Saturday, October 31, 2026

HALLOWEEN ADVENTURE: THE OLD WIZARD OF MARBLEHEAD

This is a short adventure seed for a Strange Tales of New England mystery inspired by the show Widow’s Bay. It is condensed but draws on real historical details and includes a handout from a real book (a link to the original source is also provided). This is a mystery on easy mode where the clues are contained in a rumor table, accessible anytime the players talk to locals. It is just meant to be a fun Halloween adventure, so the key is to not overthink it and use the rumor table freely. However, rumors also spread about the players themselves the more they investigate.

SOUNDTRACK
If the GM likes to play music during horror campaigns to heighten mood, the 1992 Bram Stoker’s Dracula soundtrack by Wojciech Kilar is suggested. 

HOOK
The players can be drawn into the adventure however the GM thinks most fits the party, but the most likely scenario is they are contacted by Gail-Ann Shaw, an office assistant at New England Magazine, who is worried about the journalist Terry Boyd. According to Shaw, Boyd went to Marblehead three days ago to do a story on its rising tourist industry, but called the office yesterday saying he would need more time and that they shouldn’t disturb him. She overheard him on speakerphone with the editor, Bruce Silva, and felt something didn’t seem right. He was more forceful than usual and she felt a presence she could not explain. She couldn’t say what it was. When she tried to call Terry herself he didn’t answer and Bruce told her not to bother him. Gail-Ann Shaw has incredible intuition and knows in her heart something supernatural is to blame. This is why she contacts the PCs to investigate the matter. She can provide details about his appearance the kinds of stories he covers, etc. 

BACKSTORY 
The town of Marblehead has a history of Satanic Witches, who survived the Witch Trials by pointing fingers at the innocent. Chief among them is Edward Dimond, a wizard who used his powers to guide ships ashore and sent enemies sunken beneath the sea. 

New England is the domain of the devil. He holds sway over the region’s craggy drumlins and dense forests. In Marblehead, during the time of the Salem Witch Craze, there was a man named Edward Dimond, who practiced malignant magic, but used his gifts to benefit the town he so loved. When he signed his name in the devil’s book, the price was to continue seasonal sacrifices and afflict outsiders or those in Marblehead who opposed the devil’s plans. When Dimond died, his spirit became one with the land. After sunset he can appear as a shadow of his former self, with the powers over the sea he had in life. But he also controls the animals in the town borders and can raise corpses from the dead to attack his enemies. His spirit sleeps in a Dimond family tomb on Burial Hill. If his bones are exposed to sunlight, he will be destroyed and the curse of Marblehead lifted. Since the time of his death, an unusual number of outsiders who come to Marblehead met with strange accidents or suffered terrible hauntings. 

His granddaughter, Moll Pitcher, continued his work, born with a desire to attain power and sew bitterness, she took special delight in destroying people’s minds. She became a hag, and continues to live to this day, known now as Mary Devereux, serving on the selectboard of Marblehead to protect her grandfather’s work. Recently a journalist named Terry Boyd came to Marblehead at Mary’s invitation to do a story on its increasing tourism. He unearthed rumors that descendants of Edward Dimond practicing human sacrifice in Marblehead, so Mary Devereux met him at Castle Rock Park and used her powers to paralyze him on the bench. Mary then used her voice ability to mimic him and call his editor at New England Magazine on her cell phone saying he would be delayed. The editor, Bruce Silva, was convinced, but the office assistant, Gail-Ann Shaw, heard the conversation and felt something was off. 

ADVENTURE OVERVIEW 
A reporter from the New England Magazine named Terry Boyd came to Marblehead to do a story on how it is becoming the new Newburyport. He disappeared and is likely discovered during the player’s investigation, bound to a bench in Castle Rock Park overlooking the sea. He has been so imprisoned for two days when the players hear about the case. He will die after seven days total or five days after the start of the adventure, at which point he will be found. This will bring the full situation to the player’s attention but a local coverup will thwart them and lead to his death being dismissed as a product of ‘misadventure’. If the players investigate further, they also discover that Mary Devereux is in fact Moll Pitcher, an immortal hag and granddaughter of Dimond. 

THE SACRIFICES
The sacrifices are conducted as part of Edward Dimond’s original pact by local cultists led by Mary Devereux. Every season they bring three people, usually outsiders or local troublemakers, to the ocean near Castle Rock Park and drown them. It is up to the GM if sacrifices are to take place anytime during or near this adventure. 

VISITING LOCATIONS FOR RUMORS 
Players can get information by going places and talking to locals. This is meant to be freeform, and the GM should make good use of the tables located below. While you should roll on the table for general inquiries the GM can always supply specific information with the right line of inquiry.  

Some of these entries are layered, with several lines. As a rule of thumb, the first time you get that result use line 1, then proceed to 2 on the second, and 3 on the third. So, if you roll 7, the players discover rumors that Mary Devereux is a descendent of Moll Pitcher and Edward Dimond. If you get 7 again, they discover rumors that she is Moll Pitcher. 

