. Afraid of the Sea (and thus hates the seashell-encrusted Rocaille Room). Hates Sailors (and has many stories about atrocities supposedly committed by drunken sailors).
Notable Possession(s): A painted fan given to her by Georgina. A copy of “The Romance of the Forest” by Ann Radcliffe
Suggested Class and Level: 3rd Level Everywoman (Lady’s Maid)

Edna Long – Maid to Mary Ravenscroft
Most Memorable Characteristic: Deep blue eyes.
Physical Appearance: Short and pretty with dark brown hair. 18 years old.
Personality: Dishonest and Suspicious
Abilities: High Constitution. Perversity: 14.
Other Characteristic(s): Thief. In Love With Caleb Smith (Henry’s Valet). Afraid of Knives. Hates Cats.
Notable Possession(s): A stash of Jewelry stolen from Lady Constance, Georgina, and Mary.
Suggested Class and Level: 3rd Level Everywoman (Lady’s Maid)

Upper House Maid
Responsible for cleaning the house, and maintaining lights and fires. Maintains the linens, and makes the beds. Assisted by the Under House Maids

Susanna Douglas
Most Memorable Characteristic: Green eyes.
Physical Appearance: Pale and attractive. 23 years old.
Personality: Confident and Stalwart
Abilities: Above average Constitution and Strength. Perversity: 10.
Other Characteristic(s): Former Prostitute. Loves Sean McGinty (the Handyman). Afraid of Thunder. Hates Hessians (had many unfortunate encounters with Hessian mercenaries). Plans to eventually immigrate to America.
Notable Possession(s): A copy of Thomas Paine’s “Rights of Man”. A stash of money she is saving for her ship passage.
Suggested Class and Level: 3rd Level Everywoman (House Maid)

Under House Maids
Assist the Upper House Maid.

Jane Williamson
Most Memorable Characteristic: Thin and lanky.
Physical Appearance: Unremarkable. 21 years old.
Personality: Cruel
Abilities: Above average Constitution and Charisma. Perversity: 12.
Other Characteristic(s): Gambler. In Love With Harold Altumber. Afraid of Ghosts. Hates Weddings
Notable Possession(s): A small jar of rat poison.
Suggested Class and Level: 2nd Level Everywoman (House Maid)

Frances Cook
Most Memorable Characteristic: No sense of direction – still gets lost in the house.
Physical Appearance: Short, dark, and unattractive. 23 years old.
Personality: Deceitful and Belligerent
Abilities: High Constitution. Perversity: 13.
Other Characteristic(s): Intimidating. Allergic to (and hates) Cats. Amateur Gardener. Loves Birds. Afraid of the Color Red.
Notable Possession(s): A potted marigold that she keeps on the windowsill of her room.
Suggested Class and Level: 2nd Level Everywoman (House Maid)

Kitchen Maids
Assist the Cook in preparing food for the entire household – family, guests, and servants. Each has a specialty, but all are expected to fill in wherever the Cook decides.

Rosemary Jones
Most Memorable Characteristic: Afraid of guns and weapons.
Physical Appearance: Short and homely. 18 years old.
Personality: Friendly and Self-assured (except when guns are involved)
Abilities: Above average Constitution and Intelligence. Perversity: 7.
Other Characteristic(s): Good Equestrian (father was a groom). In Love with Henry Cliff. Good Manners. Hates Slavery. Specializes in baking.
Notable Possession(s): A lucky horseshoe.
Suggested Class and Level: 3rd Level Everywoman (Cook)

Blythe Love
Most Memorable Characteristic: Rarely speaks.
Physical Appearance: Pale and homely. 17 years old.
Personality: Pleasant
Abilities: Above average Constitution and Intelligence. Perversity: 9.
Other Characteristic(s): Resistant to Pain. Good Knitter. Loves Art. Afraid of Being Alone. Specializes in vegetable cookery.
Notable Possession(s): Knitting needles and balls of yarn.
Suggested Class and Level: 2nd Level Everywoman (Cook)

Diana Farmer
Most Memorable Characteristic: Sentimental.
Physical Appearance: Tall and pale. 21 years old.
Personality: Friendly and Devoted
Abilities: Above average Constitution and Wisdom; below average Strength (muscle damage). Perversity: 9.
Other Characteristic(s): Amateur Herbalist. Loves Caleb Smith, Henry Cliff’s Valet. Afraid of Snakes. Hates Dishonest People. Specializes in sauces.
Notable Possession(s): A century-old Bible with unexplained blood stains spattered throughout.
Suggested Class and Level: 2nd Level Everywoman (Cook)

