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The Havering Adventures

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100% found this document useful (3 votes)
455 views103 pages

The Havering Adventures

Uploaded by

JoséDiana
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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T h e

Havering
Adventures
Written by Andrew Peregrine, Walter Ciechanowski,
Marc Farrimond, and Simson Leigh
Credits
Lost Luggage by Andrew Peregrine
Developed from an original adventure by Simson Leigh

Behold, the Valiant Ones Shall Cry by Marc Farrimond


Expanded and developed by Andrew Peregrine

Dead Man’s Hand by Andrew Peregrine


Additional writing and development by Walter Ciechanowski

The Havering Family characters designed by Andrew Peregrine

Cover Art: Jon Hodgson


Interior Art: Andy Hepworth, Pat Loboyko, Jason Juta, Linda Pitman, Rich Longmore, Kim Fleigenbaum,
Brandon Leach, Sara Otterstätter, Jon Hodgson, Gustav Doré
Maps: Aaron Acevedo
Editing: Nimrod Jones
Proofreading: Nick Robinson
Art Direction: Jon Hodgson
Layout: Andrew O’Hara
Victoriana Lead Writer: Andrew Peregrine
Managing Developer: Sarah Newton
Production Manager: Dominic McDowall-Thomas
Publishers: Angus Abranson and Dominic McDowall-Thomas
Original Graphic Design: Gabriel Strange and Andrew O’Hara
Second Edition Logo by: Sean Buckley

Published by Cubicle 7 Entertainment Ltd


Riverside House, Osney Mead, Oxford OX2 0ES, UK, Reg. no 6036414
www.cubicle7.co.uk

Special Thanks:
Many thanks to those who played these adventures at the many conventions we ran them. Your ideas, cunning
plans and characterisations made each adventure enjoyable, unique, and never boring to run.

The Victoriana Game World © 1992. This book, including all art, concepts, characters, text and intellectual
properties © 2011 Cubicle 7 Entertainment Ltd.
Any unauthorised use of copyrighted material is illegal.

Any trademarked names are used in a historical or fictional manner; no infringement is intended.

SUPPORT YOUR LOCAL GAMES STORE.

Find out more about Victoriana and our other games at www.cubicle7.co.uk

If you have any comments or suggestions about the game, send them to info@cubicle7.co.uk

The Havering Adventures
Contents
5 Introduction

14 Chapter 1 - Lost Luggage


15 Act 1 - The Stolen Suitcase
19 Act 2 - Seeking Tallow
25 Act 3 - A Day at the Races
34 Appendix - Horseracing in Victoriana

38 Chapter2 - Behold, The Valiant Ones Shall Cry


39 Act 1 - You Are Cordially Invited
48 Act 2 - Across the Skies
54 Act 3 - The Wolf in the Fold
60 Antagonists and Protagonists
65 Appendix - The Royal Family

69 Chapter3 - Dead Man’s Hand


70 Act 1 - The Player of Games
79 Act 2 - Hearts and Diamonds
85 Act 3 - Playing the Dead Man’s Hand
96 Continuing the Havering Adventures
97 Appendix - Playing Poker in Victoriana


The Havering
Adventures
Introduction
“It’s not really gambling, unless you have something to lose…”
- Nathaniel Havering

You may not have heard of the Havering family, We gradually expanded the encounters and people as
but I’ve known them for a very long time. players went off on tangents and made us improvise
When we began running the new version of to keep on track. One of the encounters in my first
Victoriana, we needed to see how people outside game became the example of combat in the Core
our playtest groups would react to it, and that meant Rulebook.
running it at conventions. It was the best way to get a After a year or so, we figured it was time for
wide range of different gamers to play the new game something new. We were appearing at some of the
and see what they thought. So we wrote an adventure same conventions and we didn’t want to serve up
(Lost Luggage) and we created some player-characters the same adventure to people who might have seen
to play it, the Havering Family. it before. What we did know, though, was that we
I designed the Havering Family with a couple wanted to keep the Havering family. One of the most
of things in mind. Firstly, they would have to be a consistent responses to our games was that people
cohesive group to get the game going and allow them really liked the characters, and I enjoyed seeing
to trust each other at least a little. They also needed different people’s interpretation as they played them.
to come from a variety of social backgrounds so we So as another GenCon came around we put
could show how Victoriana worked in a group with together a new adventure. Dead Man’s Hand allowed
several different social classes. Finally, I wanted a us to continue the story of Lost Luggage and give
character group that expressed how I saw the game the bad guys a chance for revenge. With that in mind
being played, the sort of characters I had in mind I wrote a new adventure and Walter Ciechenowski
when I was writing the new edition of the game. So added invaluable advice and creative skill to form it
this is what the Havering family are to me. Nathaniel into something we could put in front of a group of
shows that the upper class characters need not be the players.
ones in charge. Susanna shows that the upper classes Not wanting to consign the Havering family and
need not always be proper. Jonathan proves that even their adventures to an ‘old convention adventures’
the best of us can fall to terrible vice. Selina shows us archive, we decided they were worth producing into
that those who begin in the gutter can still survive, the book you have here. However, the two adventures
and need not sacrifice their morality to do so. Tobin we had needed something in between and our demo
shows that even an academic can have a criminal side, leader, Marc Faramond, had in the meantime created
and Patterson shows us that every now and again you another adventure for the next series of conventions.
need someone to put the boot in. Marc’s adventure Behold, the Valiant Ones Shall
My friend Simson Leigh originally created Cry (which was originally entitled OHMSS as the
the first adventure for the Havering Family, Lost Queen made an appearance) has been expanded
Luggage. He and I ran the adventure for several here, for no better reason than I loved the idea and
groups at conventions and every time we ran it, we I can’t stop fiddling with other people’s work. It also
ironed it out a little more. We saw how different provides a much-needed filling between the other two
people tackled it in different ways and what they adventures.
expected of both the characters and the game itself. 
Lost Luggage unsurprisingly concerns a rogue
So what do I do with this book? suitcase the Havering family bring back from abroad.
This book gives you three ready-to-play A smuggler has used them to get something illegal
adventures. If you’ve played Victoriana at a into the country. The villains are not very subtle
convention, you may have seen them before. So we’ve though and attempt to steal their wares as soon as
taken the opportunity to expand and enhance all the luggage is unloaded. The characters are forced
of them, especially as we are not bound by the time to search London for their missing luggage, and the
limits of convention gaming. They can be played as mysterious green liquid that has been smuggled in
a series in the order we’ve provided, or you can use with it.
them as separate adventures in your own campaign. Behold, the Valiant Ones Shall Cry takes the
How you decide to run these adventures is up to player-characters to the skies in a luxury airship.
you. The book also adds a few new details on the It will not be a simple flight though. As you might
setting of Victoriana, including horseracing, the royal imagine, spies and criminals are looking to pursue
family and playing poker. These additional details are their own agendas and a complex web of intrigue is
especially useful for the three adventures, but also developing before the player-characters even step
offer a wealth of detail for use in other Victoriana aboard.
games. Dead Man’s Hand concerns a strange artefact
We’ve also provided the Havering family as being exchanged across the poker tables of London.
ready-made player-characters. However, you don’t Needless to say, it comes into Nathaniel’s possession
need to use them to play these adventures if you have rather quickly. However, the item has a potent
other characters you want to use. Having said that, we demonic power to it, suggesting an old enemy may be
did design these adventures to play to the Havering looking for revenge.
family’s strengths. Therefore, your player-character In all of these adventures, we’ve included a wealth
group should have a good mixture of social classes. of NPCs, new settings and contacts the Gamemaster
This allows them to get into the right sort of parties might use again in other adventures. It is very
and soirées during the adventures. One of the group much our intention that a Victoriana adventure isn’t
ought to be some sort of gambler, as poker figures something that you play once and never use again.
quite heavily in the third adventure. However, this The Gamemaster should find several uses for the
might be changed to some other game of chance material here beyond simply running the adventures
for which the player-character is well known. In the within. Should the player-characters save the Valiant
worst case, the Gamemaster might create an NPC Rose, they might fly in her again. The next time they
poker player, who the player-characters must protect. have a magical item to investigate, they may choose to
However, you need not worry about that now as each visit Erasmus Spindle.
adventure comes with detail about what it requires So without further ado, we present The
from the player-character group in case you don’t Havering Adventures. We hope you enjoy playing the
want to use the Haverings. adventures as much as we have had running them.

An Overview of the The Havering Family


Adventures If you are in need of a group of ready-made
player characters, you should look no further than
At this point, the curious player reading this the Havering family, which we offer here for your
should have put the book down long ago. It’s fine if convenience. They have been created as standard
they read the appendices, which contain useful rules 1st Rank adventurers. Even if you don’t choose to
and setting information, but they shouldn’t be reading use them for the adventures, you might find the
the adventures. So scram, put the book down or you way their backgrounds are woven together helpful
can expect your Gamemaster to give you a thrashing! for creating your own player-character groups. The
Now it’s just us, we thought a brief introduction Havering family are designed to have the right skills
to the adventures for the Gamemaster would speed for the following adventures, so if you choose to
 things along.
use other characters you should make sure you still
have the right abilities in the group. Throughout the
adventures, we provide the Gamemaster with a few
notes to help her make sure the player-characters have
all they need to succeed against the darkness they are
about to face.

Nathaniel Havering
Nathaniel is the eldest son of an upper-middle
class family. The Havering family is an old name,
even if it has no aristocratic blood. Sea trade has made
the family very wealthy over the last few generations,
allowing them to enjoy all the comforts of the upper
classes. As the eldest son, Nathaniel was expected to
learn the business and increase the family holdings.
Unfortunately, he has very little interest in earning
a living in trade. While he receives a generous
allowance from the family, he supplements his income
through gambling, so it is very lucky he is rather
good at it. This is doubly the case as he is hopelessly
addicted to the thrill of gambling, no matter what it
is. In the course of his life, he has lost almost as much
as he has gained through his inability to walk away
from a bet.
Nathaniel’s father has admonished his son for his
decadent ways for many years, and the two are barely
on speaking terms. Luckily, they reached an unspoken
agreement that as long as Nathaniel brought no shame

Nathaniel Havering
Rank: 1 Initiative: 4 Health: 2 (4) Privileges: Higher Station
Race: Human Movement: 7 Mana: 1 (6)
Social Class: Middle Fate Pool: 8 Assets: Fashionable City Flat,
Nationality: British Special Abilities: Adaptability, Income – Middle Class (5)
Age/Gender: 24/Male Destiny
Build: Athletic Complications: Addiction –
Hair/Eyes: Brown/Blue Common Skills: Charm 3, Gambling
Concentration 2, Dance 2,
Childhood Experience: Boarding Dodge 1, Empathy 2, Etiquette 2, Magical Abilities: None
School General Knowledge 2, Perception 3,
Vocation: Gambler Streetwise 2, Swordplay 2 Personal Effects: Stylish Clothing,
Social Ethics: Few of any note Walking (Sword) Cane (4 Damage
Personality: Charming and casual, Specialties: Business 1, Dice), Marked Deck, Roguish Smile
even in life threatening situations Conversation 3, Gambling 5,
High Society 2, Lore 2
Attributes:
Strength: 1 Wits: 2 Magical Skills: None
Presence: 3 Fortitude: 1
Dexterity: 2 Resolve: 1 Talents: Gambler (+3)

to the family, his allowance was secure. Nathaniel’s
mother hoped that her son would gradually grow
into his responsibilities, and in recent years this has
appeared to be the case. He has shown an interest
in the shipping firm, undertakes many voyages of
behalf of the family, and has even married recently.
However, his interest in ships is in fact because he is
too well known in the gambling houses in London.
Travel to the continent (and even beyond) allows him
to visit new and more interesting places to play cards,
with people who don’t know his reputation. As for
his wife, well, she too is not quite what the family was
expecting…

Lady Susanna Havering


Nathaniel’s wife is the eldest daughter of an
impoverished upper class Eldren family. The Reynard
family are quick to point out their links to royalty, but
the only use such links have is to expand their vast
credit account. That is not to say they have no money
at all, but what they do have vanishes quickly to their
creditors. So the younger members of the family have
learnt to spend what they can, while they can.
To say Susanna is a ‘free spirit’ is a polite
understatement. She has a taste for the bohemian,
having made friends among all levels of society at
wild parties and artistic soirées. Her scandalous
behaviour did little for the family name. They were

Lady Susanna Havering


Rank: 1 Initiative: 5 Health: 2 (4) Privileges: Blackguard
Race: Eldren Movement: 8 Mana: 1 (6)
Social Class: Upper Fate Pool: 8 Assets: Wardrobe
Nationality: British Special Abilities: Artistic Eccentricity
Age/Gender: 21/Female (Bon Vivant), Planar Empathy (Aura Complications: Addiction – Absinthe,
Build: Lithe Reading) Impoverished Name
Hair/Eyes: Black/Brown
Common Skills: Charm 2, Magical Abilities: Aura Reading
Childhood Experience: Private Tutor Conceal 2, Dance 4, Dodge 1, (Sensate Medium)
Vocation: Socialite Etiquette 4, General Knowledge 2,
Social Ethics: Whatever gets her what Perception 3, Swordplay 2 Personal Effects: Elegantly tailored
she wants dress, Stiletto knife in boot
Personality: Proper but dangerous Specialties: Fashion 4, High Society 4, (4 Damage Dice)
with a slightly frightening sense of
fun Magical Skills: Sensate Medium 2

Attributes: Talents: Beautiful (+2), Drink like a


Strength: 0 Wits: 2 fish, Polyglot (French)
Presence: 3 Fortitude: 0
 Dexterity: 3 Resolve: 1
keen to see her married and off their hands, but
could never hope to afford a dowry for her. She and
Nathaniel were drawn together when they both met as
guests of Parisian society. They instantly embarked on
a whirlwind affair, fuelled by absinthe and gambling
rather than romance. Neither can remember who
actually proposed, but they were both surprised when
their families approved of the match. The Haverings
were happy to finally marry into the upper class,
albeit the lower end of it. The Reynards were even
more overjoyed that the family name was enough of a
dowry for Susanna.
Since her marriage, Susanna has learnt to
maintain the pretence of dutiful wife. However, this
is mainly as it helps Nathaniel get closer to more
respectable high stakes games. She has lost none of
her passion and the two of them love to abscond from
society to indulge in wild parties and decadent living.
Unfortunately, such a lifestyle has taken its toll and
Susanna now harbours a habit for absinthe.