Roll 1d10

Result 

1

There is evil operating at the town hall 

2

There were witches in Marblehead in 1692, but they punished the innocent instead of the guilty 

3

1: The land here is cursed

2: The sea too is cursed 

3: The sailors say mermaids are more like demons of the sea 

4: The devil and his minions have a foothold here because of an ancient pact 

4

1: Bad people in town frequently go missing

2: Outsiders often go missing 

5

1: There is a coven of witches in town

2: The coven sacrifices people every season  

3:  Thomas Pedrick is one of them

4: Mary Devereux leads the witches 

6

1: There is a lot of information about Marblehead in History and Traditions of 2: Marblehead by Samuel Roads, Jr. 1880 (provide full link)
History and Traditions of Marblehead contains information about Edward Dimond (provide Handout) 

7

1: Mary Devereux is a descendent of Moll Pitcher and Edward Dimond

2: Mary Devereux is Moll Pitcher, somehow made immortal

3: Mary Devereux is a witch or hag

8

1: There are witches in town

2: There are human sacrifices in town 

9

1: The town was once helped by an old wizard named Edward Dimond

2: Edward Dimond was a witch, but somehow escaped the Witch Trials 

3: Dimond is cursed to undeath, his bones still lie in his tomb but they say his spirit appears at night to guide or mislead ships in the sea

4: He can be laid to rest by exposing his bones to sunlight

10

Beware The Devil’s Majesty! A dark carriage of Satan

 

TERRY BOYD TABLE
Roll on this table any time players ask locals about Terry Boyd.
 

Roll 1d10

Result 

1

1: Terry Boyd came to do a nice piece on how Marblehead is becoming the new Newburyport

2: He had a falling out with the selectboard

3: Mary Devereux told people he came to write a libelous piece about the town 

2

1: Terry Boyd was asking about rising tourism in town

2: He took a tour of Glover Mansion 

3

Terry was asking about the islands 

4

Someone overheard Terry Boyd in a tavern saying he feared the devil was after him

5

1: Terry Boyd was seen speaking with Mary Devereux often 

2: Terry Boyd asked a lot of strange questions about the lineage of Mary Devereux and whether she was related to Old Edward Dimond

6

Terry Boyd was asking about Old Edward Dimond 

7

Terry Boyd kept talking about sacrifices of some kind, asking what people knew

8

1: Terry Boyd was seen out on Marblehead Neck

2: Terry Boyd was last seen at Castle Rock Park 

3: Someone saw Terry Boyd sitting at a bench all day long 

9

Terry is a reputable journalist from New England Magazine 

10

Terry Boyd, he was heard by some locals saying he wasn’t a religious man, was seen madly banging on the doors of the church on Frog Lane, screaming the Lord’s Prayer 

 

RUMORS ABOUT THE PCS

Not much has changed since the witch trials in the region. Rumors are silent forces that can bring harm, even death, to the characters. The more they interact with the community, the more they displease locals, the greater the chance people whisper about them. You should use your judgement in deciding what rumors spread and their effects, but you can roll on the following table, sliding results up the more positive an interaction is (so a very positive interaction might be +5). Below are descriptions of different levels of rumor, with an example of what it might mean 

1               Terrible Rumor: The players have committed crimes while in town, perhaps even murder 

2

3               Very Bad rumor: The players are outsiders come to cause problems or dig up dirt to sew discontent 

4

5               Bad rumor: Players are untrustworthy outsiders 

6               Good rumor: The players are reputable and not here to cause problems  

7

8               Very Good rumor: The players are here to help the town

9

10            Great rumor: The players have been making life better for the town since their arrival

 

Survey Map of Marblehead 
from Boston Public Library
POTENTIAL EVENTS 
Treat this as a living adventure, with the NPCs reacting to the party and acting from their own agency. Some people in town may be helpful, some less so. Also feel free to create new people on the fly as this is just a short adventure seed. Anytime the players go to a location try to make at least one new NPC.  

Two likely events are: Tom Norman reaches out to the party to help them AND Terry Boyd’s body is found at Castle Rock Park if the players don’t find him before he dies of exposure. It is also likely other people reach out to help or thwart the party. And some, like Thomas Pedrick, might seemingly approach to help, but with the aim of misleading them. Feel free to throw supernatural threats at the party as well, anything from corpses raised by Dimond to the Devil’s Majesty sent to whisk them to an island. 


TOWN OF MARBLEHEAD
An old fishing town settled in 1629 then established in 1649, Marblehead has become a prosperous suburb and growing tourist attraction. It is one of the wealthier communities in the North Shore region with a reputation for old money snobbery. Though it has numerous exclusive yacht clubs, it is also home to classic seafood restaurants and simple taverns. In Marblehead one is likely to meet a blend of moneyed elites, old-time New Englanders, artists and professionals who commute to Boston. It has a section called old town, where the houses are preserved from as early as 1663. These houses are often labeled with plaques denoting the name of the person who originally lived there along with their occupation. These are huddled in a dense cluster on streets crooked and steep that veer down to the sea. In some parts of town tall cliffs overlook the choppy waters cradled by jagged rocks. A point of interest: it was the inspiration for H.P. Lovecraft’s Kingsport, which appears in The Terrible Old Man, The Festival and The Strange High House in the Mist. 

The GM is encouraged to use a real map of Marblehead and the rumor table as players explore. For further information on Marblehead see Strange Tales of New England pages 61-62. 

Note that the coven in town has twelve cultists and their leader, Mary Devereux. However, many members of the community believe and are part of their evil congregation at the Church on Frog Lane (just how many is up to the GM). 