Siobhan McLeary
Most Memorable Characteristic: Musical – often singing or playing her flute.
Physical Appearance: Short, pale, and pretty. 20 years old.
Personality: Critical and Crude.
Abilities: Above average Constitution and Dexterity; below average Charisma (due to frequent obscenities and blunt choice of words). Perversity: 12.
Other Characteristic(s): Amateur Flutist. In Love With Lord Nathaniel. Afraid of Children. Hates Prudes. Specializes in meat cookery. Siobhan has been to the Cave of Ancient and Hungry One.
Notable Possession(s): A carved bone flute.
Suggested Class and Level: 2nd Level Everywoman (Cook)

Dairy Maid
Responsible for milking cows, making cheeses and butter, and storing them properly. Also bakes breads that include milk or cheese.

Virtue Proctor
Most Memorable Characteristic: Inventive.
Physical Appearance: Tall and attractive. 21 years old.
Personality: Friendly and Self-assured
Abilities: High Constitution, above average Intelligence. Perversity: 10.
Other Characteristic(s): Naturally Talented Engineer. Loves Lord Nathaniel. Afraid of Priests. Hates Churches.
Notable Possession(s): A small notebook filled with inventions and labor-saving ideas.
Suggested Class and Level: 3rd Level Everywoman (Dairy Maid)

Scullery Maids
Responsible for laundering clothes, boiling water for personal washing, washing dishes and pans, cleaning the kitchen, cleaning out the chamber pots, cleaning fish, and washing freshly butchered animals. Wash the floors. Will assist the Cook and Kitchen Maids when necessary.

Judith Thomas
Most Memorable Characteristic: Young, but assertive.
Physical Appearance: Pretty. 14 years old.
Personality: Daring
Abilities: Above average Constitution and Intelligence; below average Wisdom. Perversity: 9.
Other Characteristic(s): Talented Portraitist. Loves Small Animals. Afraid of Large Dogs. Hates Judges and Magistrates.
Notable Possession(s): A pet mouse that she keeps in a cage. Several pieces of charcoal and scrap paper with portraits of the other servants.
Suggested Class and Level: 1st Level Everywoman (Scullery)

Rhoda Good
Most Memorable Characteristic: Nearsighted.
Physical Appearance: Tall, pale, and attractive. 18 years old.
Personality: Paranoid and Obsessive
Abilities: Above average Constitution and Strength. Perversity: 9.
Other Characteristic(s): Amateur Writer. Secretly in love with Susanna Douglas (the Upper House Maid). Afraid of the Dark. Hates Bugs.
Notable Possession(s): An illustrated copy of “Fanny Hill”.
Suggested Class and Level: 2nd Level Everywoman (Scullery)

Servant’s Hall Maid
Attends the other servants in the Servant’s Hall. Personally attends the Housekeeper. Cleans the Housekeeper’s and Butler’s rooms.

Patience Weaver
Most Memorable Characteristic: Platinum blonde hair.
Physical Appearance: Young, short and pale. 13 years old.
Personality: Vicious and Manipulative
Abilities: Above average Constitution and Charisma. Perversity: 14.
Other Characteristic(s): Good Knife Fighter. Loves Cats. Afraid of Fairies. Hates Horses.
Notable Possession(s): A small knife she keeps hidden on her person at all times.
Suggested Class and Level: 1st Level Everywoman (Hall Maid)

Highdark Hall: Elevation of the Front Facade

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Highdark Hall - Front ElevationToday’s addition to the Highdark Hall series is an architectural-style elevation representing the front facade of the place. Use it to help describe the scene as characters approach the building, or even as inspiration for creating your own fictional haunted house!

Highdark Hall: The Family & Retainers

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The suggested inhabitants of Highdark Hall are sketched out in a relatively system-neutral format, to be further developed as you need. Use all of them, some of them, or none of them, as you wish. If you want characters to be completely different, feel free to change them. The Presenter (or Game Master) can also use the list of suggested inhabitants as the basis for creating Secondary Player Characters, or even pre-generated Player Characters. Of course, Players who portray residents of the house should be able to specify new names and characteristics instead of the suggested ones. It is suggested that Lord Nathaniel and Lady Constance remain NPCs, however.

The Suggested Classes are for the Ghastly Affair role-playing game. The Professions of Everyman characters will be indicated in parentheses. A “below average” Ability translates to an 8, an “above average” ability a 12, a “high ability” a 14, and a “very high” ability a 16. Perversity is also indicated for Ghastly Affair.