Jonathan Havering
Nathaniel’s younger brother was not blessed
with the same abilities as his elder sibling in games
of chance. He tried to learn, many times, but simply
had no flair for the cards. As a young boy, he idolised
Nathaniel and always accompanied him on his travels

Jonathan Havering
Rank: 1 Initiative: 4 Health: 4 (8) Privileges: Ear of the Street,
Race: Human Movement: 7 Mana: 2 (12) Higher Station, Private Club
Social Class: Middle Fate Pool: 8 Membership
Nationality: British Special Abilities: Adaptability,
Age/Gender: 22/Male Destiny Assets: Income – Middle Class (2)
Build: Thin Common Skills: Athletics 2,
Hair/Eyes: Black/Brown Charm 2, Disguise 2, Dodge 3, Complications: Addiction (Opium),
Empathy 4, Etiquette 2, Responsibilities (Police Detective)
Childhood Experience: Boarding Firearms 4, Fisticuffs 3, General
School Knowledge 2, Hide & Sneak 2, Magical Abilities: None
Vocation: Police Detective Perception 2, Swordplay 2
Social Ethics: Almost painfully Personal Effects: Well tailored suit,
Middle Class Specialties: Bribery 2, Small Revolver (8 Damage Dice),
Personality: Pragmatic, especially in Conversation 2, Criminology 3, Police Detective ID
terms of catching criminals High Society 1, Interrogation 3,
Politics 1
Attributes:
Strength: 1 Wits: 2 Magical Skills: None
Presence: 1 Fortitude: 2
Dexterity: 2 Resolve: 2 Talents: Deduction (+2) 
into the gambling dens of the East End. However, the addiction is weak. He has recently turned to the
as cards held little interest to Jonathan, he began church to help guide his moral compass. So he prays
to pay attention to what was going on around him. as often as he can for the strength to resist the lure of
The gambling dens seemed exotic at first, filled with the dragon.
smoke, money and glamour. However, soon Jonathan
began to see what was really going on. He saw first-
hand the poverty the lower classes lived in, and the Selina Tamworth
brutal street justice that waited for those who flouted
the rules. Jonathan’s fiancé is from an altogether different
It didn’t take long before Jonathan decided he class than the rest of the family. She was born in the
could no longer wallow in the society his brother alleys of Limehouse and has done many questionable
kept. He decided to do something about the injustice things to earn a living. When she was very young,
and crime around him and became a police officer. her parents died or went missing. She remembers
He served on the beat for a very short time, as his very little about them. It is possible they just came to
class ensured he became a detective very quickly. consider her a burden and cast her onto the street one
Now he wanders the same places as Nathaniel, but day. She spent a few months trying to live as best she
with a different agenda entirely. However, one thing could, but when the winter came, it nearly killed her.
Jonathan did learn from Nathaniel was how to play However, she was lucky, and before the cold could
the long game. He knows that arresting the gamblers claim her, a Chinese family took pity on her. They
and thieves will do little to solve the problems. The brought her into the opium den they ran and looked
injustice happening on the streets needs to be fought after her. However, their assistance was not free. After
at the core. To this end, he has nurtured an extensive a while she discovered they weren’t a family at all, but
range of contacts in the underworld and gained a members of a Triad gang, a gang she was now a part
reputation as someone you can come to when you are of, like it or not.
in trouble, no matter what you may be guilty of. She met Jonathan when he visited the opium
However, Jonathan shares his brother’s addictive house she was working in. Despite her hard knocks
personality, and his investigations in the opium dens upbringing, she decided to help him and got him out
of Limehouse led to him developing a habit. However, of the place, losing her job there. He realised what she
it is also where he met his fiancé, Selina, a lesson did for him and repaid her as best he could, helping
that good can come from bad. With Selina’s help, he her get out of her gutter living. The two fell in love
does his best to resist the opium’s call, and luckily, but she refuses to marry him, concerned that the

Selina Tamworth
Rank: 1 Initiative: 3 Health: 4 (8) Privileges: Gang Member (Triad)
Race: Human Movement: 6 Mana: 3 (18)
Social Class: Lower Fate Pool: 14 Assets: Income – Lower Class (5)
Nationality: British Special Abilities: Adaptability,
Age/Gender: 19/Female Destiny Complications: Criminal
Build: Martial Common Skills: Act 2, Athletics 2,
Hair/Eyes: Blonde/Blue Bull 2, Charm 2, Dance 2, Dodge 4, Magical Abilities: None
Etiquette 2, Firearms 2, Improvised
Childhood Experience: Urchin Weapon 2, Perception 2, Streetwise 4, Personal Effects: Chinese style
Vocation: Opium Seller Swordplay 3 clothes, Knife (4 Damage Dice),
Social Ethics: Lower Class Small amount of opium
Personality: Tries to do the best she Specialties: Appraisal 2, Bribery 2,
can with what she has Culture (Chinese) 2

Attributes: Magical Skills: None


Strength: 1 Wits: 2
Presence: 2 Fortitude: 2 Talents: Glib (+2), Local Expert
10 Dexterity: 1 Resolve: 3 (Limehouse), Polyglot (Chinese)
Selina’s Gang –
The Smoke Lantern
The Gamemaster might like to involve the
triad gang Selina is a part of. Creating street
gangs is detailed in Faces in the Smoke Part 2
– Shadows and Steel. So we present some detail
on the gang following the systems presented
there.
The gang operate from a small string of
opium dens in Limehouse. Most of the members
are muscle or employees of the small family
who run it. The gang has connections to the
Hong Kong triads, but they are a long way away.
However, they are a useful threat to keep the
lower members in line. Essentially, the gang
provides decadent delights to those who can pay
them, and they shy away from violence where
possible, more due to the trouble it causes than
any moral objections. Most of the gang sees
their work as business rather than criminal
activity.

Community: Ethnic (Chinese)


Size: Large (around 30 members)
Range: District (Limehouse)
family will see her as a gold-digger just looking to get Activities: Entertainment, Extortion, Opium,
the family money. Prostitution, Trade
While her feelings are real, she hasn’t told
Jonathan that their meeting was no accident. A few
months before she met Jonathan, she met Susanna,
on one of her frequent visits to the mysterious joys of Patterson Briggs
Limehouse. The two developed a tentative trust and
Briggs is the overworked Dwarven servant
met to exchange gossip and news from their different
who serves Nathaniel and his new wife. He has
worlds on occasion. The night Jonathan came to the
never served the Havering family itself, having
opium den, Susanna discovered what he had been
always been employed by Nathaniel. He has yet to
up to and asked Selina to get him out, for which she
master the manners of a servant; he often fails to be
was well paid. She still hasn’t told Jonathan that their
appropriately polite or understated. However, he is
meeting was no accident, fearing that if he found
very good at lifting and carrying things, although he
out, she might lose his love. However, what none of
is no dumb brute.
the others knows is that the Triads didn’t just allow
Many years ago, he lost a lot of money to
Selina to leave. They made it clear she would owe
Nathaniel in a poker game and offered his services in
them a debt they expected her to repay if her new
payment to cover the debt. Nathaniel wasn’t very keen
circumstances opened up certain opportunities.
to accept, but saw he was unlikely to get anything
else in payment from the Dwarf. However, Briggs
turned out to be more useful than Nathaniel had first
thought. Briggs was once a sailor, and supplemented
his meagre income by boxing in underground fights. 11
So he knows a lot of the faces across the trading
ports of Europe, faces that a gambler like Nathaniel
is always keen to meet. While Briggs didn’t win that
many bouts in the ring, he knows how to look after
himself. He has had to fight off Nathaniel’s enemies
on more than one occasion, and accounted very well
for himself.
By the time the debt was repaid, the two men
had already formed a bond and trusted each other.
Nathaniel employed Briggs properly as his full-time
servant, and he supplements his official income with a
cut of any deals he helps to broker. Briggs enjoys the
lifestyle that travelling with Nathaniel allows him to
enjoy, he will do nothing to endanger it.

Tobin Charterton
This Gnome scholar is the most unlikely part
of the group. He is quiet, well spoken and polite,
apparently harbouring no illicit addiction or
dangerous vice. He is employed by Nathaniel’s father
to teach Nathaniel sorcery. Thaumaturgy is one of
the marks of the upper classes, and as the eldest son,
Nathaniel, should have an occult education if the
family can afford it.
Sadly, despite Tobin’s best efforts, Nathaniel
shows no aptitude or interest in magic, and even less

Patterson Briggs
Rank: 1 Initiative: 5 Health: 5 (10) Privileges: Pub Regular
Race: Dwarf Movement: 6 Mana: 2 (12)
Social Class: Lower Fate Pool: 8 Assets: Income – Lower Class (5),
Nationality: British Special Abilities: Little Legs, Servant’s quarters
Age/Gender: 27/Male Stubborn as a…
Build: Solid Complications: None
Hair/Eyes: Brown/Brown Common Skills: Athletics 2,
Blunt Weapons 3, Bull 2, Magical Abilities: None
Childhood Experience: Urchin Dodge 3, Drive Carriage 2,
Vocation: Boxer Empathy 2, Etiquette 1, Fisticuffs 5, Personal Effects: Good suit, Cosh-
Social Ethics: Lower Class Intimidate 2, Might 2, Perception 2, life preserver (3 Damage Dice),
Personality: Likes to keep things Streetwise 3 Surly attitude
simple, and punching is as simple as
you can get Specialties: Boating 1, Bribery 1,
Legal Matters 1
Attributes:
Strength: 3 Wits: 1 Magical Skills: None
Presence: 1 Fortitude: 3
Dexterity: 1 Resolve: 2 Talents: Combat Sense (+3)
12
for academic study. Just getting Nathaniel to sit down
without dealing out a deck of cards is hard enough.
Tobin comes from a good middle class family,
although he is not so well off as the Haverings. He
was taught Thaumaturgy by his father, who also saved
enough money to get Tobin certified by the Guild as
a member so that he could practice his skills. Most
people who meet Tobin assume he cannot afford to
loose the lucrative teaching job the Haverings employ
him to do. However, Tobin’s first love is not magic,
but trade. He travels with Nathaniel looking for
objects of magical interest to sell either legitimately or
on the black market.
Nathaniel is glad to have Tobin around as he
recognises the usefulness of having a magician
in his entourage. A few times Nathaniel has won
strange items at cards, which he needs appraised and
identified. Each time they return to London, Tobin
uses his magical contacts to fence anything they have
acquired of magical significance on their trip, offering
Nathaniel a cut. Both men recognise the usefulness
of keeping Nathaniel’s father happy. So Nathaniel and
Tobin keep up the pretence that Nathaniel is learning
magic, but that it is a long and slow road to power. In
the meantime, Nathaniel makes use of Tobin’s skills
for his own agenda, and Tobin makes the same use of
Nathaniel.

Tobin Charterton
Rank: 1 Initiative: 5 Health: 2 (4) Privileges: Thaumaturgical Doctorate
Race: Gnome Movement: 6 Mana: 4 (24)
Social Class: Middle Fate Pool: 8 Assets: Income – Middle Class (2),
Nationality: British Special Abilities: Frail Physique, Little Respectable Boarding House
Age/Gender: 34/Male Legs, Night Creature
Build: Spindly Complications: Irksome Neighbours
Hair/Eyes: Grey/Black Common Skills: Concentration 3,
Dodge 2, Etiquette 2, Firearms 2, Magical Abilities: Thaumaturgy
Childhood Experience: Private Tutor General Knowledge 3, Perception 2 (Spells: Darkness of Ages, Etheric
Vocation: Guild Associate Bolt, Heal, Magic Tobacconist)
Social Ethics: Lower Class Specialties: Accounting 2,
Personality: Quiet and observant, Appraisal 4, High Society 1, History 2, Personal Effects: Neat suit, Long
always looking for his chance Lore 2, Research 3, Teaching 2, pipe of strange smelling tobacco,
Notebook and pen
Attributes: Magical Skills: Thaumaturgy 4
Strength: 0 Wits: 4
Presence: 1 Fortitude: 0 Talents: Thaumaturgist (+3 additional
Dexterity: 1 Resolve: 4 spells)

13
Chapter One

Lost Luggage
In which the Havering family suffer a theft
leading to a dastardly plot in high society.
Act 1
The Stolen Suitcase
“Looks like they’ve got the luggage, sir. Your missus isn’t going to like that.”
— Patterson Briggs