KEY PLACES
Burial Hill: From Newenglandhisory1

Most places the players investigate will be ad-libbed with the rumor tables and a map of Marblehead (a good map with shops and key locations should be easy to find on the internet). However, the places below are particularly important to the adventure and so described in small detail. 

Old Burial Hill: This is an old cemetery up on a steep hill with a clear view of the harbor. It was established in 1638, where the old meeting house used to be (this is long gone). People buried here of note are Wilmot Redd and General John Glover. There is also a Dimond Family tomb sealed with a faded white stone that faintly reads “D I M O N D”. This is where Edward Dimond’s remains are contained. Exposing them to sunlight destroys him. Dimond’s original home, The Old Brig, is also found very near this spot. 

Castle Rock Park: This park is a little over an acre and located on Marblehead Neck, the most affluent section of town. It affords a beautiful view of the ocean and was used as a lookout in colonial days. This is where Terry Boyd is paralyzed and sitting on a bench beyond the rise of a great boulder (most locals have taken little notice of him). 

The Islands: There are numerous small islands off the coast, often just rock and grass. Why these are significant is they are the preferred drop-off points of the Coach of the Satanic Majesty because mermaids live in the surrounding waters. Anyone deposited here is likely to have such an encounter (see MERMAID, STRANGE TALES OF NEW ENGLAND, page 159). 

The Church on Frog Lane: This tall white church is a secret bastion of evil. It is here that Mary Devereux and her satanic congregation gather for their sabbaths, and from here they march to the sea to perform their sacrifices. It is a congregational church led by Minister Douglas Gordon. The people at the church itself will of course deny any evil rumors the players have discovered, but some nearby residents might tell them of sinister things they have seen. And one person saw Terry Boyd raving before the door the first night he was here. He then answered his phone and said “Where is Marblehead neck?” before running off in the direction of the neck. 

WILMOT REDD  
Here are the details of the case against Wilmot Redd during the Witch Trials of 1692: 

Wilmot Redd, wife of Samuel Redd (fisherman). Warrant issued in May 1692. For “Sundry acts of witch craft on the bodies of Mary Walcot and Marcy Lewis and others of Salem Village to their great hurt”. 

Examination occurred in the house of Nathaniel Ingersoll (Salem). Two indictments: “Certain detestable arts called witchcraft and sorceries, wickedly, maliciously and feloniously used, practiced and exercised at and in the town of Salem……in, upon, against one Eliza Booth of Salem, by which said wicked acts ye said Eliza Booth was tortured, afflicted, consumed, pined, wasted, and tormented.” The second indictment for “detestable arts” on Eliza Hubbard of Salem. 

OTHER LEGENDS
The GM may want to introduce the players to other legends in Marblehead using the handout provided. One such legend is the corpse from a coffin who chased a man, causing him to sicken and die. Another is about a man chased by Satanic Majesty himself in a coach drawn by four white horses There are of course other stories like the Screeching Woman of Lovis Cove, a rich English woman attacked by pirates and brought to the beech where she had her fingers removed and was hacked to death. According to legends she screamed and no one came to help, and to this day her voice haunts the shores. 

THE SELECTBOARD 
The selectboard in Marblehead conducts open town meetings at Abbot Hall and is made up of five selectboard members who appoint the Town Administrator. The selectboard manages the town budget, local licensing, appointments and direction. 

Mary Devereux (Chair of the Selectboard): Mary Devereux is described below in her own entry. 

James O’Shea (Selectboard Member): A local artist and sailing enthusiast, James is the most open towards outsiders and the one most suspicious of Mary. He is not involved in any of the human sacrifices in town. 

Dan Hooper (Selectboard Member): Dan is a professional historian and notably overweight. While he believes in the public benefit of the human sacrifices, he isn’t as keen on Mary’s methods for protecting them. He believes harming outsiders draws undue attention to the town. So he will try to thwart the party from learning the truth, but work to dissuade them and if they discover anything, try to reason with them before resorting to violence. 

Sarah Reed (Selectboard Member): Sarah is the wife of lawyer named Trevor Reed, and spends her days invested in town politics and gossip. While she believes in the human sacrifices, she is also envious of Mary. In addition, she talks too much, even when she should not. She might easily let slip information from the rumor tables accidentally during conversations. 

Tom Norman (Selectboard Member): Tom is a grizzled old townie and fisherman. His family has been fishing in Marblehead since its settlement. While he goes along with the sacrifices, he secretly despises them and will willingly work with the players if he thinks they can bring an end to the horror. He hates Mary but is also wary of outsiders. 

Thomas Pedrick (Town Administrator): Appointed as town administrator Thomas manages town departments and drafts the town budget. He basically manages day-to-day operational functions at the pleasure of the selectboard. An acolyte of Mary Devereux, she has promised to teach him magic and bestow powers upon him. Completely loyal to Mary, he will strive to protect her. However, he is friendly and amiable, and will try to lower the party’s defenses once they start investigating by making himself seem less competent than he truly is (his aim is to be perceived as a likeable dope). In reality, he is deeply cunning. 


NPCS AND THREATS 

This section contains information on Mary, Dimond and the Devil's Majesty. 