Certain readers will no doubt detect some homages and allusions in the descriptions. The characters have also been given characteristics intended to result in explosive interpersonal conflicts that will drag in the Player Characters.

The Altumber Family

All the Altumbers except Henry (the Foundling) are comfortable in High Society. As Aristocrats, all (except Julia and Juno) are familiar with proper etiquette, horseback riding, drawing, and dancing. The men all know how to hunt, shoot, and use a sword. Constance and Georgina know how to sew and embroider; Julia and Juno are currently being taught.

Nathaniel John Altumber, Lord of Highdark. 36 years old
Most Memorable Characteristic: Impeccably dressed, wears elaborately knotted neck cloths.
Physical Appearance: Tall and handsome, with dark hair and eyes.
Personality: Commanding and imperious.
Abilities: High Charisma, Strength, and Constitution. Perversity: 13
Other Characteristic(s): Amateur Geologist. Has an affection for Orphans. Afraid of Parasites. Hates Rats. Compulsive Gambler.
Notable Possession(s): A journal filled with records of bets, and scandalous secrets about other members of the aristocracy.
Suggested Class and Level: 9th Level Everyman (Aristocrat)

Constance Rosalind Altumber, Lady of Highdark 34 years old
Most Memorable Characteristic: A cloud-like mass of curly black hair, and eyes so dark they look nearly black.
Physical Appearance: Olive-complexioned; appears more Mediterranean than British.
Personality: Publicly respectable and sophisticated, but actually perverse and thrill-seeking.
Abilities: High Charisma, Intelligence, and Dexterity. Perversity: 14
Other Characteristic(s): Accomplished Liar.
Notable Possession(s): A set of man’s clothing, and a pair of beautifully decorated pistols she keeps hidden in her room. She has cut many notches into the handles of the pistols.
Suggested Class and Level: 9th Level Libertine (Lady Constance has “Aristocratic Skills” instead of the usual “Dueling” Special Ability)

Harold Manfred Altumber Son and Heir. 18 years old
Most Memorable Characteristic: Always carries an eccentrically twisted black walking stick with a silver knob.
Physical Appearance: Tall and handsome, with heavy eyes and romantically tussled hair, but a slight limp.
Personality: Initially charming, but also possessive and cruel.
Abilities: High Charisma. Perversity: 14
Other Characteristic(s): Good Painter. Loves the Occult. Afraid of Obscurity. Despises Traditional Morality. Determined to keep Georgina and Henry apart.
Notable Possession(s): His walking stick. “The Grimoire of Nethesius”, a book filled with Magical Rituals and containing a poem supposedly written by the Devil. An unfinished portrait of Georgina.
Suggested Class and Level: 1st Level Everyman (Aristocrat)

Georgina Augusta Altumber. Eldest Daughter. 16 years old
Most Memorable Characteristic: Always wears a jeweled cross.
Physical Appearance: Pretty, with black hair and large, deep-brown eyes.
Personality: Kind and caring, but naive. Cries easily.
Abilities: Very high Charisma. Perversity: 4
Other Characteristic(s): Great Pianist. Afraid of Rats.
Notable Possession(s): Her cross. “Artemis”, her long-hair calico cat. A dried flower given to her by Henry, that she keeps in the pages of her Bible.
Suggested Class and Level: 1st Level True Innocent (Georgina has “Aristocratic Skills” instead of the usual “Redemption” Special Ability)

Julia and Juno Altumber, Twin Daughters. 9 years old
Most Memorable Characteristic: Identical, and always together. Tend to finish each others’ sentences, or speak at the same time.
Physical Appearance: Long brown hair and brown eyes.
Personality: Mischievous, and strangely cheerful at inappropriate times.
Abilities: Above average Dexterity. Perversity: 14
Other Characteristic(s): Good Singing Voices. Love Dairy Products. Afraid of Pure Salt. Hate to be Bored, and will do anything to avoid it.
Notable Possession(s): “Poppy”, a porcelain doll that they claim is alive, and blame for all their mischief.
Suggested Class and Level: 1st Level Everywomen (Aristocrats)

Henry Peak, a Foundling taken in by Nathaniel. 16 years old
Most Memorable Characteristic: Intense stare.
Physical Appearance: Muscular, handsome and dark-complexioned.
Personality: Passionate and intense, prone to holding grudges. Perversity: 11
Abilities: High Strength, above average Wisdom and Charisma.
Other Characteristic(s): Horse Whisperer. Bad Manners.
Notable Possession(s): Amulet against the Evil Eye. A lock of Georgina’s hair that he keeps on his person at all times.
Suggested Class and Level: 2nd Level Gypsy

The Mistress and the Governess

The Mistress and the Governess take their meals separately from both the Family and the Servants. They eat at the same time as the Family, but in a different room. Neither are ever invited to attend Constance’s toilette. Both have Middle Class accents. Mary can function passably well in High Society, but Jenny hates it.