Tobin may also be dressing downstairs; Gnomes are


Scene One – Stop Thief! not good in the morning after all. However, he might
The adventure begins as the Havering family return still be up from last night, and standing on deck hoping
from a trip abroad. For a long time, Nathaniel’s father the fresh sea air will wake him up a little. Patterson, as
has been more than a little keen to see his eldest son get the Havering’s servant, is keeping an eye on the luggage
more involved with the family business. Until recently, being loaded into the carriage.
Nathaniel wanted nothing to do with it and to continue It is a bright crisp sunny morning and the small
his life of gambling and debauchery. However, recently ship that has brought the Haverings home to London is
it seems Susanna has been a good influence as he has docked on the north banks of the Thames at Wapping.
finally capitulated to his father’s whims and taken a The ship belongs to the Haverings’ shipping business
tour of the family holdings on the continent. Actually, and is also carrying cargo. Various dockhands are
Nathaniel’s reasons for taking a trip are quite different, unloading this cargo while a few are seeing to the
and Susanna has certainly not been a good influence! Havering’s luggage. There is quite a lot of it, especially
It just so happens that Nathaniel has made a name for as a trip to Paris has furnished Susanna with a selection
himself across London as a very good poker player, so of the latest fashions.
much so that it was getting hard to find a game. A trip After the Gamemaster has had a moment to set
to Europe has let his reputation die down and allowed the scene, the player-characters suddenly hear a crash.
him to play a few foreign games against people with no Those on deck or nearby easily notice one of the
idea of his reputation. The last few months have been dockhands loading the luggage has dropped one of the
little more than a shopping and gambling expedition. suitcases. The case lies on the stone dockside with one
As the adventure begins, Nathaniel and Susanna are clasp smashed and (on an Average (no Black Dice) Wits
below decks getting dressed, unaware there is any + Perception roll) anyone nearby might notice a strange
need to hurry, while their luggage is loaded into their green substance is leaking from the case.
carriage. At this, the dockworkers on the carriage panic.
Nathaniel’s brother, Jonathan, also joined the tour They whip the horses into a fury and before anyone can
of the family business, if only to keep an eye on his ask what is going on they’ve set off at speed, along with
brother, and is also dressing below decks. However, if the player-character’s luggage!
the player and Gamemaster prefer, he has been unable There are several ways the player-characters might
to leave his job as a police detective. In which case, he try to deal with this. However, the Gamemaster should
and his fiancé, Selina, are coming to meet Nathaniel be aware it is vital the carriage escapes. Having said
and Susanna at the docks and arrive as soon as the that, no one said it has to be easy.
adventure begins. 15
None of the player-characters should be near
enough to be able to jump aboard the carriage. There
If you are not using the is no reason for any of them to handle the luggage,
even the lower class characters, who have their own
Haverings things to attend to.
As we’ve mentioned before, these adventures Those that decide to give chase are going to have
were all written with the Havering family in mind. to work for it. A carriage has a base speed of 25, and
However, you may well not be using them when is ‘Close by’ at best.
you run the adventure. Therefore, you’ll find a few Ranged weapons are usually the resort of most
sidebars as we go through the adventure pointing player-characters in this situation and there are plenty
out ways to use other characters as well as certain of potential targets. Hanging onto the top of the
skills and abilities they might need. carriage are five men, any one of which might draw
While your group might not have a family the ire of a player-character’s firearm. A Difficult
business in sea trade, they might still have just (3 Black Dice) shot using Dex + Firearms scores a
taken a trip abroad. This might have been a holiday decent hit. However, anyone injured enough to fall
or possibly another adventure. The group should from the carriage is knocked insensible by the fall
have a decent mix of social classes that put them in onto the cobbles. He certainly won’t be in a fit state
similar positions at the beginning of the adventure; to interrogate anytime soon if he survives. Each
those positions being the well-to-do characters round the carriage also gets further away, so the
getting dressed below, and the lower class characters Gamemaster should add an additional Black Dice to
possibly earning their passage loading crates or the difficulty per round.
seeing to transport. Finally, the player-characters might look to give
chase in some other form of transport. As it happens,
they are in luck. Two Ogres are loading a small cart
with barrels across the street. The horse is harnessed

16
and ready to go. However, the Ogres don’t allow
the player characters to just run off with their cart. Benny and Charlie-
The Gamemaster should play this small scene for
laughs as the Ogres are not just gullible but also very Two very thick Ogres
stupid. Engaging them in conversation to try to buy These two Ogres are loading a cart with barrels
or commandeer the cart is met with painfully slow of cider they are to deliver to several different pubs
deliberation. It isn’t their cart after all and they don’t across Whitechapel. They don’t want to get in trouble
want to get in trouble. Should the player-characters or be late, so have no desire to stop what they are
get over-enthusiastic and try to take the cart the doing or give up their cart (or Reggie, the horse that
Ogres do their best to pluck them off it and throw pulls it). They will consider offers though, but very
them to the ground. All the while, the carriage with slowly.
the luggage gets farther and farther away.
At some point, the characters may want to take a Benny and Charlie - Rank 3 Ogre Dockhands
look at the suitcase that has fallen from the carriage. (Specialist)
It is a plain brown case, which now has one of its Physical Competence: +5
locks broken and snapped open by the fall. If moved, Mental Competence: +1
the sound of broken glass inside is very recognisable. Initiative: 4
However, what should make the characters very Health: 10 Dice (20 pips)*
trepidations is the green liquid that is seeping out Mana: 0 Dice
through the case. Signature Skills: Athletics +2, Fisticuffs +2,
As it happens the liquid, which is thick and green Horse riding +1, Might +3, Streetwise +1
with a slightly luminous tinge, is harmless to the Traits: Strong +4, Slow +3, Law abiding +1
touch. Anyone who drinks or tastes it may be quite ill, Special Abilities: None
see page 23, ‘The actual effects of the liquid’ for more Combat Abilities: Fists like concrete (7 Dice)
detail. If they fail to investigate the case, one of the Damage: Fists (5 Dice)
remaining dockhands takes a look and makes a huge *Ogre bonus
fuss when he gets the stuff on his hand (insisting it
burns or that it might be cursed).
When someone plucks up the courage to open
the case, they find inside it has several dividers to hold The thieves are part of a new gang in the East
glass vials. In the fall, most have been broken but one End that is run by a Wolfman called Abraham Tallow.
remains intact. All the vials contain (or contained) the Tallow is the only one who knows where and to
same green liquid. whom the vials are to be delivered. However, the
What is going on? remaining dockhands may be able to tell the player-
The broken case and another identical one were characters that the men who unloaded their ship
added to the Havering’s luggage in France as part of forced out the union men due to work that ship.
a smuggling operation. As few upper class people see
to their own luggage, and many carry more than they
need, two extra cases were easily slipped in without Scene Two – A Brush with the
anyone noticing.
The bad guys at the other end were looking to Law
be more subtle. They made sure they were on the While the player-characters are investigating the
unloading gang and made straight for the Haverings’ case and gathering their wits they are approached by
ship. They intended to load the luggage, take the a police constable called Griffiths. The furore of the
Haverings home and sneak off with the two cases the theft has attracted his attention and he wants to know
Haverings wouldn’t miss, as they weren’t looking for what is going on. His attitude to the player-characters
them. very much depends on how they have behaved.
Unfortunately, one of the crew was rushing and Players being what they are, the Haverings may well
one of the cases dropped during loading. The gang be surrounded by dead bodies and wreckage (although
panicked, and knowing they had at least one case they not their luggage). They might even still be waving 17
made a run for it.
possession of some strange or arcane substances that
Constable Griffiths they need to explain at the station.
If the player-characters have been up to their
Griffiths is a decent man, but a poor and usual tricks and there are dead bodies around,
overworked one, not unlike many of the coppers Griffiths can put them all under arrest and take them
on the beat. Given that there is no anti-corruption back to the police station by force. Just waving guns
department, taking a few shillings to look the other around is enough for him to have ‘due cause’ to take
way is very tempting. However, given the terrible them in for questioning.
conditions the police suffer under, few men join the If the player-characters resist, Griffiths is only
force without a dedicated sense of justice. one man, and he’s not being paid enough to risk his
life. However, he can blow his whistle, summoning
Constable Griffiths - Rank 6 Copper on the take aid in around five minutes. If other police arrive,
(Generalist) he finds it easier to insist they need to be taken into
Physical Competence: +5 custody. If the player-characters try to make a run
Mental Competence: +4 for it he gives chase, but not for too long. After all,
Initiative: 6 them running around London certainly serves as the
Health: 7 Dice (14 pips) distraction Griffiths has been paid for.
Mana: 0 Dice If the player-characters go with Griffiths to the
Signature Skills: Athletics +2, Blunt Weapons +2, police station, it is not a long walk. There is a small
Fisticuffs +2, Intimidate +1, Legal matters +2, police station a few streets away. Griffiths takes the
Perception +2, Streetwise +3 player-characters’ names and addresses. He then ask
Traits: Dishonest +1, Law abiding +1, them to wait while he gets his superintendant. The
Troubled +3 waiting room he offers is one of the cells. He hopes
Special Abilities: None the player-characters will do as they are told and
Combat Abilities: Truncheon (7 Dice) wait there (and he locks the door if he can – “just
Damage: Truncheon (4 Dice) procedure, sir”). Then he leaves them there for a few
hours to keep his end of the deal. After that, he lets
them out, apologises for the inconvenience and says
guns around. However, there may have been no loud they are free to go as they are under no suspicion due
noises and they are simple victims of theft. to their story checking out.
Unfortunately, for the player characters, it is not At any point, the player-characters might be
a co-incidence this policeman has turned up. While belligerent or difficult and by doing so they walk a
he is a real policeman, Constable Griffiths is also a fine line. Griffiths has little real reason to hold them
slightly corrupt one. He isn’t usually on the take, but and he finds it difficult to enforce his authority.
he has been given £5 by Tallow (on behalf of Tallow’s However, if the player-characters become violent or
patron) to perform a small service. They simply want threatening they may give Griffiths a good reason to
the Haverings held up to make sure the gang gets lock them in the cells for as long as he likes.
away. Griffiths isn’t a bad man, but he has mouths to The player-characters might find a way to escape
feed and holding up a few toffs isn’t really such a bad the cell and make a run for it. As this will no doubt
thing to do, or so he keeps telling himself. take time, Griffiths won’t report it or try to give
If the player-characters have been reasonable and chase unless he has to. Any investigation gets him
not spilt any blood, Griffiths doesn’t have a lot to go into trouble too, which he can ill afford. The player-
on. All he can do is ask them to come with him to the characters won’t know the police aren’t really after
local police station to report the crime properly. He is them though!
very insistent, especially as Jonathan is a detective and Eventually, the player-characters are free. They
he should know how important it is. “If you can help will probably want to return to their homes to clean
clear your name it’ll be much easier for you.” up (and possibly tool up) before they go out in search
Griffiths spots the suitcase and the strange liquid of their luggage and the mystery of the green liquid.
unless it has been well hidden or disposed of. In
18 which case he can claim the player-characters are in
Act 2
Seeking Tallow
“I don’t care about this silly green stuff. That ruffian has my new Parisian gown!”
—Lady Susanna Havering

a Wolfman called Abraham Tallow and his gang of


Scene One – Investigations thugs. The locals are frightened of Tallow as he is
The player-characters have two leads they may particularly vicious and looking to carve out territory.
want to follow up to locate their lost luggage. The Even if the player-characters are threatening, the
first is to find out where their carriage was taken; the locals know they will be gone and are unlikely to
second is to find out more about the strange green come after their families in the way Tallow might.
liquid. The locals don’t know Tallow has the carriage for
sure, but simply don’t want to cross him.
The Carriage Another good lead to pursue is the local carriage
To get a lead on the carriage the player-characters makers and wheelwrights in the area. The player-
have to make use of their contacts. They last saw the characters might reason the gang will try to sell the
carriage heading deep into Whitechapel. Between carriage, and they would be right. There are four or
them, they should have enough lower class contacts to five carriage makers in the nearby area, and all of
make a few inquiries in the area. them have been approached about buying a carriage.
Which contacts the player-characters choose In all cases, they didn’t trust the sellers as they were
to follow up depends on what they have available. little more than thugs. While Tallow himself wasn’t
The Gamemaster should offer them snippets of around and the thugs were Human, at least one
information depending on who they ask and how they carriage maker was told that he’d better reconsider as
ask them. Luckily, the carriage was quite distinctive. ‘Tallow doesn’t like to hear no’.
It is a bright red colour with black fittings and has a From there, all that remains is to investigate
badly bent mudguard at the back where the case hit it. Tallow and his gang. This might be difficult; while
General inquiries in the area from local urchins almost everyone in Whitechapel knows roughly where
and peddlers find a few eyewitnesses, which allows the gang can be found, few want to talk. If the player-
them to track the carriage deep into Whitechapel. characters have at least one contact in the area, they
However, after a while they find people unwilling should be able to get a location (‘As long as you don’t
to mention the carriage at all. An Average (no Black mention it was me what told ya’).
Dice) Wits + Empathy roll tells the player-characters The police have a file on Tallow and know the
that people are hiding something from them. general location of his operation. Anyone with police
However, they have to threaten extreme violence contacts might be able to take a look at the thin file
or offer a lot of money to discover why. The reason and get a decent idea of the area the gang can be
is that the carriage went into the small territory of found in. However, the police won’t be able to help
19
much as they have no evidence Tallow is to blame and
The Ten Bells know that no one will talk.
When the player-characters know the general area
One of the best places to begin any of Tallow’s gang, they still need to find his hideout.
investigation is the Ten Bells pub in Whitechapel. Luckily, it isn’t tricky to find if they are looking in
The pub isn’t especially salubrious, but it isn’t the right area. Among the cramped houses is a small
too much of a dive either. People of all classes warehouse set apart from the other buildings. It is the
are generally welcome and the prices aren’t so only place with a door big enough to admit a carriage,
expensive the lower classes can’t afford them now and the area is bereft of the usual urchins and
and again. peddlers. It seems no one wants to hang around here,
One of the things setting the Ten Bells apart which might be a good thing if the player-characters
is that it is a centre for the bohemian crowd and are considering violence…
many artists, students and poets come to drink
cheap, but palatable, ale and intensely discuss art The Green Liquid
and politics. The mysterious and elegant ‘Miriam’ There are two ways the player-characters might
(see The Marylebone Mummy) can often be found want to investigate the liquid: science and magic. Your
here as well. player-character group may have their own contacts,
While very wealthy or excessively poor who might provide them with the information below.
people still stand out, the Ten Bells is a very However, if they don’t have the right contacts this
cosmopolitan crowd. It is a good place for people might be an ideal opportunity for them to make some
to get news from all levels of society and hear the new ones.
latest gossip.
20 We’ll be detailing more about the Ten Bells in
our revised version of The Smoke.
The Scientist – Harcourt Nielson When they get to the attic rooms, the player-
Nathaniel and Tobin have a scientist contact characters find Harcourt covered in black soot from
who might be able to help. Harcourt is a Halfling head to foot and grinning wildly. He is in a very
renowned for being rather experimental in his buoyant mood, as his latest experiment went better
laboratory work. He lives in an attic apartment in a than expected (even if it nearly killed him). Therefore,
fairly decent area of Spitalfields. As the characters he happily helps the player-characters and runs some
approach the lodgings they hear a loud explosion and tests on the liquid for them, especially if they have
see smoke pouring out of the top floor windows. helped to mollify Mrs Plumworthy.
Luckily, Nielson hasn’t blown up the house After an hour or so, Harcourt can tell the player-
with his latest experiment, but his landlady, Mrs characters the following about the liquid:
Plumworthy, doesn’t know this. She is beside herself –It appears to be a natural concoction, although
wondering if the house is going to come down on top he has no magical skills to be sure.
of her. She welcomes any help to make sure the place –It isn’t poisonous, although it is very powerful
is still safe, and looks forward to giving Mr Nielson and concentrated.
a proper scolding once more. The player-characters –It is designed to be imbibed.
can use the confusion to gain access to the building –If you drink it, it would kick your system
if they handle it right and ingratiate themselves with into overdrive as if hit with an unhealthy surge of
Mrs Plumworthy. adrenaline. Far too dangerous for a human-sized
person to make any use of even diluted.