MARY DEVEREUX (MOLL PITCHER)
Mary is the current Chief of the Selectboard and leader of the cabal of residents who conduct human sacrifices. She also hopes that Marblehead can become the new tourist destination on the North Shore by supplanting Newburyport. Plain looking and fastidious, she dresses in crisp green midi skirts and merino wool crewneck sweaters, draped in a cashmere wrap shawl. Born in Marblehead in 1736, Mary Devereux is really Moll Pitcher, the Pythoness of Lynn and granddaughter of Edward Dimond. While Moll’s has a reputation as a harmless, even helpful seer, who was visited by many notable figures of the revolution, her real personality was sinister like her depiction in John Greenleaf Whittier’s Poem Moll Pitcher (See link). Her preferred method of divination in life was reading tealeaves. She hates Tom Norman. 

Mary leads a coven of twelve cultists. She must regularly consume human meat to preserve her appearance. 

Defenses: Hardiness 8, Evade 8, Wits 7
Key Skills: Arm Strike: 3d10, Bite: 3d10 (3d10 Damage), Claw: 2d10 (5d10 Damage), Speed: 4d10, Athletics: 4d10, Muscle: 4d10, Detect: 2d10, Command: 2d10, Persuade: 2d10, Talent: 5d10, Survival: 3d10, Divination: 3d10, Ritual: 3d10, History: 2d10, Occult: 2d10
Max Wounds: 6
Spells: Age, Curse, Dance Macabre, Make Devilish Corpse, Spectral Form, Swarm

POWERS

Binding: She can bind people to objects like chairs by whispering “remain”. Roll Command against Wits. On a Success the person is paralyzed in place for 5 days. On a Total Success the effect lasts 10 days.  This is her preferred way to kill people.  She can only do this to one person at a time. 

Voice: In addition to binding people with her voice (see Binding), she can mimic other people’s voices perfectly on a successful Persuade Roll against Wits. 

Cause Nightmares: Hags can control the dreams of anyone sleeping near them.

Claw: The hands of a Hag can transform into large powerful digits with sharp claws. Make a Claw Roll against Evade. On a Success, they do 4d10 Damage with their claw ability. On a Total Success, they do 5d10. They can forgo damage to pin people down or grab them.

Long Reach: Hags can extend their arms to a supernatural length to attack or grab, up to 15 feet.

Ice Touch: Hags freeze objects, water and items with a touch. They can also forgo Damage to freeze a person on a successful Claw Attack. If they do this, roll 1d10 against Hardiness. On a Success, the person becomes cold and slow (-2d10 to Speed). On a Total Success, the person is frozen for 1d10 minutes.

Magic: Hags make regular use of Malignant Magic.

Immunities: Hags are immune to normal Attack but vulnerable to fire and blessed weapons.

CULTISTS (12)

These are local residents loyal to Mary who also have been initiated into her coven. They include Thomas Pedrick. Though the inner circle of the cult is 12 in number, numerous residents follow Mary and are devoted to the cult. 

Defenses: Hardiness 4, Evade 4, Wits 7
Key Skills: Arm Strike: 1d10, Leg Strike: 0d10, Melee: 1d10, Ranged: 0d10, Speed: 1d10, Muscle: 1d10, Survival: 2d10, Persuade: 1d10, Divination: 1d10, Ritual: 2d10, Demonology: 2d10, Religion: 2d10, Occult: 2d10
Max Wounds: 2

Malignant Magic: Swarm, Curse 

EDWARD DIMOND

Edward Dimond is a deadly shade whose corpse rests in a tomb on Old Burial Hill. At night he appears like a shadow and uses his powerful voice to guide ships or send them to a watery grave. The old Wizard of Marblehead, according to legend he used to guide ships from Old Burial Hill with his booming voice. Born in 1641, he died at age ninety-one in 1732. A sea captain by trade, Dimond turned to the Devil for safe passage during a harrowing voyage. In exchange for his powers, he agreed to sacrifice three people at the Witch’s Sabbath four times a year, by drowning them in the ocean. During the Witch Trials he thrived, often spreading suspicion about others to take away attention from himself. He was also known for afflicting enemies with vindictive curses. In death he helps continue the sacrifices through his progeny. Connected to the soil of the town itself, he despises outsiders and has even greater hatred for locals who would oppose him or his granddaughter. He views Marblehead as his domain. 

Note that physical stats are for him corpse form. 

Defenses: Hardiness 9, Evade 8, Wits 7
Key Skills: Command: 4d10, Persuade: 2d10, Bite: 2d10 (5d10 Damage), Blazing Confusion: 2d10, Detect: 2d10, Muscle: 5d10, Speed: 3d10, Divination: 3d10, Ritual: 3df10, History: 3d10, Occult: 3d10, Religion: 3d10
POWERS

Raise Corpses: He can raise corpses on a successful Ritual Roll. This lasts a day, then the dead return to their grave. He can select one from the following to raise each day: A single Lich, A Woman in White (170), Three Vampire Consummatio (167)

Command Sea: Edward can command the local flora and fauna, triggering encounters with local wildlife but also raising the TN for any Survival Roll to 10 if he wishes. He can also use this to speak to anyone he wishes in Marblehad. He only possesses this in Shade Form.  

Blazing Confusion: In his presence, he can unfurl a confusing black mist. Roll Persuade against the Wits of any in his presence. On a Success he can afflict them with mental illusions of his choice. This lasts about five minutes and he must roll again to maintain any illusion. He can only use this ability in his Shade form. 

Curse: He can curse freely but rolls 1d10 for every Sin the target has against TN 7 to do so. This functions exactly like the Curse Spell. 