Mary Ravenscroft, Lord Nathaniel’s Mistress. 21 years old
Most Memorable Characteristic: Straight, jet black hair and pale skin.
Physical Appearance: Average height, pale, and beautiful.
Personality: Extremely intelligent, but sometimes morbid. Vocally critical of societal limits placed on women.
Abilities: High Charisma and very high Intelligence. Perversity: 12
Other Characteristic(s): Brilliant Conversationalist. Disowned by her Family. Prone to fits of Melancholy
Notable Possession(s): A set of Alchemical, medical, and scientific treatises. Mad Inventions: three doses of a perfume that allows her to Beguile others; a small metal canister that will allow her to have a Shocking Grasp three times before it stops working.
Suggested Class and Level: 3rd Level Mad Scientist.

Jenny Rye, the Governess. 20 years old
Most Memorable Characteristic: Always looks dignified, but never arrogant.
Physical Appearance: Average height and attractive, with light brown hair.
Personality: Plain-speaking and forthright.
Abilities: High Intelligence and Wisdom. Perversity: 6
Other Characteristic(s): Amateur Poet. Well Educated. Brave (except when facing a Crowd). Attracts Misfortune. Afraid of Crowds. Hates Liars.
Notable Possession(s): Her diary, where she recounts everything she has experienced at Highdark Hall.
Suggested Class and Level: 3rd Level Everywoman (Governess)

Highdark Hall: The House and its History

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Note: All references to real historical figures, institutions, and places are intended to be understood in a fictional context, for entertainment purposes only. No assertions are made regarding any actual facts.

Approaching Highdark Hall

The handsome footmen in dark blue livery open the intricate, wrought iron gates of the estate, and you pass through. You are traveling on a straight avenue lined with tall yew trees that obscure your view to the left and right, creating a deep, confining canyon of green. The view before and behind you is swallowed by the fog. No birds sing here. Floating in the fog before you is a gray smudge. As you travel on, the smudge resolves itself into the blurry facade of Highdark Hall, looming ever larger as you approach. After several minutes the trees give way to a broad lawn. Across the lawn, the house leers at you though the mist.

Highdark Hall stands three stories high, built of deeply weather-stained gray rock. The Ground Floor is elevated 5 feet on a base of rusticated stone. Small windows squint out from the Basement, while those that stare from the Ground Floor, Second Story and Third Story are nearly 8 feet high and 4 feet wide. The roof is tarnished copper, green with age, with a cornice surmounted by a line of spear-headed, vertical iron spikes. The architecture asserts contradictory medieval, baroque, and neoclassical elements without resolution.

The front facade is about 160 feet wide in all. The overall impression is of three halls oriented with their ends towards the viewer, connected by a hall running perpendicular. There are thus two obvious wings, plus a central portion. The facades of the right and left hand wings feature slightly projecting bays filled with tall windows, and trapezoidal gables. The sections between each wing and the central portion also feature projecting window bays, similar to those of the wings.

The 40 foot facade of the central portion is dominated by four tower-like, engaged columns. Two stories above, a balustraded flat roof creates a balcony. The top of each pillar forms a semi-circular projection of the balcony, the whole effect evoking the gatehouse of a medieval castle. The massive front entrance door is five feet wide and seven feet high, of black painted wood bound in iron.

The front entrance is reached by a five-foot high elevated platform that projects about 20 feet forward onto the lawn. Low, broad staircases run perpendicular, giving access to the platform on either side. A thick stone balustrade edges the platform and stairs. Behind both of the broad front stairs are a narrower, steeper set that runs down under the front platform, giving access to the basement.

Above the door is a cartouche carved with the arms of the Altumber family – a bare mountain under the crescent moon.

Highdark Hall and the Altumber Family

Highdark Hall was erected in 1720, in an idiosyncratic style that some consider brilliant, and others the product of a degenerate imagination. The builder, Lord Gerald Altumber, was a close associate of the notorious Duke of Wharton, and a member of his “Hellfire Club”. Many questioned Lord Gerald’s decision to build Highdark Hall in in its bleak location, on a site that was well-watered but also known to be riddled with natural caves.