Harcourt Nielson
Nielson is an eccentric middle class Halfling
scientist, who seems to have little regard for his
own safety. He is constantly happy and excited,
and dedicated to his obsession, which is simply Mrs Plumworthy
discovery. Each day, he wakes up wondering how The redoubtable Mrs Plumworthy is a force
something scientific works and spends the rest of to be reckoned with. Those who are rude and
the day trying to figure it out. These experiments difficult find her a brick wall; however, those who
never last more than a day, as another idea are patient and charming find her easily assuaged.
distracts him the next morning. Luckily, he has She worries about what the neighbours (and her
had enough good ideas to fund his lifestyle, even long dead husband, killed in India several years
if he rarely has any money. ago) might think.

Harcourt Nielson - Rank 4 Halfling Bampot Mrs Adele Plumworthy - Rank 3 Stern
Scientist (Focussed) Landlady (Generalist)
Physical Competence: +2 Physical Competence: +3
Mental Competence: +5 Mental Competence: +3
Initiative: 6 Initiative: 6
Health: 3 Dice (6 pips) Health: 3 Dice (6 pips)
Mana: 1 Dice (6 pips) Mana: 1 Dice (6 pips)
Signature Skills: Demolitions +2, Dodge +3, Signature Skills: Craft (Cooking) +3, Etiquette
Perception +2, Science (several disciplines) +3, +1, Fisticuffs +1, Intimidate +3, Perception +2,
Streetwise +3 Streetwise +1
Traits: Investigator +3, Careful -6, Good- Traits: Worrier +3, Social Climber +2
natured +3 Special Abilities: None
Special Abilities: None Combat Abilities: She most likely throws a tea
Combat Abilities: None, Harcourt isn’t a fighter tray at any attacker and runs away as fast as her
so he’ll run if he has to short legs can carry her.
21
The Magician – Erasmus Spindle sure they aren’t stealing or touching anything. In
Anyone familiar with the more criminal elements which case, the job takes him half an hour longer. If
in magical society has heard of Erasmus Spindle. This the players feel physically sick after their dealing with
weasel of a man is renowned for dealing in barely legal Erasmus, you have played him right.
magical ephemera and has a certain skill in sorcery
himself. He might have a despicable reputation but,
for the right price, he can usually be relied on to do as Erasmus Spindle
he is told and not alert the authorities.
This weasel of a man has run a shop in
Spindle’s magic shop (or Emporium, as he likes
Bishopsgate for a very long time, and is renowned
to call it) is located on the very edge of Bishopsgate,
among the magical community as a low-grade
around the back of Wormwood Street where the best
fence and information broker. Spindle is very
and brightest magical suppliers can be found. The
knowledgeable in the ways of both the dark and light
shop is in a basement with a front door located at the
sides of magic. However, he lacks the willpower to
bottom of a set of steps surrounded by black railings.
cast anything but the weakest spells.
A dirty sign hung above is the only evidence such a
shop exists.
Erasmus Spindle - Rank 8 Toadying Magic shop
Spindle is a deeply unpleasant man, utterly
proprietor (Specialist)
obsequious to those of a higher station and yet
Physical Competence: +2
horribly above himself. His middle class airs also
Mental Competence: +9
make him rude and short with anyone he considers
Initiative: 8
beneath him, such as lower class characters and
Health: 4 Dice (8 pips)
anyone who isn’t Human or Eldren. He flips from
Mana: 6 Dice (36 pips)
off-handed disgust to fawning obedience in a moment
Signature Skills: Charm -2, Conceal +2,
depending on who he is speaking to, and assumes any
Demonology +2, High Society +1, Legal
truly mannered nobility has the same attitude as him
Matters +2, Lore +5, Necromancy +2, Perception
to the lower orders.
+3, Streetwise +3, Thaumaturgy +3
For the cost of 2 shillings, he analyses the liquid.
Traits: Coward +2, Devious +3, Dishonest +3,
Although, if there are no upper or at least middle
Weasel +6
class characters in the group the price is 4 shillings
Special Abilities: None
and a request to leave the premises. If only lower class
Combat Abilities: None, he pleads, screams and
characters wait for the results, he constantly pokes his
runs, possibly at the same time.
head into the shop from his backroom lab to make
22
After an hour of work in the back room, Spindle moderately sized old warehouse deep in Whitechapel.
can tell the player-characters the following: The warehouse’s height is the equivalent of two
–The liquid is non-magical. stories and stands alone, unconnected to any of the
–It is made from a selection of herbs and other other buildings that crowd around it, so the player-
ingredients, many of which can only be found on the characters cannot gain access from another building.
continent in hot climes. However, they might jump onto the roof from one of
–Drinking it would be inadvisable as it is a very the nearby buildings, which cluster quite close. Such
powerful concoction that might make your heart an attempt would require an Average (no Black Dice)
explode. Dexterity + Athletics roll.
The warehouse has only three potential entrances
The Actual Effects of the Liquid (unless the player-characters decide to make a hole
We shouldn’t need to suggest that drinking in one of the walls). At the back is a small side-door,
the liquid is a bad idea. However, player-characters which, while unlocked, is barred from the inside. If
might try several things themselves to discover what no one removes the bar from inside it will require
it is meant to do. The liquid itself is a non-magical a Difficult (3 Black Dice) Strength + Might roll to
concoction that kicks the body into overdrive, racing break down. On the roof is a small skylight that might
the heart and powering muscles for speed. It is too easily be broken. Unfortunately, there is quite a drop
powerful for a human being (and even a Dwarf) and to the floor (20 feet). Having said that, a jumper might
is designed to be used on horses. try to jump onto the carriage inside and then to the
The liquid has a sweet smell, almost reminiscent floor, which would be a fall of 12 feet. Jumping onto
of almonds (which should panic players who know the carriage requires an Average (no Black Dice) Dex
what cyanide is meant to smell like). It is rather + Athletics roll, which if failed becomes a fall of 20
viscous and glutinous, but has no effect if it is feet. At least, three successes are required to land
touched or smeared on bare skin. If anyone drinks quietly. The main entrance is at the front and is a large
it, they are in trouble though. It is designed to kick double door, which has a more convenient small door
horses into overdrive so on a small system it is rather set into it. The main double door is barred in the same
overpowering. Anyone who takes a decent sized sip way as the back door. However, the small inset door is
feels their heart begin to pound faster and they break unlocked.
out in a slightly sweet smelling sweat. If they drink a Inside, the warehouse is one open room, which
serious amount (like a gulp or two) they must make now contains the Havering’s carriage and luggage.
a Difficult (3 Black Dice) Resolve + Might roll. If A group of six ruffians are rummaging through the
they fail, they throw up and pass out taking 1D6 of luggage and sorting out what is worth selling. At least
Health pips of damage. If they succeed, they take 1D6 one of them is dancing around with one of Susanna’s
damage as above, but may add 1 additional die to any new Parisian dresses! All the men have been drinking,
running or sprinting actions for every success they but none are so drunk as to be an easy target. The
made. Both effects (the boost and unconsciousness) player-characters might approach this situation in a
last for 2 hours, after which the subject crashes and number of ways. A frontal assault is a popular option,
their Resolve drops by 2. It recovers at 1 point per but would be more successful if they manage to gain
hour until restored. If anyone is foolish enough to some intelligence about what they might find within
drink a whole bottle in one go, they automatically the warehouse beforehand. The Ruffians are not
throw up and pass out, taking 2D6 Health pips of especially clever but do not instantly attack anyone
damage. After 4 hours, they awake in the same state who knocks at the door for a chat. However, the
described above. Gamemaster should roll 1D6 for each Ruffian, and
should they roll a success the Ruffian recognises
the player-characters as the people they robbed that
Scene Two - Showdown with morning.
If a fight ensues (and who are we kidding here,
Tallow’s Gang we know it’s going to happen sooner or later), the
Ruffians happily engage. Their recent success in the
Eventually, the player-characters should be able
area under Tallow has made them all very cocky and 23
to find their way to Tallow’s gang’s hiding place, a
confident and they are not used to a real fight. Should
the player-characters dispatch half of them, the rest
attempt to run out of the back door (or front if that
is clear). If cornered they fight for their lives, but if
one or two are left on their own with no escape route,
they surrender.
It is a good plan for the player-characters to do
their best not to kill all the Ruffians, after all, they
need to know what is going on. By now, they should
have discovered that Tallow is a Wolfman making his
absence quite evident. None of the Ruffians know
his plan, but they do know he had been employed to
make sure the liquid got to a buyer. They also know
he left an hour ago with two of the gang and a vial of
liquid (from the second case the gang did manage to
get hold of) to meet the buyer at Epsom racecourse. It
is at this point the penny might drop for the player-
characters about what the green liquid is intended for.
The player-characters are then free to wreak
whatever revenge on the remains of the gang
they like. They can also reclaim their lost luggage.
However, they should also decide to follow Tallow to
Epsom and stop whatever he is planning, whether for
the sake of curiosity or simply revenge.

Ruffians
All the ruffians are simple thugs who work for
Tallow. They aren’t really evil, just selfish and not
especially clever. They are all bullies, who love being
part of a group that preys on the weak. It’s about time
someone gave them all what for! The Ruffians are
mostly Human, but a Ratman or Weaselman might be
in the mix. They are all armed with knives.

Ruffians - Rank 3 Thugs (Focused)


Physical Competence: +4
Mental Competence: +2
Initiative: 6
Health: 4 Dice (8 pips)
Mana: 1 Dice (6 pips)
Signature Skills: Athletics +2, Fisticuffs +2,
Intimidate +1, Perception +2, Streetwise +2,
Swordplay +3
Traits: Nasty +2, Arrogant +2,
Special Abilities: None
Combat Abilities: Knife (7 Dice)
Damage: Knife (5 Dice)

24
Act 3
A Day at the Races
“It should be a nice day out, as long as no one tries to kill us.”
–Nathaniel Havering

As you might expect, the train journey should be


Scene One – Taking the Train quite uneventful. However, the Gamemaster might
be tempted to throw in an encounter on the train, as
Now they have their luggage back, even if it is a
there are few places more dramatic for a fight in the
little ransacked, the Haverings should want to get to
Victorian era than the roof of a speeding steam train!
the bottom of the mystery. There is nothing to stop
It is quite possible that another couple of Tallow’s
them walking away and calling the authorities. After
men weren’t in the warehouse and came back to
all, they have what they came for. However, they may
find their mates done over by the player-characters.
be curious to see how far this goes, and at least claim
They follow them to the train station and buy third
a little vengeance for the inconveniences they have
class tickets. Then they either waylay the lower class
suffered.
characters there, or make their way across the top
Trains to Epsom Downs leave from London
of the train and break into the player-character’s
Victoria Station every half hour to forty minutes;
first class carriage. Few things are as unsettling as
although after 1:55pm they leave hourly. If the
a Weaselman crashing through the window of your
characters catch a train a little farther down the line
compartment when you are trying to read the paper.
at Clapham Junction station they might catch a train a
If the Gamemaster decides to throw such an
little more often.
encounter at the player-characters, it is up to her how
The journey takes around an hour, and leaving
many of the ruffians set upon them. There should be
from London Victoria, the train passes through
enough to create an exciting encounter, not murder
Kensington, Clapham Junction, London Bridge,
the group. If the group are injured from the previous
West Croydon, Mitcham Junction and Sutton stations
fight, the Gamemaster should go a little easy on them.
before reaching Epsom. It then continues on to
There should be no more than one ruffian for each
Horsham (for another hour) by way of Leatherhead,
player-character. Each ruffian has the same statistics
Dorking, Holmwood, Ockley and Warnham. Faster
as those found in the warehouse previously.
trains run to Horsham, but Epsom is one of the
If they are not engaged in fisticuffs, the player-
stations they do not call at on the way.
characters might talk to some of their fellow
The entire group might fit into a single
commuters. Most people are making quite mundane
compartment in the first class carriages. However,
journeys on the train. However, some are travelling
those of a lower station might be better suited to
to Epsom for the races, as are the player-characters.
a second or even third class seat. All the trains to
Epsom is famed for the ‘Derby’ races, but these take
Epsom have several carriages, so the player-characters
place in early June. There are plenty of other fixtures
will all be on the same train at least.
during the year, but nothing very exciting is taking 25
Lady Dashingham only places a bet on one race at
An Upper Class Party the end of the day, but she always picks the winner. It
The Gamemaster is free to create as many noble is not vital the characters obtain this information, as
characters in the first class compartments as required it becomes evident later on. However, it will do the
to interact with the player-characters. However, to player-characters good to practice polite conversation.
help her out, here is a little detail on the occupants Should they survive the train journey the player-
of the next compartment. They might be conversed character arrive at Epsom Station. Epsom Downs
with, or mollified, when they come to find out what Racecourse is about three quarters of a mile from the
all the noise is next door! station, and the road goes straight there. It is a very
Lord Alfred Stockhaven – a slightly grumpy nice day so they may choose to walk, but are free to
aristocrat, who is a little older and more overweight hire a carriage to speed up their journey. They might
than he should be. He doesn’t like travel and he share some form of transport with other race-goers if
would rather read his paper in peace. This trip to the they have made friends on the train.
races is to indulge his wife.
Lady Helen Stockhaven –a lot younger than
her husband, and while over thirty, acts like a little Scene Two – Exploring Epsom
girl. This is her first trip on a train and she is finding
the experience quite exhilarating. She loves the races Downs
and social events and believes her husband is being a
When the player-characters arrive at the
sourpuss.
racecourse, they are free to wander around and
Lieutenant Edward Daring – has come back
investigate the area for signs of Tallow or his
from the Crimea to marry his childhood sweetheart.
mysterious patron. Generally, the party may find
He cuts a dashing and military figure, even though
themselves having to split up depending on their
he is out of uniform. While upper class, he has seen
social class, as some characters will find it easier to
enough hardship in the Crimea to be less stuck up.
get into certain areas than others will. There is a lot
Mrs Isabelle Daring – still flushed from
of ground to explore at the racecourse, but it is mainly
marrying the love of her life recently. This trip is part
wide-open spaces so there are few actual areas for the
of their honeymoon and it shows. She dotes on his
group to check out.
every word, but she is secretly making a list of things
Tallow has gone to the stables area, which may be
about him she needs to change.
the first point of call for a player-group sharp enough
Reverend Doonfolly – an Aluminat Priest, who
to believe the green liquid is to be used to enhance
is a friend of the Stockhavens. He also married the
the performance of one of the horses. If the player-
Darings recently. He is being taken out as a treat, but
characters make for that area, move to Scene Three,
he spends most of the journey asleep. This is a mercy,
Facing Tallow.
as he loves to quote the Bible when awake.
Most of the racecourse area is one large field,
If you require actual statistics for any of these
with the racecourse itself marked off by a white fence.
characters, you should pick one of the NPCs provided
Around the course are many spectators and gamblers.
in the Core Rulebook.
Most are lower and middle class people, who cannot
afford the grandstand. However, many upper class
place today. However, if the player-characters seem to characters mix into the throng, looking to get closer
be upper class they may learn of another unscheduled to the action. It is quite thrilling to see the horses
event. Should they converse with another upper class power past at a gallop, and many of the ladies might
party in another carriage they might discover that seem flushed with excitement on the arm of their
today in the day Lady Dashingham is attending the escort. Generally, the racecourse is quite crowded
races. Her husband always organises a very exclusive and the area contains a broad mixture of people,
soirée for her, and many of the cream of the upper who often only have a love of gambling or horses in
class are attending this informal gathering. A secret common.
(only shared with apparently upper class characters Nathaniel Havering (or any other gambler in the
that manifest a remarkable amount of charm) is that group if you are not using the Havering family) knows
26
Tollbridge Shanks, Goatman
Bookie
This Goatman can be found at the trackside
standing on a small box to see over the crowds and
signal to other bookies in Tic-tac (a sign language used
to communicate odds). Tollbridge is a down-to-earth
fellow happy to engage with his patrons, especially if
they know something about the races and might offer
him some tips.