Control Puckwudgies: The local Puckwudgies obey his commands (see PUCKWUDGIE entry in STRANGE TALES OF NEW ENGLAND, page 162)

Sunset Shade: During the day he must sleep and dream but can move as a corpse. At night he awakens taking the form of a shadow, in possession of his command ability. As a shadow he cannot be struck but he is susceptible to Prayer. To permanently kill him, his bones must be exposed to sunlight. 

Summon the Satanic Majesty: Once a day, he may summon the Satanic Majesty to send after his enemies, to attack or convey them to a place of his choosing. 

COACH OF THE SATANIC MAJESTY

This is a form taken by the Devil, where he is conveyed in a dark Mahogony carriage drawn by four white horses. In this guise, he seems a tall, dapper man with a spindly build in full dress livery. The carriage appears to be a modern replica of the finest such vehicle available at the end of the 19th century. It resembles many of the novelty carriages used by tour guides in the area, only of much higher quality. Its windows are a glazed bevel-edged glass, which can slide open or closed. The interior of the carriage is fitted with luxurious plush velvet seats that contain vanity case compartments. This is all an illusion of the devil’s glamor of course as anyone who steps inside the carriage sees that it is a rotting and sulfurous hearse drawn by beastly skeletons (see GLAMOR below). 

The coach is one of the Devil’s preferred methods of transport for damned souls. But he playfully allows those loyal to him to use it from time to time. The coach of the Devil’s Majesty is often summoned by Edward Dimond to give chase and frighten or to send his enemies to one of the coastal islands where they will be devoured by mermaids (see KEY LOCATIONS in this adventure and MERMAIDS in STRANGE TALES OF NEW ENGLAND page 159). Sometimes he simply uses it to frighten anyone from meddling in his business. 

This entry is for this form taken by the Devil and his carriage, therefore rather than a standard stat block, his powers are merely listed below. For more information see STRANGE TALES OF NEW ENGLAND, THE DEVIL, page 150.

POWERS

Glamor: The full-dress livery, the pristine coach, are all an illusion. The carriage is a rotting prison drawn by devilish skeletons to convey Dimond’s enemies to inconvenient and dangerous locations in town. This becomes clear once someone is inside and the doors close. 

Open Doors: The coach’s doors can suck anyone immediately near them inside. Roll 3d10 against Evade. If this succeeds the person is drawn into the carriage (though they can make a Muscle Roll against TN 9 if there is anything for them to grip or hold). Once inside the carriage seals like a tomb.

Ghostly Chase: No matter how one might run, they can’t escape the Coach of the Satanic Majesty. The only way to escape is crossing running water, finding refuge in a church or crossing a town line. Of course the Church on Frog Lane is far from a safe refuge from Satan. 

Paralyzing Fear: All animals are paralyzed with fear in the presence of the coach. 

Ghostly Caravan: When not used to frighten Dimond’s enemies, this coach is a conveyance for souls to hell. The GM is free to have any type of ghost, spirit or undead present and capable of giving chase. 

Weaknesses and immunities: The coach and the Devil are bound by bound by divine law and subject to prayers. The Devil cannot attack people and his carriage and horses cannot attack either.  They cannot cross running water. They cannot enter a church. They cannot chase people from one town to another. Iron is repellent to the Devil in this form. It does him no physical harm, but he will avoid it, and throwing it in his path may force him veer or turn. 

The Devil’s Form: For the purposes of using prayer treat all the Devil’s defenses as 10 and treat his Exorcism TN as 10. His physical form is not real though, so he has no Max Wounds or stats. If he needs to create the impression of skills, he can have whatever rank he wishes.

 

HANDOUTS

A valuable source of information on local legends is History and Traditions of Marblehead by Samuel Roads, Jr. 1880. There is also a poem about Moll Pitcher linked below that can be useful. 

Here is an except from History and Traditions players are likely to encounter if they look into books on the subject (a link to the book itself is provided after): 

The town records of this period are very incomplete, and furnish little information concerning the customs or habits of life of the inhabitants.

In April, 1709, the commoners leased all that great head of land on the northwest side of Charles Island in Little Harbor to Edward Dimond, shoreman, for the sum of thirteen shillings yearly. This person was probably the famous old Dimond of whom such fabulous stories were told and believed. It was said that he was a wizard, and possessed the black art which enabled him to foretell coming events, to avert disasters from his friends, and bring distress upon his enemies. When the night was dark and stormy, and the wind gave evidence of blowing a gale, old Dimond would wend his way to the burying hill, and there among the graves and tombstones beat about, and give orders for the management of his vessels at sea. In a voice loud and clear, distinctly heard above the roar of the tempest, these orders would be given, and no one dared question their power to save from shipwreck. The advice of old Dimond was sought by people far and near, who believed in his great powers, but woe betide the evil-doer who came into his presence. Once when a guilty fellow who had stolen wood from a poor widow came to him for advice, the wizard charmed him, and caused him to walk all night with a heavy log of wood on his back. At another time, when a sum of money had been stolen from an aged couple, old Dimond told where it could be found, and gave the name of the thief. Let not the reader think that these stories illustrating the superstition of our ancestors are exaggerated in the least. They are told by aged people, living in Marblehead today, who remember with what faith and earnestness they were told by their mothers and grandmothers.