The Altumber family has a long and checkered past, and seems to be constantly sliding in and out of prominence (and debt). The name first appears in history after the Battle of Crécy, when Thomas Altumber was knighted and granted a tract of land for his exceptional bravery. In the late 15th Century, the beautiful Isabelle Altumber ran away to Rome to become a nun, but instead became a mistress of Rodrigo Borgia, Pope Alexander VI. The family quickly and publicly sided with Henry VIII in his battle with the Church, but was also rumored to offer sanctuary to fugitive priests for a steep price. The Altumbers were supporters of the King in the First English Civil War, but remained publicly quiet during the subsequent conflicts. Rumors persist that the family participated in certain clandestine activities that made possible the Restoration of Charles II, however. The family has apparently performed mysterious but important services for the Crown several times since then. The nature of these services has never been publicly revealed. Nonetheless, Kings George I, II, and III have all acknowledged the existence of “an obligation” towards the family, despite the association of Lord Gerald with the Jacobite Duke Wharton. Even more baffling, the Altumbers have always refused to accept any royal honors beyond the title “Lord of Highdark”, even refusing a Peerage on several different occasions.

The family’s current wealth flows from numerous coal and lead mines, and they also own most of the property in the nearby village of Lowhaven. For reasons that are unclear, they are afforded a respect and deference not usually shown to “mere” gentry. Some say it is due to their Royal connections, while others whisper that the Lords of Highdark keep secrets that could ruin many prominent families if revealed.

There have been many disappearances linked to the Altumber family through the centuries, involving family members, servants, and even visitors to Highdark Hall. There is a family legend that the mysterious “Queen of the Night” is responsible, but rumors hint that the truth may be even more sinister.

Highdark Hall: A Setting for Gothic Roleplaying

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Highdark Hall -Ground FloorHighdark Hall is a fictional eighteenth-century estate house suitable to be the primary location for an entire Saga of Gothic roleplaying. It features five floors and over 100 rooms, with many possibly intriguing locations to stimulate your creativity.

Highdark Hall - Second StoryThe Maps are intended to be further developed by the Presenter (or Game Master). Its for you to decide if Highdark Hall is a cursed hive of supernatural evil, or actually just a leaky old house with somewhat eccentric inhabitants.

Highdark Hall - Third StoryAlthough primarily intended for use with the Ghastly Affair role-playing game, there’s no reason why Highdark Hall couldn’t be adapted to your favorite game system as well.
Those who play Victorian-era, Steampunk, or other Horror games might be able to use Highdark Hall, simply by advancing the assumed time-frame. You could even use the maps for an uninhabited structure being explored by modern day paranormal investigators!

Highdark Hall - AtticThere’s plenty to explore and uncover, whether the Player Characters join the house as servants, are travelers stranded there by a fearsome storm, or are members of High Society attending a Masquerade Ball or Salon. You might even have Players portray members of the family that inhabits the House – there are parts that are mysteries even to those who live within its walls.

Highdark Hall - BasementThe ideal place to locate Highdark Hall is on the bleak moors of the northern Peak District in the English midlands, but it could also work well on the English-Scottish border, in Ireland, or in the middle of Wales. The date is assumed to be in the late 1790’s, but those adapting Highdark Hall for use in game systems other than Ghastly Affair might want to set a later date. If you decide to incorporate Highdark Hall into a fictional setting, simply change the names of the people and places referenced.

The estate grounds and outbuildings will be developed in a future series.

Two New Play Aids For Ghastly Affair

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The Ghastly Affair Creatures By Level Quick Reference and Ghastly Affair Money & Possessions Quick Reference are now available in the Downloads section.

The Ghastly Affair Creatures By Level Quick Reference makes a handy reference for Presenters creating Affairs, Mad Scientists picking out new Monstrous Servants, and Magicians deciding what Monster or Spirit to summon next!

The Ghastly Affair Money & Possessions Quick Reference presents a full list of items that Player Characters, Secondary Player Characters, and Non-Player Characters might posses. It also includes easy to reference information on entertainment costs, incomes, currency exchange rates in the Ghastly Age, and the price of transportation.

The Living Gargoyle, a Classic Creature for Ghastly Affair

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Today we give you the first in series of classic adversaries to expand the list of creatures in the Ghastly Affair role-playing game.

