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Overview: Northern Crown – Jamestown and beyond is a D&D 3.5 campaign set in the Northern Crown setting, (Written by Doug Anderson, published by Atlas Games). It is a fantastic version of colonial North America in 1666, complete with witches, Johnny Appleseed, Native American monsters, and so on. We began the campaign in June of 2010, and plan to run it for some time. Brian Morton is the DM, and there are currently 5 players, (with a sixth scheduled to play soon). We are not seeking further players at this time.

The PCs:

  • Penelope May – Young unmarried Albion business agent, exploring the possibilities of setting up formal business contracts between Albion and Jamestown. Has been drawn into the Elizabethtown plot. Currently dating a vampire for reasons that are not entirely clear.
  • Angus “Grey Cloud” McCloud – A brave, but gloomy Kelt mercenary. Known for his skill with the greatsword, and his pessimism, he hails from Scotia, but was in the Renegado Vale before arriving in Jamestown.
  • Madeline Hope (Deceased) – A teenage girl on a mysterious errand to Jamestown. She was drawn into the Elizabeth town plot. She was eventually killed escaping from jail awaiting her trial on charges of witchcraft.
  • Eudaemonia Rozenn of Carnac – A natural philosopher, Surgeon, and naturalist. A Breton by birth her family moved to Renegado Vale when she was young, and she ran away to Sophia for more formal education as a teen. Now she is a protege of the formidable Dame Fidelia Coxham. She was sent to Jamestown to investigate rumors of giant lizards in the swamps. She published her Giant Lizard results, a monograph on long-term hibernation, and more recently an unpublished article on giant vampire lizard birds.
  • Prosperity Jean Ayre – A 3rd generation native of Jamestown, and noted Swamp Fox. She recently bought a house in Jamestown under her own name, thereby preventing her elder brother from forcing her into an unwanted marriage. Currently a homeowner, and one of the "elders"of Jamestown. Oh, also secretly in the employ of King Arthur
  • Capt. Marshal – An outlier turned pirate. Currently the captain of “The Heron”
  • Red Deer – A Cherokee sorceress who was saved from starvation by a miracle of the Great Spirit and now helps lead a colony of magical deer into a new life.

Play so far has focused on

  • Jamestown – a decaying ex-colony, now essentially claimed by no one but its inhabitants
  • the Great Dismal Swamp – a large swamp around, and especially south of Jamestown and various locations in it, and
  • Edentown – an active Carolingian port town on the south edge of the Great Dismal Swamp, known for its famous “Dram Tree” where sailors offer a dram of booze for luck before sailing, and storytellers from many cultures gather to tell and trade tales.
  • The Mountains of Smoke – a series of low mountains on the Carolingian borders. Currently housing the small “army” of the revived King Arthur
  • Cape Hatteras – formerly the site of a shipbreaking operation
  • White Deer Isle- a small island in Pimlico sound with magical white deer.
  • Hatteras Prison Farm – a secret farm that the players have STILL not managed to get to to try to free slaves


  • Invictus – Eudaemonia’s aging bodygaurd – only one of the servants to brave the swamp
  • Stepan – Eudaemonia’s pretentious gay cook
  • Marcus – Eudaemonia’s teenage gopher
  • Corbin – Madeline’s dark bodygaurd
  • Kevin Connall – Penny’s manservant
  • Cora – Prosperity’s servant (left at her house in Jamestown)
  • Grotlub – Maddy’s familiar
In Jamestown – see Jamestown Families
  • The Hope Family (SR 20, gentry) – Own Hope Estates near Naumkaug, recently of Lorraine. Father was minor Francois nobility before he married a witch and fled, now a businessman. Mother is an influential Witch. Madeline is a Witch in training. Her younger brother, Aubrey, is still at home. The family has 10 servants at home.
  • The Ayre Family (SR 8, tradesmen)- Has been in Jamestown since it’s founding. Granny Ayre famously killed and ate her husband during the early starving years (they drew straws and she won). Auntie Addy Ayre is still alive. Prosperity and her elder brother Edward are the only two living members of the next generation. Edward has married Nicole, and now has 3 young kids by her. Fred Timberer (who isn’t entirely there) acts as a kinda general servant for the family. Prosperity was engaged to be married to Honesty Abelard (against her will), until she managed to call it off, by buying a house of her own.
  • The McCloud Family (SR 11, Burgesses) – Father, Douglass McCloud was a Scotian mercenary, who retired to become a miller in Renegado Vale. Angus is the youngest of 4 kids.
  • The May Family (SR 21, Knights) – Geoffrey May is a noted servant of the Albion Crown, and accompanied Queen Elizabeth into Faerieland. There he married a faerie (who took the English name Patience). Penelope was raised by them in Faerieland and Albion, and grew up with a number of other half fay. She has never met any siblings, but both of her parents have been evasive enough on the subject to raise her suspicions.
Other NPC’s
  • Capt. Simon Haskill – Captain of the Sea Tyger, and Albion Privateer working the coast and Caribbean
  • Dame Fidelia Coxham – a highly placed Sophian Natural Philosopher, known for Magnetism and biology. She builds Automata Servents and Soldiers, electrostatic gunlocks, electrostatic swords, and helps maintain Sophia’s fleet of strange vehicles. Eudaemonia’s mentor
  • Grongo – the Chief Shaman of the Dismal swamp tribe of Gatorlings.
  • Arty (deceased) – A brave and noble gatorling learning the ways of medicine prior to being eaten by a gator himself.