Tollbridge Shanks - Rank 5 Goatman Track Bookie


(Generalist)
Physical Competence: +4
Mental Competence: +4
Initiative: 6
Health: 5 Dice (10 pips)
Mana: 2 Dice (12 pips)
Signature Skills: Athletics +2, Animal Handling +2,
Appraisal +2, Fisticuffs +2, Gambling +3, Perception
+3, Streetwise +3
Traits: Talkative +2, Distracted +1, Conspiratorial +2
Special Abilities: None
Combat Abilities: Not if he can help it.

the bookies in the area reasonably well. If you need


a particular contact, you can use Tollbridge Shanks,
noted in the nearby sidebar. Tollbridge, and the rest
of the bookies, are waiting for the rush on the 7:40pm
race. There is nothing special about the race as far
as Epsom is concerned. However, everyone knows
this is the race on which Lady Dashingham intends
to place a bet. She has done this twice a year in each
summer season for the last five years, and won every
time. Few people believe she studies form or knows
anything about horses. Most assume she is simply
very lucky indeed. Either way, plenty of people want
to know where she is placing a bet, and the bookies
drop their odds very swiftly once word gets around
as to which she has picked. The first people to know
are those attending the Dashingham’s soirée, so at
7:30pm, all eyes will be on that enclosure.
The grandstand is designed for those who see this
as a day out in society rather than a sporting event.
It is situated next to the finishing line, so those who
wish to see the start of a race have to use binoculars.
The front area contains rows of tiered seating (fenced
off from the ground), filled with the middle classes 27
and many of the upper class. On Derby day, even the A little way away from the Grandstand, towards
upper classes would be packed in here like sardines, the stables, is the paddock where all the horses for
but today it is simply full. Behind the tiered seating each race are paraded so the enthusiasts can appraise
is the grandstand itself, which stands around three them before placing a bet. Bets can be placed inside
stories high, and has more tiered seating on the roof. the grandstand or with one of several bookies
The grandstand also contains several private rooms offering odds from small podiums across the ground.
where the upper classes can hold soirées and watch Generally, the more reputable ones can be found
the races from the wide balconies. nearer the grandstand.
Next to the Grandstand are several enclosures, The rest of the grounds stretch for a mile or so in
outside areas that can be closed for private functions. almost every direction. The racecourse itself stretches
These areas are popular for being close to the around for around a mile and a half, offering plenty
action of the racecourse, but separate from the of space to get a free view of the race away from the
lower orders. It is in one of these enclosures that Grandstand. This means that the farther from the
Lord and Lady Dashingham are holding their own Grandstand you go, the more you come across the
gathering. The player-characters may have heard of lower classes enjoying a day in the sun.
the Dashingham’s gathering already and be interested
to take a look. What they may not yet know is that
Lord Dashingham is Tallow’s secret patron. We detail Scene Three – Facing Tallow
what the player-characters might find going on at the
enclosure in Scene Four, The Ritual of Society. If the player-characters look for Tallow, they
might eventually come across him at the stables.
Tallow’s patron has employed him to administer
the green liquid to one of the horses in a very
Tallow and the Dashinghams specific race, the 7:40pm one. The patron is Lord
Dashingham and his wife will be picking a winner
It is highly likely that the player-characters for this race. Lord Dashingham intends to ensure his
may be forced to separate as only upper class or wife’s lucky streak continues.
at least well-to-do characters are allowed into the Tallow’s instructions are to wait for word from
Dashingham’s soirée. This leaves the lower class a servant as to which horse Lady Dashingham has
characters searching around for Tallow. While the picked. Lord Dashingham has no desire to have any
group may stay together, you may find Scenes Three contact with the likes of Tallow so will be sending
and Four run almost simultaneously. So to help the a servant as his intermediary. This means that when
Gamemaster keep track, here is a quick outline of the Tallow has managed to enter the stables area he finds
events going on between the two scenes. a place to wait for his contact to appear.
– The Dashingham’s host their soirée in one of Neither Tallow nor the player-characters
the enclosures. are allowed in the stables, although security isn’t
– Tallow and two members of his gang find their especially tight. This is mainly due to there being
way to the stables and wait. quite a few people around the stables area, jockeys,
– Lady Dashingham announces her choice of stable-hands and even the occasional owner. At
horse. the main gate to the stables, there are two Epsom
– Lord Dashingham dispatches a servant to the employees checking the credentials of those trying to
stables to find Tallow. enter. Anyone dressed as a jockey or who might claim
– The servant locates Tallow and gives him the ownership of a horse might convince them that they
name of the horse he is to administer the green liquid should be allowed in. Dressing as a stable-hand might
to. work, although the gatekeepers know all the stable-
- Tallow administers the potion but waits in the hands quite well as they all work for the racecourse.
stables. The Gamemaster should call for Presence + (Bull or
– After the race (if the horse wins), the servant is Charm) rolls with a difficulty depending on how likely
dispatched by Lord Dashingham to deliver payment the player-character’s story sounds to get past the
28 to Tallow at the stables. gatekeepers.
28
stables built inside the area in lines. It
is a relatively simply matter to climb
onto the roof of the outside stable block
and jump down into the courtyard and
inner stables. However, it still requires a
Dexterity + Athletics roll at an Average
(no Black Dice) difficulty. This is how
Tallow entered the compound. The
servant contact will be coming through
the front gate, as Lord Dashingham is
a patron of the racecourse and can send
servants where he pleases.
Once inside, the player-characters
are free to search for Tallow. He, and at
least two of his thugs, wanders the area
looking for a place to wait unseen for
their contact. Anyone searching for them
should make Wits + Perception roll. If
they get at least two successes, they spot
Tallow. However, Tallow is on the alert
as well and if they do not attempt to
move stealthily around the area (making
a Dexterity + Hide & Sneak roll with
no Black Dice and gain at least two
successes) then Tallow sees them.
What happens next depends on who
has seen whom first. If a player-character
spots Tallow but he is unaware of them,
they might try a sneak attack, or watch
him to see what happens. If Tallow sees
them first, he watches to see what they
Luckily, the gatekeepers are not armed, but they are up to, and may choose to attack if
will resort to physical force to remove troublemakers. they don’t look too dangerous. Both groups might
Failing that, they call for help. There are no sneak around trying to hide from each other or watch
policemen wandering the ground, but plenty of burly each other for quite some time. Tallow’s assumption is
employees of the racecourse and stable-hands, who that the player-characters are working for the law, but
might eject the player-characters from the stables. clever characters might convince him they are agents
Interestingly, most of this backup comes from of his patron.
stable-hands working in the area. So, if some player- Should both groups spot each other at the same
characters are making a ruckus at the gate, other time, it is likely that combat ensues. However, Tallow
members of the group might have an easier time is happy to talk if the group looks dangerous and he
sneaking in another way. hasn’t got the element of surprise. Even so, he does
Generally, the security at the course is designed not give away his plans and contact unless the player-
to stop people stealing the horses. This means that characters can force it out of him. Should neither
getting in anywhere except for the main gate is a party manage to spot the other one, they could
little simpler, as you can’t easily take a horse through wander the stables area for a while. However, the
a small hole in a fence or over a wall. While the area player-characters might be led to Tallow when Lord
isn’t fortified, the stables are arranged in such a way Dashingham’s servant arrives to look for him.
as to form a wall all the way around the compound. The outcome of any conflict with Tallow very
The stables form a large square, with several more much defines how the adventure might be resolved
29
29
witness for the authorities. Tallow is hard to
Abraham Tallow convince to reveal the name of his patron.
However, he is only loyal insofar as he is
The leader of the gang is a ragged looking Wolfman with being paid. Offers of money eventually
a dangerous demeanour. He appears to be constantly snarling loosen his tongue.
and nothing about his character implies the opposite. He is a Interestingly, he offers the player-
cold-blooded killer eager to make a name for himself in the characters actual evidence of Lord
criminal underworld, although he is intelligent enough to focus Dashingham’s involvement if they do
his murderous nature and gang of thugs where they will do the him a favour. Tallow has kept a note that
most good. Dashingham foolishly signed that asks for
a meeting. The paper isn’t very damning
Abraham Tallow - Rank 8 Wolfman Gang Leader on its own, but coupled with a well-made
(Generalist) accusation it might be very damaging to
Physical Competence: +6 Lord Dashingham. Unfortunately, Tallow
Mental Competence: +5 wants more than money for this evidence.
Initiative: 8 He wants the player-character’s help in
Health: 6 Dice (12 pips) expanding his territory against some of the
Mana: 2 Dice (12 pips) other gangs in Whitechapel. Should they
Signature Skills: Appraise +2, Athletics +2, Fisticuffs +2, strike a deal, this can lead on to further
Intimidate +3, Legal matters +1, Perception +3, Streetwise +3, adventures with the player-characters
Swordplay +3 working with Tallow as a partner. He is no
Traits: Vicious +3, Dedicated +3, Ambitious +4 worse than some of the other gangs, but it
Special Abilities: None is up to the player-character’s own morals to
Combat Abilities: Knife (9 Dice) decide if they can offer the help he is asking
Damage: Knife (5 Dice) for.
Ruffians - Rank 3 Thugs (Focused)
(There will generally be two thugs, but the Gamemaster might add more if
the player-characters are numerous and dangerous. They all have the same
Scene Four –
stats as the previous Ruffians.)
Physical Competence: +4
The Ritual of Society
Mental Competence: +2 At the same time as some of the group
Initiative: 6 are seeking Tallow, some of the upper
Health: 4 Dice (8 pips) class characters might try to infiltrate the
Mana: 1 Dice (6 pips) Dashingham’s soirée. The gathering is
Signature Skills: Athletics +2, Fisticuffs +2, Intimidate +1, being held in an open-air enclosure with
Perception +2, Streetwise +2, Swordplay +3 a good view of the racetrack. There are
Traits: Nasty +2, Arrogant +2, many of the cream of society in attendance
Special Abilities: None and champagne and footmen from the
Combat Abilities: Knife (7 Dice) Dashingham household are serving food.
Damage: Knife (5 Dice) There is only one opening in the three-
foot fence, guarded by a large footman.
Characters might try to jump the fence
in regards to his patron. If Tallow and his gang are
somewhere, but wherever they do, there is someone to
killed, the player-characters learn nothing from them.
see them and raise the alarm. Unless they can sneak in
Their only hope is to force some confession from the
invisibly, they have to go in through the front gate.
servant, who will be very hard to convince to turn
Luckily, the footmen are well versed in dealing
against his master. So, the player-characters should
with high society and are not expecting anything
try and make sure they take someone alive, preferably
as vulgar as a written invitation. They are expected
Tallow. His thugs know the plan and can reveal the
to ‘know’ who should be in attendance. So player-
30 name of the patron. However, Tallow makes a better
characters looking to bluff their way in must first who succeed in an Average (no Black Dice) Wits +
make an Average (no Black Dice) Wits + High Society Perception roll notice Lord Dashingham dispatch a
roll to think of the right person to imitate. It then footman off on some errand in a secretive manner.
takes a Difficult (3 Black Dice) Presence + Charm The footman is going to the stables to find Tallow
roll to talk their way past the footmen using their and tell him the name of the horse Lady Dashingham
new role. Needless to say, any acts of violence have has chosen, her husband being the first to hear her
the characters swiftly ejected and possibly arrested. selection. Lady Dashingham seems unaware of her
The event is also not open to any servants or aides husband’s clandestine activity.
(as evident by the current gathering), so only those Getting to the front of the circle proves a little
who look upper class or well-to-do have any hope of difficult as everyone wants to be in it. Generally, the
getting inside. gentlemen make a path for their lady to take a place
If that all seems rather tricky, the player- in the circle, so those jostling to be in a good position
characters might attach themselves to another party, are mostly female. In some places, some well placed
who have been invited. Following a group in requires heels and elbows are becoming quite vindictive, as
a Difficult (3 Black Dice) Presence + Hide & Sneak there is greater social honour in being the first to
roll. However, convincing the group in question that hear. When the crowd around Lady Dashingham
they are already invited requires an Average (no Black has arranged itself, she moves around the circle,
Dice) Presence + High Society roll. Once part of a tapping her glass to the glass of the person next in
group, the footmen have no option but to allow them line around the circle and whispering the name of
in. However, if they try and subsequently fail to get the horse she has picked in their ear. Even though it
in, but later manage to gain entry they are recognised. is not hard to overhear and she has the attention of
The footmen do not cause a scene, but inform Lord the entire gathering, it is made to appear as if she is
Dashingham. If they prove civil and polite, Lord passing a secret quietly onto a friend. To the upper
Dashingham allows them to stay, possibly even classes present, this is all part of a marvellous game
bookmarking them as potential agents. Should they and the ritual is all part of the fun. It also allows some
put a foot out of place though, they are asked to leave people to hear before others and no Perception roll is
in the strongest terms. Being thrown out does not required to notice people dispatching servants off to
do their social reputations any good at all. There are the bookies around the racecourse.
easily enough footmen to ensure belligerent player- Unfortunately, all is not as it appears. It is actually
characters are removed eventually. Lady Dashingham, and not her husband, who is the
The soirée itself is an opportunity to gossip and true villain of the piece. This apparently improvised
drink fine champagne on a rare sunny English day. social ritual has a definite and demonic purpose. If
However, it becomes very obvious that all of the Susanna (or another Medium, if you are not using
guests are eagerly awaiting Lady Dashingham to the Havering family) gets into the centre of the
announce her choice for the 7:40 race. The money circle, she begins to see a darkness gather around
isn’t important, just the winning. For most of the Lady Dashingham. If she succeeds in an Average (no
guests, simply getting into this gathering places them Black Dice) Wits + Sensate/Channelling Medium
among the elite, even if they care nothing for the race. roll she sees this darkness forming a pattern inside
However, pretty much everyone has someone outside the circle. The pattern is easily recognised by anyone
the fence, waiting to be told who to place a sum of with skill in Demonology, Thaumaturgy or can make
money on. As many of the sums are small, it is hard an Average (no Black Dice) Wits + Lore roll. It is the
for the bookies to figure out which horse to lower sigil of the demon lord, Dantallon, the Lord of Greed.
the odds on very quickly. Even so, some people get As Lady Dashingham moves around the circle,
greedy and make the horse obvious. at each chink of her glass the darkness snakes from
The gathering is no more than an opportunity her onto the person to whom she whispers the horse’s
to drink and talk with social peers until 7:20 when name. Utterly unaware of what has passed, that
Lady Dashingham announces she is about to place person slides away to place their bet. The darkness
a bet. Word swiftly moves around the gathering of has little effect in itself; it is simply a demonic
the forthcoming announcement and quickly a circle mark. While it stains an aura for some time, it only
develops around Lady Dashingham. Player-character has an effect on those who actually bet on Lady 31
Lord Arthur Dashingham Lady Eleanor Dashingham
The supposed villain of the piece is not The true evil behind the curtain is Lady
especially dangerous. While he has a keen mind Eleanor, a charming and black-hearted villainess and
and considerable social standing, Arthur has led a Demonologist. Her service to the Lord of Greed has
closeted life among the elite. He has no real skills granted her power and position, which she uses to
or understanding of the real world and relies on his glorify her master. There is no depravity to which
wife’s direction for most of his actions. Lord Arthur she will not sink, but she would never be seen to
isn’t really a bad man, his greatest failing to his utter do it herself. Lady Eleanor is elegant and charming;
blindness to his wife’s despicable evil. playing the ‘little wife’ extremely well, even though
she is really the one in charge.
Lord Arthur Dashingham - Rank 6 Amateur
Crime Patron (Focussed) Lady Eleanor Dashingham - Rank 12 Mistress of
Physical Competence: +3 Demonology (Focussed)
Mental Competence: +6 Physical Competence: +6