Of the same class are the stories told of the man who was chased one night by a corpse in a coffin, and shortly after sickened and died…..

 

LINK TO HISTORY AND TRADITIONS

JOHN GREENLEAF WHITTIER POEM

 

Friday, October 23, 2026

NEW OGRE GATE TECHNIQUE: SI XING FINGER TECHNIQUE

This technique arose from a joke at the table during our most recent Wandering Heroes of Ogre Gate session. Due to its humorous nature and power level, it is to be considered an optional Kung Fu Technique, only allowed with permission from the Gamemaster.  Bedrock Games is not legally responsible for any damage done to campaign settings or for any character death that results from the use of this technique. 

SI XING FINGER
Discipline: Neigong
Skill: Meditation
Type: Normal
Qi Rank: 6

You draw Qi energy from everything around you, and concentrate it into a thin ray of Qi so powerful it can destroy the very ground people stand upon. 

Make a Meditation Roll against Evade. On a Success you strike the target making them the epicenter of a powerful explosion that does 10d10 Open Damage to Everything inside a 19 square mile area per rank of Qi. This affects everything: trees, articles of clothing, rocks, sand, water, etc. On a Total Success you may also make a free Command roll against the Wits of all witnesses to the demonstration of your power, cowing them on a Success for 1d10 years (if the Command roll gets a Total Success, this lasts 1d10 Decades). On a Failure, the target strikes any other place of your choosing, doing 10d10 Open Damage to everything inside an 8 square mile area per rank of Qi. 

Cathartic: As above except on a success you do 10d10 Damage plus 100 extra wounds to everything in a 19 Million Square mile radius per rank of Qi. 


STAR-CROSSED BLADES OF THE GREEN PEONY SESSION XIX

This is the nineteenth session of our Star-Crossed Blades of the Green Peony campaign for Wandering Heroes of Ogre Gate (session I can be found HERE, session II can be found HERE, session III can be found HERE, session IV can be found HERE, Session V can be found HERE, session VI can be found HERE, Session VII can be found HERE, Session VIII can be found HERE, Session IX can be found HERE, Session X can be found HERE, Session XI can be found HERE). Session XII can be found HERE. Session XIII can be found HERE. It is set in Zhang Chang prefecture (which I hope to release a blog entry for). Session XIV can be found HERE. You can find session XV HERE. You can see session XVI HERE. You can see session XVII HERE. You can see session XVIII HERE. In this campaign, every player rolled randomly to determine who their family are, how many siblings they have and whether individual family members are still alive. The players also gave very rough sketches of their background (no more than a few sentences) and I secretly added a "20-year" backstory to each one. I have implemented a special rule in this campaign that every encounter has a 3 in 10 chance of being connected to their secret backstory in some way. Note in this session I was play testing a specific scenario and the players were made aware prior to play.

CHARACTERS

QI YUN (MASTER POET QI YUN): A roaming martial expert who has secretly learned his martial arts from two different masters (and the masters have no knowledge of one another). 

XING GE: A traveling pipa player and the son of Lu Guiying the Iron Flower. His father died when he was five, and his mother married Gongsun Yuan, the chief of Black Parrot Society. Gongsun Yuan despises Xing Ge. 

TU JIN SHI (THUNDER LEGS): A wandering fighter seeking to be the strongest and most upright hero in the region. His father, Tu Haitao sent his mother away when he was young, after being consumed by grief over the passing of Jin Shi's brother, Tian. Shortly after his father died consuming a lethal concoction in a misguided effort to become immortal. 

LU LI (THE UNFILIAL ARCHER): A traveling physician who comes from a family of successful fishermen. 

LU LIN: This is Lu Li's younger brother. 

THE HAVOC OF KING LEOPARD 

The Party traveled through the Yaoguai Forest towards Black Parrot Villa hoping to have Gongsun Yuan purge Tu Jin Shi of his Ogre Spirit possession. They transported him inside a wooden cage and kept his limbs shackled. His body had begun to resemble an ogre, with brutish features and powerful muscles. Most days he was under the control of the possessing Qi Spirit, King Leopard. On the second day of travel, King Leopard became furious and became threatening them. 

"If you don't release me, I will unleash an attack of such devastation you will surely die!" A ball of purple energy began forming inside his cage, it was growing and appeared to be drawing Qi from the party itself (though they felt no draining effect). 

Lu Li dismissed his ravings but Qi Yun expressed some concern at the possibility the threat was genuine. 

They released him and he threw his head back with a laugh. "Fools! I will kill you all!"

The party all attacked him at once. He whirled away from Qi Yun's claw and Lu Lin's hail of arrows. Lu Li's arrows sank into King Leopards flesh, and Xing Ge set him aflame with his Blast of the Dragon Breath. 

Laughing like a maniac, King Leopard shouted "Thus Tu Jin Shi perishes in a glorious blaze!"

He then prepared to release his ball of purple energy. Qi Yun countered with Life Stealing Blue Claw, siphoning some of its power before a powerful explosion rocked the forest. The case was blown to splinters and Qi Yun was wounded. Everyone else managed to escape the blast's effects. 

Qi Yun leapt forward with a claw attack, but King Leopard spun away from his strikes. Lu Lin hit him with a forceful shot from his bow. Lu Li's arrow fell uselessly when it struck King Leopard. 

Xing Ge played his pipa and send waves of energy at King Leopards internal organs, greatly weakening his resilience. 

