The PDF version has a lower-resolution map, so for those who want it here’s the overall city map.

What do you know, I finished this early.
An introductory adventure for use with Wightchester, and itβs free.
With that, my obligations to my backers are discharged.
See you in the new year π
Get it HERE.
An introduction to the themes and style of Wightchester, and it’s free.
A second free adventure will be coming in the new year.
Wightchester is a ‘city crawl’ adventure book for 5e D&D, Grimdark 5e, Mork Borg and OSR roleplaying games. Set in an alternative 17th century England where the dead have risen from the grave and one city, completely overrun, has been turned into a hellish prison for the dregs of the Kingdom’s society. Dark, bleak, challenging horror fantasy in a setting of almost unrivalled detail.
500 pages of an Early Modern walled city, packed with intrigue, mystery, horror and death.
As you may or may not have gathered, I had a bit of a health scare.
They say a change is as good as a rest, but given that this was a hypertensive attack, rather than a mental health break, I’m not sure that holds true.
Anyway, I’m on a couple of weeks of bed rest and waiting on more tests at the hospital, which means I’m behind on my crowdfunding project, Wightchester, despite having made contingency plans for such an eventuality.
I had previously put out a call for assistance, but wasn’t exactly compis mentis due to meds and distress, and I thought it best to be specific about what I need help with in a place that people can see, rather than contacting people back individually.
My good friend T-Shirted Historian whom I do RPG discussion streams with has stepped up to help me with some rules appendices and some location descriptions.
Mail me grim@post-mort.com if you can help me out. I will compensate if I can, but it’s not going to be a lot of money as it hasn’t been budgeted for. Free product is another possibility.
House 7 (Open)
The door to this house lays on its back, inside the ground floor room. The wood is somewhat splintered, and the frame is split. The door was broken clean of its hinges, leaving a gaping maw in the front.
Parlour/Kitchen
The room is in total disarray. Looking down at the floor you see hundreds of footprints, layered one atop the other. Every piece of furniture in the room has been shattered to splinters and pushed against the outer walls, which are covered in filthy handprints. Even the stove, the only recognisible piece of furniture left, is dented β as though buffeted by some great force.
Encounters:
Bedroom
Like the floor below the bedroom is smashed to flinders and absolutely covered in footprints with thousands of black and brown handprints all over the walls. There is one difference though, a bloody patch in the middle of the room, scattered with broken fragments of bone and teeth, odd patches of hair and skin. A bloodied hatchet lays next to it, its haft broken.
You are caught between the peasantry and the nobility, neither one nor the other. Arrogant and cruel to those lower on the social ladder, bitter and resentful to those who are higher. You have carved out a place for yourself in running estates, as an advisor or majordomo, but acceptance into the higher echelons is always beyond you. With the social order upturned, you have a chance for true greatness.
Begins With: 3d6 x 10s and d2 Omens, HP: Toughness + d6
Soft Living: Roll 3d6-1 for Strength
Eaten-Up with Bitterness: Roll 3d6-1 for Toughness
Wormtongue: Roll 3d6+2
You start with a single ability.
Slippery Customer: All your Defence rolls are made at +1
Cloak of Office: All your Presence rolls to interact with people are made at +1
Penny Pincher: Anything you buy costs one less silver piece.
Oaf Henchman: A loyal retainer of limited intelligence but great strength. Agility -2, Presence -2, Strength +2, Toughness +2, random armour and weapon. 8 hp.
Blade Henchman: A loyal retainer of great skill but also great vices. Agility +2, Presence +1, Strength -1, Toughness -2, random armour and weapon. 3 hp.
Conniving Henchman: A disloyal and clever retainer, egotistical and treacherous. Agility +0, Presence +3, Strength -1, Toughness -2, random armour and weapon, 2 hp.
1-2 Advisor
3 Bailif
4 Chamberlain
5 Chancellor
6 Courtier
7-8 Estate Manager
9 Head Servant
10 Herald
11 Keeper of the Wardrobe
12 Magistrate
13 Marshal
14 Moneylender
15 Reeve
16 Scribe
17-18 Steward
19 Treasurer
20 Valet
ADULTEROUS BAKER
You were a baker, of repute before the world turned to shit. Pride in your produce couldn’t continue after the sources of flour, clean water and other ingredients began to dry up. You learned how to adulterate your bread, to substitute things for flour, to turn out something edible – or at least not poisonous – out of almost nothing. You’ve learned to survive, even to thrive, but at the cost of those who rely on you for sustenance.
Begins With: 2d6 x 5s, d2 Omens, Rolling Pin: d4+1 damage, HP: Toughness + d8.
Big Arms: Roll 3d6+1 for Strength.
Suspiciously Well Fed: Roll 3d6+1 for Toughness.
Self-Loathing: Roll 3d6-2 for Presence.
Begin with 2 bread-related abilities.
Fresh Bread: When people partake of your bread during a rest they bump up the amount of Hit Points recovered by one die type (d6/d8).
Adulterated Bread: You know how to make food stretch by using wood-shavings, chalk and other filler. You don’t boost healing, but meals only use half rations.
Unconventional Flour: You can gather ingredients which, while they may not taste good, can be used to make usable flour. Mushroom spores, bonemeal, insects ground and dried into a high-protein powder, it may not be delicious, but it is nutritious. You can gather Ingredients for 1d4-2 days of food at each opportunity – determined by the Games Master.
Poisoned Loaf: You can make a poisoned bread. If eaten the target suffers 1 damage per turn for d6 turns.
Black Bread: You can make a thick, dense loaf of black bread, which will not go off.
Working Baker: Whenever you spend an uninterruped day in a settlement you can earn 1d6s working there and turning out loaves.
Speciality: Roll 1d8
TARNISHED KNIGHT
You were once a knight, a figure of chivalry and honour, a minor lordling. Then something happened to rob you of your glory and standing. Perhaps you were injured, maybe you broke an oath, perhaps you offended a King. Whatever the case, you have lost your lands, your income and your honour, and they may be irrecoverable.
Begins with 1d6s, a sword, a horse, heavy armour, a shield and no Omens.
HP: Toughness +d8
Abilities
Battle Hardened: Roll 3d6+1 for Strength.
Bitter Experience: Roll 3d6+1 for Toughness.
Disgraced: Roll 3d6-2 for Presence.
Devout: You are honour bound, however far you fall, not to use scrolls. If you begin with one, re-roll.
You also start with a source of dishonour:
Roll 1d4
1. Injury: Roll d6 – 1. Lost Arm, 2. Lost Leg, 3. Disfigured, 4. Slit throat, 5. Crippled, 6. Battle Fatigue.
2. Disgrace: Roll d6 – 1. Blasphemy, 2. Cruelty, 3. Treachery, 4. Cowardice, 5. Lying, 6. Meanness.
3. Insult: A higher level aristocrat took offence to something you said or did. You do not know what it was.
4. Broken Oath: Roll d6 1. Fealty, 2. Oath of Chastity, 3. Oath of Silence, 4. Poverty, 5. Enclosure, 6. Unique vow.
Disgrace: Increase the DR of social rolls by +2
Broken Oath: Simply the source of your dishonour as a misdeed. Increase the DR of social rolls by +2
Livery: Roll 1d8
1. Atramentous
2. Russet
3. Titian
4. Jaundice
5. Verdigris
6. Saxe
7. Violaceous
8. Nacreous