Initiative: 6 Mental Competence: +9
Health: 7 Dice (14 pips) Initiative: 11
Mana: 0 Dice Health: 7 Dice (14 pips)
Signature Skills: Athletics +2, Business +2, Mana: 5 Dice (30 pips)
Etiquette +2, Fisticuffs +1, High Society +3, Signature Skills: Act +3, Athletics +2, Charm +4,
Streetwise +1, Swordplay +1 Dance +2, Demonology +4, Etiquette +3,
Traits: Charming +2, Proper +3, Well-turned out +3 Fashion +2, Firearms +2, High Society +3,
Special Abilities: None Intimidate +2, Lore +2, Perception +4, Politics +3,
Combat Abilities: He carries a swordcane, which he Streetwise +1
uses if his footmen cannot protect him (4 Dice) Traits: Graceful +2, Devious +4, Apparently
Damage: Swordcane (5 Dice) Unthreatening +4
Special Abilities: Demonology spells – Ether
Ribbons, Ethereal Cloak, Protected Domain,
Dashingham’s horse. However, if one of the player- Whispering Colours, Fleeting Messenger, Summon
characters is in the circle and is infected by it, the First Circle Demon
Gamemaster should play up the potential paranoia Combat Abilities: She uses her spells if cornered,
of the situation. The player-character should think but prefers to put other people between her and
carefully about running from the circle as doing so harm’s way.
causes a scene in such a gathering and is considered
quite rude. Lady Dashingham also defiantly notices
their departure and easily guesses as to its nature… of attention makes you important and he very much
enjoys the reputation he and Lady Dashingham are
What is really going on acquiring. However, not being aware of his wife’s
Lady Dashingham is a servant of Dantallon, and demonic power he has become paranoid that it will
begun this ritual as a way to claim soul energy for her all end when her luck runs out. So, he has gone to
lord. Each person she marks in the ritual offers a little a remarkable amount of trouble hiring Tallow and
piece of their soul to Dantallon if they later gamble on finding the green liquid to make sure her horse
the horse Lady Dashingham has picked. Their greed wins. The irony of it all is that no matter what the
forms a channel the magic uses to steal their essence. player-characters do, the horse still wins. If they have
Lady Dashingham has picked a horse that she knows worked hard trying to stop Tallow, the look on your
will win because she has already used demonic sorcery player’s faces should be priceless as you describe Lady
to make sure it does. Dashingham’s horse crossing the finishing line first!
However, things got complicated when her The player-characters might go as far as trying to kill
husband began to notice how much these soirées the horse. In which case, the Gamemaster has two
32 added to their standing in society. Being the centre options. The first is to allow them to try anything
they like, and the horse still lives, maintained by
demonic power until it crosses the finish line when it Experience Awards
expires. The second, more dangerous option is to let As usual, each character should gain 1-3
the horse die, although Lady Dashingham certainly Experience Points for each session of the adventure
marks them all as enemies and begins to plot her as detailed in the Core Rulebook, p228. This depends
revenge. The first part of which may well be getting on how the Gamemaster thinks they have done and
them arrested for killing a horse! how entertainingly and believably they have played
their characters. In addition, the Gamemaster might
like to award an additional point if they achieve the
Scene Five - Ending the following:
– Dealing with Constable Griffiths quickly and
Adventure without the use of violence.
How things end depends very much on what the – Finding out where Tallow’s gang are to be
player-characters have got up to and how they have found without intimidating or threatening the locals.
handled the NPCs they have run into. – Dealing with Tallow’s gang so expertly that
If they manage to stop Tallow, they have done the they don’t sustain any injuries.
world a service, but uncovering Lord Dashingham’s – Finding out about Lady Dashingham’s soirée
part in things should be their goal. Any accusation before they get to Epsom.
they make is unlikely to stick unless backed up with – Dealing with Tallow without harming any
real evidence. Baseless ranting at the aristocracy innocent bystanders.
simply gets them arrested. If they have little to go – Accusing Lord and Lady Dashingham of at
on but circumstantial evidence, they may like to least some of their wrongdoing, with hard evidence to
spread rumours in society. Such things are far more back them up. An additional point if they can do so
damaging. without destroying their own reputations as well!
If the player-characters have some evidence In addition, all the player-characters should also
and Tallow’s testimony, it is not inconceivable that gain a Rank Point at the end of the adventure.
they may get Lord Dashingham arrested for his
part in the plot. Even class cannot argue with hard
evidence. However, should the scandal break then
Lady Dashingham ensures that her husband does
the honourable thing, and he commits suicide with a
revolver in his study one morning.
Uncovering evidence of Lady Dashingham’s
demonic ability is a lot harder. She is a careful and
devious foe. However, hurting her husband and social
standing may put an end to her soirées, as no one
will attend if the couple have any scandal attached to
them. Player-characters with Guild connections might
pass on what they know to the Silencius, who keep a
careful eye on the Dashinghams.
In general, it is up to the Gamemaster to
adjudicate how things pan out depending on the
actions of the player-characters. Whatever they do,
they have caught the attention of Lady Dashingham,
and if they manage to destroy her plans, she will be
looking for revenge. In fact, that is exactly what she
does in the third of this book’s adventures, Dead
Man’s Hand…
33
Appendix-
Horse-Racing in
Victoriana
Horseracing has been a popular pursuit of the they already have. Many are not simply seating stands,
upper classes in England for a very long time. It but they also afford refreshments and opportunities
is believed that around 200AD Roman soldiers to bet as well as shelter from the unpredictable British
stationed in what would become Yorkshire began the weather.
sport. However, the first recorded race meetings were The horses themselves are often kept well away
in the 12th century during the reign of Henry II in from the public areas. However, they are brought
Smithfield, London. down for each race early so they might be paraded
Since that time, horseracing has only grown, around the Paddock. This small fenced-in area allows
quickly becoming a sport associated with the gentry spectators to take a look at a horse they intend to bet
and upper echelons of society. By the 19th century, it on and make a more informed decision. However,
is already established as ‘the sport of kings’ with many the public are not allowed to do anything more than
prestigious race events established as important social observe the horses from the fence.
events rather than sporting ones. Race events are governed by ‘The Jockey Club’,
Most racecourses follow a similar layout to which was founded around 1750 by a ‘group of
Epsom as described in Lost Luggage. The course gentlemen’ who wanted to set down some solid
itself takes up most of the area and is delineated by rules and standards for racing. These ‘gentlemen’
a simple fence. Spectators can gather anywhere they were not simply enthusiasts, but were well-regarded
like around the course, although the best positions are figures in the business of racing, granting their new
around the winning post. As few courses are a full group a lot of shared power in the sport. The society
circle, the start of the race may be quite some distance began meeting in Pall Mall and soon established a
from the finishing line. Enthusiasts who want to see permanent office for itself at Newmarket racecourse;
the start and the finish of a race might watch from it now maintains its own offices in London as well.
inside the curve of the track rather than outside it. The Jockey Club has swiftly risen to power as the
This allows them to watch the start and then run arbiter of racing standards and the regulator of
across the centre of the course to see the horses get to English racing, mainly due to the individual power
the finish line. its small actual membership wields in the sport.
Since the main spectator positions are by the The Jockey Club will remain the governing power
finish line, this is where the Grandstand is usually in racing until 1993 when it will hand power over to
situated. The grandeur of the grandstand depends the more publically accountable British Horseracing
very much on the course in question. However, the Board, although it remains involved in racing to this
wealth of the Victorian Age has allowed most courses day.
34 to build quite large Grandstands or improve what
Like many things in the Victorian Age, race
events are for every layer of society. However, that is
not to say the classes mix! Generally, the upper classes
Wyvern Races
take the best seats and places in the Grandstand area. Horses are not the only popular racing animal,
In some cases, the spectator areas might require an and for many years, airborne wyvern races have
entry charge to make sure only the ‘right sort’ can get become extremely popular. However, only some
in. Farther around the track, the spectators become a of the larger racecourses also hold wyvern races
little less genteel, but a little more fun. A race meeting as the facilities required are quite different. In
is a big day out for everyone and many people bring 1725, Chester racecourse tried a meeting where
food and wine to picnic in the sun. If someone has both horseracing and wyvern racing was on the
brought an instrument of some sort there may be programme. This proved a failure when three
dancing as well. In some cases, the horses may be of the wyverns broke out of their stables and ate
ignored amidst the celebration and merry-making. several of the prize racehorses stabled nearby.
The most important events in the racing calendar Wyvern racing is usually done in the air at
are the Derby and Royal Ascot, with a comparatively low altitude, with the course marked by magical
new event (for 1867), ‘The Grand National’, rapidly floating buoys, small balloons or air marshals
becoming popular. Royal Ascot is a very high society riding wyverns. Riders follow a course much
affair, but the Derby is a race meet for all classes and like a horseracing course, but can overtake their
one of the most crowded events in the social season. opponents above and below as well as side-to-side.
Even the upper classes are crammed like sardines into It makes for some stunning aerial acrobatics to
the Grandstand and beside the racetrack. watch, especially as many riders fly low above the
There are also a number of other important crowds. More than one spectator has lost a hat to
events in the racing calendar, summarised below: the claws of a wyvern.
Only Epson, Aintree and Ascot have the
March facilities for holding wyverns, and the Jockey
The Cheltenham Festival (Cheltenham) – run Club does its best to make things difficult for
since 1815, a four-day race meeting, which includes racecourses that try to run wyvern races. They see
the renowned Gold Cup race on the last day. wyvern racing as something that can only damage
‘the good name of horse-racing’. We’ll be taking a
April closer look at wyverns and wyvern racing in further
The Grand National (Aintree) – This event supplements.
has been run since 1839 and at four miles is one of
the longer prestige races in the season. The course
also consists of a number of hedge fences that are Dante Meeting (York) – self-styled ‘the Ascot
notoriously high, often injuring the horses and riders. of the North’, this is one of the premier events for the
Scottish Grand National (Ayr) – a new event, social set not based around London.
the first race being held in 1867. Many of the horses
are those who have run in the Aintree Grand June
National a few days beforehand. Epsom ‘Oaks’ (Epsom Downs) – the third of
the flat race ‘classics’, run since 1779.
May The Derby (Epsom Downs) – Essentially
Guineas Meeting (Newmarket) – a regular the premier racing event of the whole year (run
event run since 1809 and co-founded by the Jockey since 1779) and one attended by all social classes in
Club and Sir Charles Bunbury, who founded the vast numbers. The Derby is also the fourth of ‘The
Epsom Derby. The 2,000 and 1,000 guineas meetings Classics’.
are the first two of the five ‘Classics’, the oldest flat Royal Ascot (Ascot) – This event is regularly
(no jumps) races in England. attended by the Queen in the royal enclosure and has
May Meeting (Chester) – the Chester races have run since being instigated by Queen Anne in 1711,
run since 1836 and are mainly patronised by the upper although the first real ‘Royal Ascot’ races came into
classes. This has made it something of a fashion event being with the advent of the Gold Cup in 1807. Entry
rather than just a racing one. 35
to the royal enclosure requires a strict and very formal September
dress code. The attendance of royalty, and an array of St. Leger Stakes (Doncaster) – the last of the
high fashions, means that often the social event far five ‘classics’ to be run each year, and somewhat of an
overshadows the racing one. epilogue rather than a major event. Named after its
instigator, who began the fixture in 1776.
July Western Meeting (Ayr) – one of the
July Meeting (Newmarket) – the first event of northernmost meetings of the calendar, but also one
the venerable Newmarket yearly seasons. of the oldest.
Goodwood Cup (Goodwood) – ‘Glorious
Goodwood’ is a venerable fixture run since 1808. October
October Meeting (Newmarket) – the second of
August the two main meetings at Newmarket
Ebor Festival (York) – run since 1840 this event
ensures the northerners don’t miss all the racing Racecourses
each season. The premier event of the year for the There are a growing number of racecourses across
prestigious York racecourse. the British Isles, more than fifty in fact. However, not
all of the most famous racecourses of today (such as
36
Kempton Park and Newbury) were built by 1867. We in England. It runs the Doncaster Cup and one
cannot detail them all here, but here is a brief list of of the five ‘Classics’, the St Ledger’s Stakes. The
the more renowned courses. Doncaster Cup, Goodwood Cup and Ascot Gold
Aintree Racecourse (Merseyside) Cup are together considered the ‘Triple Crown’ of
Now renowned as the home of the Grand English racing as they have the longest race distances.
National, this course has been running fixtures since Winning all three is one of the highest awards in
1839. It is regarded as the most difficult course to racing.
complete due to its sixteen spruce-covered fences that Epsom Downs Racecourse (Surrey)
resemble hedges more than hurdles. The names of We’ve already detailed a lot about Epsom in the
the more infamous fences (Becher’s Brook, the Chair adventure, Lost Luggage, so we won’t repeat ourselves
and the Canal Turn) are enough to make many jockeys here. Epsom is noted as the venue for ‘The Derby’
shiver. Luckily, inside the large national course is a currently England’s premier horseracing event of the
smaller racecourse for flat-racing. calendar.
Ascot Racecourse (Berkshire) Goodwood Racecourse (West Sussex)
Founded by Queen Anne in 1711, Ascot has Goodwood takes its name from Goodwood
retained a connection to royalty, if only due to its house, the ancestral home of its founder the Duke of
proximity to Windsor Castle. Ascot plays host to Richmond. It is one of the oddest courses in England,
the ‘Royal Ascot’ meet in June, which has developed with many turns and both downhill and uphill
gradually into a huge social affair. In 1813, parliament sections. It hosts the ‘Glorious Goodwood’ meeting
passed an act that took the land from the Crown in July.
and officially designated it a racecourse under public Newmarket Racecourse (Suffolk)
authority. Newmarket has remained one of the foundations
Brighton Racecourse (East Sussex) of British racing since its first races in 1622. It was set
This smaller course is not especially renowned, up by King James I and was visited twice a year by
but does attract a crowd through the lure of Brighton King Charles II. While it doesn’t enjoy the same social
and the seaside itself. Brighton is not so popular with spectacle as Epsom or Ascot, it remains the place for
the upper classes as Queen Victoria has no liking for the horse enthusiast to enjoy racing. In 1867, it is also
the royal pavilion there. However, the new pastime of the home of the powerful Jockey Club.
excursions to the seaside makes Brighton a popular Sandown Park Racecourse (Surrey)
destination for the middle classes. One of the new up and coming racecourses in the
Cheltenham Racecourse (Gloucestershire) country, by 1867 Sandown Park has already made a
Cheltenham has had its fair share of troubles, as name for itself. In 1886, it will begin its own prestige
in 1830 its Grandstand was burnt down. This may fixture with the Eclipse Stakes (named after a horse
have been due to a local priest leading large and that was undefeated over all its 18 races). The prize
violent demonstrations with the locals protesting the money for the Eclipse will be double that of the
evils of gambling at the course. Cheltenham is most Derby.
famous for its four-day festival in March, which offers Windsor Racecourse (Berkshire)
a prestigious Gold Cup and also has a Ladies Day to One of the newest courses to be built (in 1866),
appeal to the social elite. Windsor is set in very picturesque British countryside.
Chester Racecourse (Cheshire) It is also close to the royal seat of Windsor and Ascot.
This course holds the honour of being the oldest While it is new, the area has links to horseracing
in England, its first recorded race being run in 1539. dating back to Henry VIII.
At the time, horseracing was seen as a less bloody York Racecourse (North Yorkshire)
alternative to the local games of football. Originally, One of the largest racecourses of the north
it was little more than a field, its first Grandstand of England, York racecourse is famed for its Ebor
completed in 1817, and in 1867 it still offers free Festival races. Races have been run at York since
admission. 1709, but there are many claims that it was a venue for
Doncaster Racecourse (South Yorkshire) racing in Roman times as well.
While Doncaster isn’t quite the oldest (built in
1614) it is certainly one of the largest racecourses 37
Chapter Two