Clearly trying to escape King Leopard kicked Qi Yun and bounded off to flee, but Lu Li used intercepted him with an arrow shot, forcing him to stop before he could get away. Qi Yun took to the trees and used his Tree Bounding Stride to pummel King Leopard with branches, knocking him senseless. 

The party bound him and ensured he was too weak to fight the rest of the journey with regular morning beatings. As they traveled north, on the third day they crossed paths with a retinue of Black Parrot Disciples, who escorted them the rest of the way to the villa. 

This is where the session ended.  

Friday, October 9, 2026

STAR-CROSSED BLADES OF THE GREEN PEONY SESSION XVIII

This is the eighteenth session of our Star-Crossed Blades of the Green Peony campaign for Wandering Heroes of Ogre Gate (session I can be found HERE, session II can be found HERE, session III can be found HERE, session IV can be found HERE, Session V can be found HERE, session VI can be found HERE, Session VII can be found HERE, Session VIII can be found HERE, Session IX can be found HERE, Session X can be found HERE, Session XI can be found HERE). Session XII can be found HERE. Session XIII can be found HERE. It is set in Zhang Chang prefecture (which I hope to release a blog entry for). Session XIV can be found HERE. You can find session XV HERE. You can see session XVI HERE. You can see session XVII HERE. In this campaign, every player rolled randomly to determine who their family are, how many siblings they have and whether individual family members are still alive. The players also gave very rough sketches of their background (no more than a few sentences) and I secretly added a "20-year" backstory to each one. I have implemented a special rule in this campaign that every encounter has a 3 in 10 chance of being connected to their secret backstory in some way. Note in this session I was play testing a specific scenario and the players were made aware prior to play.

CHARACTERS

QI YUN (MASTER POET QI YUN): A roaming martial expert who has secretly learned his martial arts from two different masters (and the masters have no knowledge of one another). 

XING GE: A traveling pipa player and the son of Lu Guiying the Iron Flower. His father died when he was five, and his mother married Gongsun Yuan, the chief of Black Parrot Society. Gongsun Yuan despises Xing Ge. 

TU JIN SHI (THUNDER LEGS): A wandering fighter seeking to be the strongest and most upright hero in the region. His father, Tu Haitao sent his mother away when he was young, after being consumed by grief over the passing of Jin Shi's brother, Tian. Shortly after his father died consuming a lethal concoction in a misguided effort to become immortal. 

LU LI (THE UNFILIAL ARCHER): A traveling physician who comes from a family of successful fishermen.

LU LIN: This is Lu Li's younger brother. 

THE RISE OF KING LEOPARD 

The party fled through maze of woods surrounding Black Leopard Villa, but lost their way and ran into the path of a group of the villa's disciples and ladies being led by Tu Jin Shi. 

"What are you doing in my territory!" Tu Jin Shi bellowed. 

A little unsure of what was occurring, the Xing Ge laughed this off as an attempt at humor. Lu Li tried addressing him as Tu Jin Shi, and this made him furious. 

"How dare you speak my enemy's name," Tu Jin Shi screamed. "I am King Leopard and despise Tu Jin Shi!". 

Understanding now that he had been possessed by a Qi Spirit, they looked to the company of disciples surrounding him and saw some were uneasy. There were two Ladies of the sect, easy to distinguish for their white robes and leopard capes. One seemed kept eyeing the escaping slaves, who King Leopard appeared unconcerned with, the other eyed King Leopard and the party*. King Leopard also was not at all interested in the disciples of Black Leopard Villa the players had taken prisoner. When the party looked towards the junior disciples standing near Black Leopard, they saw fear in their eyes. 

"Since you are here anyways," Said King Leopard, "You are welcome to join our growing cause for glory, but if not, you must leave. 

"Our apologies King Leopard," Said Xing Ge. "We did not mean to trespass, but respect your offer, and would like time to think about it. May we return here in a few days?"

"Yes, I will post disciples here to meet with you when that time arrives."

The party bid farewell and departed from the woods. 

Here it must be noted because Tu Jin Shi was possessed by a Qi Spirit, his player was making a Meditation roll each day to determine who was in control of the body. Further, for the first week, they would have no shared knowledge, but as the possession took hold, it would slowly join them into one entity until the Qi Spirit had complete power over him. Another note will be made when Tu Jin Shi successfully gains control of his body (due to a very low Meditation rank, this does not occur for some time). 

The party went to the nearest Imperial Postal Station/Inn, where they used their connections to imprison the sect members they had taken prisoner. Then they had one of their men take the slaves and escort them back to their hometowns. Lu Li and Lu Lin's mother, Hua Mei, was given quarters to rest and recover.

The party then ventured back to Black Leopard Villa with the intent of rescuing Lu Li's father, arriving at the appointed meeting place on the fifth day. They were met there by one of the two Black Leopard Ladies and two junior disciples. Xing Ge and Qi Yun both sensed the same familiar appearance to their master in the Lady, they had seen in Golden Leopard. 

Xing Ge told the lady they wanted to have a duel with King Leopard. This was part of their plan for rescuing Lu Li's father. 

"I am afraid he is meeting with important sect leaders," She said. "I can take you to the gates of the villa and make a request. 

