John Mytton — Mad Jack of Shropshire

John Mytton — Mad Jack of Shropshire

John Mytton is a wealthy Shropshire landholder whose courage, generosity and catastrophic lack of restraint turn ordinary outings into emergencies. He does not seek evil; he simply refuses to believe that consequences are a reason to stop.

At a Glance

  • Name: John Mytton
  • Species: Human
  • Base: Shropshire
  • Role: Eccentric landholder, hunter and reckless patron
  • Alignment: Chaotic Neutral
  • Campaign status: Alive and active
  • Campaign use: Hazardous patron, eccentric noble, hunting companion or source of accidental adventures

Game Statistics





5.5e / 2024

John Mytton — CR 4 humanoid; AC 15; HP 66; Str 16, Dex 14, Con 18, Cha 16. Skills Animal Handling +8, Athletics +6, Intimidation +5, Survival +5.

Reckless Dare. Mytton may gain Advantage on one Strength, Dexterity or Animal Handling check; if he fails, he takes 1d6 damage or suffers a serious narrative complication.

Hard to Kill. Advantage on death saving throws.

Mounted Hunter. Advantage on Animal Handling checks with horses and hunting hounds.

John Mytton — 5e / 2014

Medium humanoid (human), chaotic neutral

Armor Class 15; Hit Points 66; Speed 30 ft.; Challenge 2 (450 XP; proficiency bonus +2).

STR 16 (+3), DEX 14 (+2), CON 18 (+4), INT 11 (+0), WIS 10 (+0), CHA 16 (+3).

Saving Throws Str +5, Con +6; Skills Animal Handling +6 (expertise), Athletics +5, Intimidation +5, Survival +2; Senses passive Perception 10; Languages English.

Traits

Reckless Dare. Before a Strength, Dexterity or Wisdom (Animal Handling) ability check, Mytton may choose advantage. If the check fails, he takes 3 (1d6) bludgeoning damage or suffers a dangerous narrative complication appropriate to the attempt.

Hard to Kill. Mytton has advantage on death saving throws.

Mounted Hunter. Mytton has advantage on Wisdom (Animal Handling) checks concerning horses and hounds.

Actions

Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.

Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Wild Charge (Recharge 5–6). While mounted, Mytton directs his mount to move at least 15 feet in a straight line before making one longsword attack. On a hit, the target takes an additional 7 (2d6) slashing damage. The movement may provoke opportunity attacks normally.

Original 2014 encounter conversion of a fictional 1454 Shropshire eccentric. A horse, companions and the consequences of his wagers are separate from his personal challenge rating.

Pathfinder 1e

John Mytton CR 5; human aristocrat 3/fighter 3. AC 18; hp 60. Handle Animal +14, Ride +15, Survival +10. Feats Endurance, Toughness, Mounted Combat, Ride-By Attack.

D&D 3.5e

John Mytton CR 5; human aristocrat 3/fighter 3. AC 17; hp 52. Endurance, Toughness, Mounted Combat, Ride-By Attack. High Ride and Handle Animal skills.

What Is John Mytton Doing Right Now?

Mytton has announced a hunt through flooded ground everyone else considers impassable. Unfortunately the route crosses land where something has been killing livestock at night.

Meeting John Mytton

Mytton treats warnings as interesting challenges. He likes capable adventurers immediately and may offer absurd sums for companionship on an expedition he has not properly planned.

Encounters

  • Mytton has already begun a dangerous wager by the time the party learns it exists.
  • His servants quietly hire the adventurers to keep him alive without letting him know they were hired.
  • A hunt uncovers something genuinely supernatural, and Mytton is delighted rather than frightened.

Influence and Tactics

Mytton is not a subtle combatant. He charges, climbs, jumps and rides directly at problems. His wealth lets him equip an expedition quickly, but his lack of caution means the party often spends as much effort managing the patron as confronting the threat.

Appearance and Manner

Ruddy-faced, energetic and usually dressed for riding, he looks healthier than his habits deserve. His clothes are expensive but frequently torn, muddy or singed.

Personality

Fearless, impulsive, generous in bursts and almost incapable of recognising limits. He is not cruel to servants but repeatedly places them in danger by assuming everyone shares his appetite for risk.

Relationships

Servants: loyal, exhausted and practised at rescue. Creditors: increasingly worried. Neighbours: alternate between amusement and fury.

Equipment and Resources

  • Hunting spear, sword and bow
  • Several excellent horses
  • Hounds and falcons
  • Large but rapidly shrinking estate resources

Running John Mytton at the Table

Use this NPC as a source of pressure, choice and consequences rather than as a static historical cameo. Their social position, allies, enemies and current problem should matter as much as their combat statistics.

Adventure Hooks

  • The Flooded Hunt: Mytton insists on pursuing a dangerous beast across submerged ground.
  • The Impossible Bet: A wager becomes a rescue mission.
  • The Vanishing Stable: One of Mytton’s prized horses disappears from a locked stable.
  • A Patron Who Won’t Stop: The party is paid well to accompany Mytton and then spends the journey preventing his death.

Connected Places and People

Mythical and Historical Context

The real “Mad Jack” Mytton of Shropshire lived from 1796 to 1834. His reckless horsemanship and extravagant wagers belong to Regency Britain, not the reign of Henry VI. This knightly landholder is a fictional 1454 counterpart, adapted to the hunting culture, estates and travel conditions of the medieval Marches. Westminster School’s archive documents the later man, while the dares and encounters are original fantasy fiction.

Historical Inspiration

John Mytton is adapted from the later eccentric landowner known as ‘Mad Jack’. His reckless sportsmanship and self-destructive bravado are translated into a fifteenth-century Shropshire noble.

Rules Notes

The game statistics and campaign relationships on this page are original adaptations for the stated rules editions.

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