House Rules

The Plot So Far:

The characters all arrived in Jamestown, and met while drinking in the Swamp Cat’s Jug (a bar), on June 16th 1666. There they discovered that “Old Bill” had been kidnapped by Gatorlings.

The party journeyed into the swamp to retrieve him. They became lost, were ambushed by haints, survived, and had encounters with a bear, a panther (that nearly killed Angus), and eventually more Haints. In the swamp, Madeline revealed herself as a WITCH! The last batch of haints was driven off by Gatorlings and the party lay basically defeated, and they were captured. The gatorlings turned out to be somewhat friendly, and trying to learn English. Old Bill was unharmed. The gatorlings warned of a huge army of haints massing at a secret location deep in the swamp, which seemed very unlike the normal behavior of Haints (also known as Goons, and Bogeymen).

The party returned to Jamestown with the warning, only to be disbelieved and told to deal with it themselves. They went with gatorling guides many days travel into the heart of the swamp. they had problems with quicksand, Haints, will-o-the-wisps (which they cowered from), swamp fever, giant stag beetles (they backed away slowly), and more Haints. One Gatorling distinguished himself in combat and healing, saving the lives of several party members and was re-named “Arty.”

The lair of the haints turned out to be a deserted Albion colony village named Elizabethtown, with a nearby fortress named Fort Valor. Both had mouldered in the swamp with no apparent contact for 50 years. The village was infected with undead, skeletons and zombies who seemed to to bother the Haints, that were also using the village. The undead showed some strange signs of partial intelligence. The party defeated several undead, and a small group of Haints including those in the little stone church (who begged to be slain, but fought anyway). Then the party discovered the “Congress of Haints” a small gathering of 20 or so Haint leaders with pompous titles the “The Representative of Mireside” or “The Right Honorable Congressgoon from Under-the-Bed” etc. This Haint congress was debating where to strike next with their army of Haints. The party discretely blocked the doors and windows and lit the town hall on fire. The goons didn’t notice until too late, and then most tried unsuccessfully to batter their way out of a door or window. A few got onto the roof and leaped off and fled, including the Chairgoon, with his big funny hat, who was the only goon to escape. That night the party retreated to the stone church and fought off another small wave of Haint attackers, but without the Congress the haints just didn’t seem able to coordinate, or agree on anything. From tracks, most of the Haint army dispersed the during that night, although a few remained at Fort Valor. The party spent several days looting Elizabethtown, and cleansing its ruins of undead and the few haint stragglers. Several undead dug themselves back up after being slain and buried. But eventually the party tried to return to Jamestown.

During the trip back, the party encountered a giant porcupine, another batch of Will-o-the-wisps (one of these talked and the party survived by a combination of bootlicking and being terrified), and two encounters with whole colonies of gators. The party barely survived the first ambush by 8 or 9 gators, several gatorlings died, including Arty, Eudaemonia lost a leg, and Angus was nearly eaten but wrestled his way out. The second encounter involved killing the mule and fleeing. Back in Jamestown the people were thankful, but somewhat skeptical of the wild stories told by the party.

The Party is planning to return to Fort Valor with plenty of explosives …


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Northern Crown - Jamestown and Beyond BrianPRMorton