Behold,
The Valiant Ones
Shall Cry
In which a trip across the ocean in the most august
company becomes a fight for survival in the skies.
Act 1
You Are Cordially Invited
“Have you seen who else is going to be on board, my dear? It looks like we’re going to have to behave ourselves.”
- Lady Susanna Havering

In this adventure, the characters are invited on the


trip of a lifetime aboard the new airship the Valiant
Rose. However, plenty of plots are being laid around this Hampson’s Letter
historical voyage which threaten to drag the player-
Sir,
characters into their web. As many of the NPCs in this
You are hereby cordially invited to witness the event of
adventure are posing as something else or manipulating
a lifetime first-hand, the Christening ceremony and maiden
events, the Gamemaster should read their true natures
voyage of the pride of the Hampson Line, the airship
detailed with their descriptions at the end of the
‘Valiant Rose’! A lady of great import and regal bearing
adventure for an overview.
shall be launching the ship, so you will appreciate that we may
require certain formalities and arrangements for the security
of our royal guest. The launch ceremony is to be followed by
Scene One – a celebration meal and then you and your party shall board
the Valiant Rose for her maiden flight. The flight will cross
The Talk of the Town the Atlantic Ocean in six days to arrive in New York where
It is a pleasant day and the Havering family are after another two days we will be pleased to return all our
sitting in their drawing room taking morning tea. guests to London.
The Gamemaster should allow the players a little time RSVP
to get into character, possibly relating some of their Yours,
recent exploits. Once the scene is established, there Sir Peter Hampson, CBE
is a knock at the door. One of the maids (a common,
but polite girl of 16 called Sally), comes into the room
with a curtsy and announces that a messenger has just personal friend of Nathaniel and Jonathan’s father, who
delivered a letter for Nathaniel. Sally may remark that was once his partner before setting up his own business.
the messenger in question was very well turned out, No roll is required to have heard of the Valiant Rose,
suggesting he was on an errand from a very well-to-do the largest and most luxurious airship ever constructed.
employer. The letter is an invitation and is handwritten The player-characters would have been lucky to see her
on very expensive paper. from afar, let alone be present for her maiden flight.
Any player-character that can succeed in an Average This promises to be the social event of the decade and
(no Black Dice) Wits + High Society roll recognises the anyone who is anyone in the elite aristocratic circles
name. Sir Peter is a renowned shipping mogul, and a is likely to be attending the launch of this, the most 39
40
illustrious airship yet built. Even then, only a few
of those lucky enough to be invited to the launch
ceremony will actually be privileged enough to be
If you are not using the
permitted to board this luxury aircraft and travel
aboard on her maiden voyage to the Americas.
Haverings
If you are using your own group of characters,
The player-characters might wonder if there is
you need to find a reason for them to be invited
more going on than simply luck and connections to
on the voyage. If you have a good crop of upper
get them such an invitation. They would be correct,
class characters, one of them might easily have the
but they won’t discover why for quite some time. The
contacts to be sent such an invitation. If you have
Gamemaster should be happy to feed their paranoia
wealthy middle class characters in the group, who
as she sees fit, especially as this is not an event they
have connections in the shipping industry, they
are able to attend armed.
might get an invitation for the same reasons as the
There has been a great deal of buzz in social
Haverings do. The only problems arise if the group
circles about the Valiant Rose, especially its size and
are exclusively lower class. They are certainly not
expense, and it is a great honour for the characters
going to be invited aboard as guests.
to have been chosen to be among the select few
In which case you should begin the adventure
passengers who are to be aboard for her maiden
with a small scene where the player-characters
voyage. This new airship is no ‘fly by night’ thing and
rescue Sir Peter Hampson from a gang of street
it is a great and prestigious honour to be selected to
thugs. This can also be used as an alternative
travel alongside some of the most wealthy and famous
opening for a mixed group, or just if you feel you
in the land. There are rumours that even blue-blooded
need a bit more action to open the scenario. He
aristocracy from Europe are having trouble getting
has decided to go for a stroll in the wrong part of
invites to this event.
the city and is set upon by ne’er-do-wells. If any
The launch ceremony is not until the end of the
of the player-characters are gentry, he might then
week so the characters have enough time to conduct
offer them an invitation as thanks. However, if they
their normal day-to-day business and get their affairs
are all lower class, he offers them passage as crew,
in order before the big day arrives. The Gamemaster
promising it will be good work and an amazing
should let the players have their characters do what
experience. The adventure continues in much the
they wish during this time, such as shopping for new
same way, but with the player-characters working
clothes. If the players have no desire to do anything
as crew rather than mingling with the guests. The
before the big day, the Gamemaster can skip to the
same opportunities exist for them to be called on
next scene.
for their assistance, as Sir Peter makes it known to
If the player-characters want to investigate the
those he trusts that they can be counted on in a
invitation and the Hampson Line, they have plenty of
crisis.
time to do so. The Gamemaster might like to remind
them that getting caught ransacking the Hampson
Line’s offices is a good way to get their invitations chaired by Sir Peter Hampson. Originally, the firm
revoked! However, they are free to ask around after made its fortune in trade, especially with China and
Hampson Line and the Valiant Rose at their club or the Far East. It was one of several companies that
through other contacts, or even from the Hampson pressured the government into starting the Opium
offices should they personally deliver their reply to Wars as much of its money was being made from the
the invitation. Should they choose to investigate, the trade. Hampson’s holdings in India brought it into
following information is easily available. conflict with the British East India Company, a battle
the Hampson Line was not equipped to fight. While
The Hampson Line they were not forced to withdraw their influence,
The Hampson Line is a very successful business they realised there was a need to diversify. In 1858,
that has been trading since 1756. Its offices have they bought five steamships, which were refitted as
always been in London’s Docklands, although they passenger liners to take travellers to the Far East
have expanded considerably as its fortunes have risen. using the company’s trade infrastructure. Aware they
The company is run by a board of eight directors, could not compete in bulk passenger transport with 41
other lines, Hampson decided to cater to the wealthy. airships like the Valiant Rose, built over the next ten
Each of their passenger ships was designed to take years, if the Valiant Rose proves successful. The airship
few passengers, but make the journey an enjoyable has been built in a facility in the Swale countryside in
experience in the company of wealthy peers. Many Kent.
wealthy people needed to travel to India and China to As well as inquiring about the Hampson Line
manage their holdings. The Hampson Line offered and the Valiant Rose, the characters may wish to equip
rich middle class businessmen the opportunity to themselves and prepare for the journey. Needless
travel like the upper classes, and conspicuously display to say, they should not be tooling up for war, but
their new wealth. Ironically, the more the Hampson they may want to go shopping nevertheless. The
Line charged for their tickets, the more popular they Gamemaster might take this opportunity for them
became. Prestige passenger transport has now become to run across Mr Cooper, one of the eight directors
the mainstay of the Hampson Line’s business. They of the Hampson Line, while out and about or while
are looking to expand their fleet and operate routes to visiting the Hampson Line offices. Mr Cooper has
America as well as their usual routes to the East. As been keeping an eye on them recently and may
a part of this, they have decided to risk putting vast welcome an opportunity to make contact. He is
sums into the construction of the Valiant Rose. Should extremely personable and charming, happy to share
the Valiant Rose fail to attract customers, it might spell his excitement about the forthcoming trip. He hints
the end of the company if rumours of the cost of the that he will need their assistance later on. However,
airship are to be believed. they meet him soon enough if not now.
If the player-characters really dig (with a Very
Difficult (6 Black Dice) Wits + Streetwise/High
Society roll) they may come across the rumour that Scene Two –
the blueprints to the Valiant Rose have recently been
stolen. The Hampson Line insists it is an ugly rumour An Elegant Soiree
started by their competitors; however, it is sadly true.
If Sir Peter trusts the player-characters, he might At the end of the week, the day of the launch
share this information with them, and ask them to see arrives. A carriage is sent for the Haverings courtesy
if they can find some clue on the coming voyage. He of the Hampson Line, which takes them to the
believes that while the theft may be simply to learn Hampson Line’s offices at the London docks. The
the secrets of the Valiant Rose’s construction, it may streets for miles leading to the docks are lined with
also be for some nefarious plot against her maiden throngs of cheering everyday people, many of whom
voyage. The plans were stolen by Bismarck’s agents are waving flags and most are in their Sunday best
(Svenson and Spies – see page 61), who have the clothes. There is bunting draped over the streets and
blueprints in their cabin. However, if Miss Boyd (see as the characters’ carriage approaches the docks, the
page 60) can get hold of them (as she too has heard sound of music can clearly be heard wafting down
rumours and is on the lookout for them), she can do a towards them. Many ordinary people have come to
lot more damage with her explosives. enjoy the spectacle of the Valiant Rose, other more
The Valiant Rose represents the pinnacle of affluent people are green with envy that they cannot
airship engineering and design. The Hampson Line make the trip. The Gamemaster should allow the
has spared no expense to make it safe, fast and well player-characters to bask in the ‘red carpet’ treatment,
appointed. Their plan is to operate a fleet of five waving to the crowds and posing for photographs as
part of the elite taking the trip. After walking down
the red carpet, the player-characters enter the main
The Valiant Rose offices of the Hampson Line with a glitz of fanfare
from the band standing ready in the wings.
Length: 882 ft The characters are ushered from their carriage
Beam: 92 ft across the red carpet to the entrance of the Hampson
Height: 175 ft Line offices. There are no searches for weapons or
Crew: 130 (50 operational, 80 passenger service) the like, but the Gamemaster should warn the players
Passengers: 400 standard or 100 first class they had best be very careful and discrete about
42
Celebrities
The Gamemaster should allow herself to be self-indulgent and populate the rooms with several famous
characters. While most of the guests are simply the wealthy or the social elite, there are a few celebrities
among the crowd. Quite a few have been invited to the reception, but are not taking the journey to America.
Charles Darwin – is a controversial figure in 1867, but ironically not nearly as controversial as his work is
today! His Origin of Species was published in 1859, so by 1867 the initial storm of controversy has blown
over. Mr Darwin is not taking the voyage as he is not in good health.
Charles Dickens – is loudly holding court in one of the rooms, and doing so most entertainingly. Many of
the guests ask him for renditions from some of his novels. Mr Dickens is about to embark on a reading tour
of the States so is taking the voyage. However, underneath his bravado he is extremely nervous, having been
involved in a terrible train accident only last year.
Isambard Brunwell – is conspicuous by his absence. He claims he cannot spare the time as he is in the
process of overseeing the construction of the SS Great Britain in Bristol. However, many believe he is sour
he had no part in the construction of the Valiant Rose. In our world, the SS Great Britain was constructed
before the Great Eastern, but in Victoriana the Great Britain will be Brunwell’s greatest ship, far mightier
than its real world counterpart.
Sir Richard Francis Burton – the noted adventurer received an invitation, but he is in Brazil working for
the diplomatic corps. Sir Peter had hoped to convince him to visit England to take the flight and tell of his