As they walked towards Black Leopard Villa, Xing Ge took the woman aside and spoke with her. She said her title was Eighth Lady of Black Leopard Villa. He mentioned the similarity to Golden Leopard he had seen in her. She was cautious but he earned her trust in the conversation and she revealed that Master Tu Yu, he and Qi Yun's master, was her son. Xing Ge pleaded with her to help them restore Tu Jin Shi. 

"He is too important right now," She said. "I need him. This will benefit your Master. I will place him in charge of our sect."

Xing Ge expressed concern that the longer the possession held, the more risk there was of Tu Jin Shi succumbing permanently to it. She agreed and told him she only needed him for another 8 days or so, after that, she would help them restore him. Xing Ge was still quite concerned about the matter but she assured him she had King Leopard under her control and was laying down a foundation for her son that would benefit them all. She also agreed to release Lu Li's father. In the conversation he also learned that Golden Leopard was Eight Lady's mother, and not a living being anymore. 

When they arrived at the gates, she had the disciples retrieve the father, and told them loudly "These men have agreed to an alliance. We will give them this slave as a show of good faith." 

Lu Li and Lu Lin reunited with their father and the party headed back to the imperial inn. On the way they encountered a swordswoman from Red Claw Gang who asked for directions to Black Leopard Villa, but they directed her towards Thirteen Star Sect instead. 

When they reached the Imperial Inn, Lu Li gave her father and mother two golden taels and said they should no longer resort to banditry. Hua Mei objected, saying it wasn't enough for a life. But Lu Li pointed out this was nonsense. Their father, Jikang, agreed it was plenty and they both left to go back and care for the rest of Lu Li's siblings. 

The party then took a boat to the Town of Laoshi, and from there walked back to the camp of Jade Moon Sabre Sect. When Master Tu Yu saw their Black Leopard Villa prisoners he laughed and mocked them, then kicked the back of the legs and mocked them further before having them sent off to a prison tent. 

Xing Ge told Master Tu Yu about his mother. He was skeptical at first because he did not know for sure she was still alive, but eventually was persuaded. Xing Ge told him about their plan and said they should go back to Black Leopard Villa so he can take over the sect. 

"I always felt I was fated to dominate the martial world!" Master Tu Yu said. He then said taking them as his disciples was a good decision. He looked at the party and screamed "Where is my other new disciples". 

It was quite clear he didn't recognize either of his new disciples by sight, so Qi Yun stepped forward. 

"You you will be my left vanguard!" He said to Qi Yun. "And you will be my right vanguard!" he said to Xing Ge. He then addressed the rest of his disciples and said their new home would be in the Yaoguai Forest.  

They traveled back to Black Leopard Villa, and on the way, they heard word that Hopping Ghost Temple and River Spirit Sect had allied with King Leopard. 

THUNDER LEGS AWAKES 

Ten days after his possession, Tu Jin Shi came to his senses (this was the product of a successful Mediation roll). He awakened inside a pavilion, in a cage, arms and legs shackled. A disciple of Black Leopard Villa gazed at him. He asked how he had got there and look of recognition appeared in the disciples' eyes. In the distance, The Armillary of the Thirteen Stars was burning (this is the headquarters of Thirteen Star Sect). 

"I am sorry for killing Jade Leopard," He said. 

"No need," said the disciple. "She was holding us back. King Leopard has restored our sect to glory and placed us atop the martial world**.

The disciple showed great contempt for Tu Jin Shi and grew angry when he insulted King Leopard. 

"He has made our sect powerful!" She told him. "Do not speak of him in this way or you will have no food today!"

Tu Jin Shi put on his wooden mask, which angered the disciple, who demanded he remove it. But when she went to the Eighth Lady to have her insist it come off, she was told he could wear it as it was a harmless piece of wood. 

Tu Jin Shi learned that the Black Leopard Alliance had destroyed Thirteen Star Sect in a surprise attack, but Blue Star Empress, their leader, had in fact escaped. King Leopard had then inserted himself into the position once held by Blue Star Empress in the prefecture. 

THE RISE AND FALL OF KING LEOPARD 

The party, led by Master Tu Yu and his full retinue, arrived at Black Leopard Villa and met The Eighth Lady at the gates, who then bought them in for an audience. 

When they arrived, King Leopard greeted them amid his disciples. Master Tu Yu bowed respectfully. Eighth Lady nodded to Xing Ge. 

"You all can now pledge your loyalty to me." Said King Leopard. 

"We refuse," Said Xing Ge. "You have been deceived and you are as stupid as the man you have possessed. 

A look of fury crossed over King Leopard's face. "Yes, Tu Jin Shi's idiocy plagues me. But it will pass when I gain full control!"

"Surrender to us now!" Demanded Xing Ge.

"Why should I surrender?" He then pointed to all his disciples who clearly outnumbered them. 

"Because your sect does not support you," Xing Ge said. 

King Leopard charged at Xing Ge. The place filled with a plume of smoke as Xing Ge's Palm of the Dragon attack was unleashed upon the chamber. Within the opaque haze, a blue glow formed into a ball. King Leopard unleashed the orb, striking Eight Lady. She screamed but remained standing. 

In a blink, the room was upon him and he was subdued by a throng of Jade Moon Sabres and Black Leopards. King Leopard had been betrayed by the women of Black Leopard Villa. 

This is where the session ended 


*This information was gained through an Empathy roll. 

**It was clear she didn't mean the whole martial world, just the immediate sphere of influence in the prefecture.