Living Gargoyle
A bizarre decoration brought to horrible life

Creature Class: Monster
Number Appearing: 1 – 4
Initial Impression: A winged stone sculpture that grotesquely combines various human and bestial features
Size: Man-sized

Perversity: 20
Disposition: Aggressive
Charisma: 8 Intelligence: 6 Wisdom: 12
Strength: 16 Dexterity: 12 Constitution: 20
Speed: 10 walking, 15 flying

Armor Class: 4
Hit Dice: 4
Attacks: 1 in font (claws, bite, & gore), 1 on side or back (wings and tail)
Special Abilities: Darkvision, Immune to Normal Weapons, Impersonate Statue, Superior Vision
Weaknesses: None
Assets: Watchful
Afflictions: None
Preternatural Powers: None

Natural Habitat: Old stone buildings and ruins, especially ancient churches and medieval castles.
Level: 5

A Living Gargoyle is usually created by a sorcerer using a variation of the Enchant Weird Object Ceremony. Using the spell on an existing decorative gargoyle permanently binds a demonic spirit into the rock, transforming it from an ordinary stone statue into an extremely territorial guardian. On certain occasions, however, the concentrated anger or hatred of a sculptor working on a gargoyle is enough to animate his creation with a spirit of pure malice.

Anyone but the Living Gargoyle’s creator who comes near it will be subject to the monster’s vicious attacks. The creator can also use a Living Gargoyle as an assassin or protector, but the abomination is difficult to control, and prone to commit acts of destruction undesired by its master. After death of its maker a Living Gargoyle becomes completely free to indulge its endless hunger for the infliction of pain and misery. Sometimes a group of free-willed Living Gargoyles will gather together to terrorize an area, before they inevitably turn on and destroy each other.

When they fight, Living Gargoyles are capable of separately attacking opponents in front of them (with their claws, bite, and horns if they have any) and to their side or rear (with their wings, and tail if present).

Living Gargoyles do not eat, breath, sleep, or perform any other bodily functions. They attack and shred human beings on orders from their creator, or their own amusement, not to sustain themselves. They prefer to operate in darkness, but sunlight doesn’t harm them in any way.

Although a Living Gargoyle is animated by a demonic essence, the resulting creature does not have the usual Demonic Characteristics, nor it is subject to Preternatural Effects that summon, bind, or otherwise affect Spirits. One can be summoned and controlled with the Conjure Monster III effect, however. Due to their nature as animated stone they are damaged by Preternatural Effects such as Shatter.

Living Gargoyles can be repulsed by the the power of Faith.

Special Abilities:

Darkvision: Living Gargoyles can see in conditions of absolute darkness as if in twilight.

Immune to Normal Weapons: A Living Gargoyle can only be harmed by Enchanted, Empowered, or Consecrated weapons, or by Preternatural Effects. It is not harmed by holy water.

Impersonate Statue: A Living Gargoyle that remains motionless looks exactly like an ordinary stone statue. Characters who have reason to believe the statue to be unusual can make a Wisdom Check to detect that something is wrong. Demon Hunters can use their Demonology Special Ability to detect a Living Gargoyle.

Superior Vision: Living Gargoyles can see and distinguish detail at a distance of a mile. They gain a +3 Bonus if they make any artillery attacks.

Ghastly Affair Character Classes Quick Reference Now Available

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The Ghastly Affair Character Classes Quick Reference is now available in the Downloads section.

A single page summery of the characteristics of each basic Class in Ghastly Affair (excluding the special Vampyre and Werewolf Classes), it makes a great reference during character creation, and for the presenter to create unplanned NPCs during game play.

Ghastly Affair Preternatural Effects Quick Reference Now Available

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The Ghastly Affair Preternatural Effects Quick Reference is now available in the Downloads section. Consisting of a full list of all Preternatural Effects concisely summarized with single-line descriptions, the Preternatural Effects Quick Reference is especially useful for the Players of Magician and Mad Scientist PCs.

Common Situations and Danger Quick Reference Sheets for Ghastly Affair Now Available

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The Ghastly Affair Common Situations Quick Reference and Danger Quick Reference, are now available in the Downloads section.

The Common Situations Quick Reference puts on a single sheet of paper simple guidelines for resolving the most common actions a Player Character might attempt.

The Danger Quick Reference shows the most common actions in time of Danger, including the options for Fights, on a single easily-reference sheet of paper.

Print them out and put them on the inside of your Presenter’s screen, or print either one on the back side of your Player Character Record, to make Ghastly Affair even easier to run and play!

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