past exploits. Sadly, Burton is quite happy staying in one place these days; his greatest adventures behind him,
he has earned a rest.
Christina Rosetti – the noted poet is being escorted by her brother, the renowned pre-Raphaelite painter,
Dante Gabriel Rosetti. Christina is the most respected female poet of the time since the death of Elizabeth
Barrett Browning in 1861. Christina is quite an intense young woman and would be considered a feminist by
today’s standards. She is also very opposed to slavery and cruelty to animals. Her brother, who she addresses
as Gabriel, has little conversation beyond his current obsession, wombats. Both the Rosettis are taking the
voyage, and are hoping the journey in the clouds will inspire them with new projects.
Wealthy and landed gentry (including the eight directors of the Hampson Line) make small talk with
socialites, and artists talk about current trends and pastimes with lords. It seems that the room is filled with a
‘Who’s Who’ of the social elite. 43
Art in the reception rooms spending a lot of his time introducing the board to
the assembled guests and celebrities. If they have
The art on display in the reception rooms might already met, Mr Cooper might approach the player-
prove a useful talking point for the characters to characters himself. When he meets them, Mr Cooper
break the ice with the various NPCs in attendance. smiles warmly at the characters as he extends his
So we recommend the Gamemaster finds a few
hand, and grips with a strength that defies his thin
examples of paintings online that she can print
out and hand to the players, so the players can see and gaunt stature. Obviously, the man hasn’t worked
what their characters are looking at. Several of the in an office all his life and isn’t one for not getting his
NPCs are enjoying the paintings and they might hands dirty.
ask them for their opinion if the player characters Mr Cooper is extremely well dressed with
aren’t mingling very much. Artists the Gamemaster impeccable manners and seems to be very enamoured
should consider looking for are: Claude Monet, with any of the female members of the party, though
James Jacques Tissot, Frank Holl or William Powell makes conversation with all of the player-characters.
Frith. Other renowned artists of the time are listed He is also very keen on what they have to say about
in the appendix in the Core Rulebook. the current world events or the party itself. However,
after a little small talk, he tells the player-characters,
conspiratorially, that he is the one responsible for
carrying weapons. The Hampson Line offices are ensuring they were invited on this trip. He has heard
a very large building that looks almost out of place they have proved able to ‘deal with sensitive problems
at the dockside. It is a reasonably new construction, with discretion’. He has concerns about the security
but looks more suited to a street in Whitehall than of the voyage and wants them to keep on their guard.
the working docks of the city of London. As well as While he could call on the police, he doesn’t want to
housing the Hampson Line’s business offices, the arouse suspicion or provoke any potential scandal for
building has a series of reception rooms designed this important voyage. If questioned he simply says
purely for entertaining dignitaries. They are so there seems to be a lot of shady characters involved in
well appointed, and conveniently placed near the the voyage and he wants someone on board who can
Thames, that on occasion the Government has hired keep an eye on things. Actually, this is a lie. The only
these rooms to host gatherings for foreign leaders. danger Mr Cooper knows of to the player-characters
Four reception rooms surround a main ballroom is Mr Cooper himself. He is toying with them for his
that can be set out as a dining room. The reception own enjoyment, and savouring every moment.
rooms are all open to the player-characters, and all Generally, Mr Cooper is most polite, though
the connecting doors have been opened to allow eventually makes his excuses before the main event
guests to move freely around them. All the rooms begins and crosses over the room to speak with one
are elegantly lined in expensive wood panelling of the other guests, a very beautiful-looking young
and have an abundant selection of sofas, chairs and woman. After his behaviour with the ladies in the
chaise longue. Each room also has a collection of party, it is unlikely this will appear suspicious!
very expensive paintings on display, making it a joy
to walk around the rooms taking a look at the art on Lunch is Served
display. However, if art does not impress the player- The merriment continues unabated for two
characters, they may be pleased to see that a selection hours until the guests are cordially invited into the
of very fine brandies and other liquors are available dining room for a formal lunch. As they enter the
in every room. For the sake of the ladies, gentlemen splendid ballroom (now furnished as a dining room
are only allowed to smoke in one of the rooms, which with a long table), the player-characters notice a very
also offers some excellent cigars for those who wish ornate looking chair at the head of the table with
to partake. what appears to be a royal crest. The guests are all
If the player-characters have not met Mr Cooper invited to take their places at the large banqueting
previously in the adventure, now is a good time table where they find themselves sat together near
to introduce the character to them. Sir Peter likely the middle of the table. While the characters are
introduces him along with the other members of separated so they might talk to other guests, they are
44 the Hampson Line board of directors. Sir Peter is close enough to converse across the table. They are
Separating the rooms
If the Gamemaster wants to add more flavour and interaction to the adventure, she might give each of the four
reception rooms a slightly different style of occupant. Several groups have clustered together creating a mood
for each of the areas, even though everyone is free to go where they wish.
Room 1 – The Host’s Room. As the first room the guests arrive in, either the host or hostess (Sir Peter or
his wife, Rebecca) can be found in attendance here at all times. The conversation is a little lacking here as the
room is mostly full of people a little too timid to dive into the social whirl; often this might be a young lady
with an elderly chaperone. The host and hostess are very talkative, but never remain with any guest longer than
a few moments.
Room 2 – The Ladies’ Room. With the sunlight coming directly through this room, it has the best view and
the lightest atmosphere. It is also far from the smoking room so the wives of the smokers have all gathered
here. Many are discussing the latest fashions, but plenty are also discussing gossip and their husbands. This
sort of conversation is either fascinating or tedious depending on each character.
Room 3 – The Art Room. As it contains some of the more contemporary paintings, as well as some of
the more famous works, the artistic set (mostly bohemian young men) has gravitated here. Most people are
discussing the paintings or what they think of art in the modern world, in general. Some of the conversations
are getting quite heated.
Room 4 – The Smoking Room. This room is covered in a thick layer of cigar smoke even though the
windows are open. The room is a little chilly as the sea air is blowing in. The occupants of the room are all
men enjoying cigars (which would be inappropriate for a lady). If one of the female player-characters decided
to join the smokers, she gains a lot of attention; however, her social reputation suffers unless she is already an
American. The men are all talking in a tedious way about their various businesses and networking furiously
with each other.

seated alternately male and female and may be placed might catch some murmuring around the table as
near some of the more famous guests. Only upper or Princess Louise takes her seat at the table.
middle class characters and their guests are invited to Before sitting, she addresses the assembly,
the meal, lower class characters are fed separately with “Thank you, ladies and gentlemen, for your warm
the servants in a less formal arrangement near the reception. I thank Sir Peter for the opportunity to see
kitchen. Good quality ale may well be involved… this new wonder, and I bring my mother’s apologies
When they are seated, the player-characters may that she could not join us. She is sadly not well,
notice the mysterious chair at the head of the table although there is no cause for concern, and she has
remains unoccupied. As the aroma of exquisite food been advised to rest.” Louise is then seated as are the
washes over your palette and beings to make their gathering and lunch is served.
mouths water, a very distinguished looking gentleman Most of the gathering is rather annoyed at the
in military uniform stands at the far end of the main appearance of the princess, as they were all expecting
table and taps his wine glass with a silver spoon. her mother. Few believe the story of Victoria’s ill
“My Lords, ladies and gentlemen, please rise health, as the Queen has avoided royal engagements
for Her Royal Highness the Princess Louise.” As since the death of her husband. Sir Peter cannot admit
one, the entire room rises to their feet as the vast to it, but he is rather slighted by her absence as the
doorway opens and, flanked by her small entourage palace said the Queen would be able to launch the
of attendants and servants in waiting, the regal figure Valiant Rose. This last minute change has left him with
of Victoria’s fourth daughter, Louise, glides into the egg on his face as the gathering was led to believe the
room. The Gamemaster should impress upon the Queen would be lunching with them. Having said
players how incredible it is to be in the presence of that, Princess Louise is still a member of the royal
the princess. She is a woman with a commanding family, and an important one too.
presence and characters should be pretty much There is quite a bit of chitchat and conversation
stunned to be in attendance. In 1867, the royal family going on and characters can pick up on the following
are like movie stars. However, the player-characters titbits, some of which are totally bogus. Roll 2D6 and 45
consult the chart overleaf:
Dice Roll Conversation Truth
1-2 The Valiant Rose is just another waste of hard- There is a lot of contention in the upper classes
earned money and something that we don’t need. that the money spent on the airship has been
If man was meant to fly then the heavens would wasted. However, a large amount of the money
have given us wings. is actually from the government looking to see
airship technology advanced.
3-4 Someone tried to break into the shipyard to The ship was subject to numerous attempts to
get a closer look while the ship was under gain its secrets and, yes, someone did break into
construction. the yard, but that was more recently.
5-6 Sir Peter has invested his life savings into this Hampson has invested heavily and borrowed
venture. I pray it goes well for him or he will money from his wife Rebecca’s father, a very
surely be destitute. wealthy landowner.
7-8 I hear that the Queen, herself, is opposed to the Nonsense. Victoria is all for the expansion of
building of the airship and tried to stop it, but technology and the Crown has invested a lot into
Parliament forced her hand. the project.
9-10 There are a lot of people in Europe who would True. Some are actually on board at this very
gladly love to see this venture fail. moment.
11 I have heard that this vessel uses dark magic to False. The Valiant Rose uses the very latest
help her fly. I am worried that we may end up on in technology and only Guild approved
a ship of demons. Thaumaturgy to keep her airborne.
12 There was an explosion in the docks recently; I True. There was an explosion in the docks
hear that several men were injured. recently; four men died and nineteen others
were seriously injured. The true nature of the
explosion was never found out, but sabotage was
not ruled out.
The player-characters continue their meal in a final shakedown flight. It now rests at the dockside,
the presence of the Princess, though they are unable suspended by guide ropes as thick as a man’s arm.
to speak to her and are very politely reminded by The gondola of the great airship sits level with the
Sir Peter (or their neighbour) ‘One simply does first floor of a warehouse nearby, into which it has
not address Her Royal Highness; one awaits Her extended a boarding ramp. While it is not fully
Highness’ pleasure’. The meal continues for as long as furnished, the warehouse will be an embarkation
the Gamemaster feels it needs to, and then the player- point, ticket office and departure lounge for guests
characters are lead out into the port where they see once the line begins operating publically.
the Valiant Rose herself for the first time. Thousands of faces line the port, all of them
gazing upward at the majestic sight of this marvellous
piece of engineering, and a carnival atmosphere
Scene Three – fills the air. Red, white and blue bunting hangs
everywhere and the Union Jack is blowing gently in
The Valiant Rose the breeze from the mast of the mighty Valiant Rose.
The player-characters and the other guests are led into
The doors of the Hampson Line building open
the departure building to the cheers of the crowds,
out onto the docks and for the first time they see
where a bottle of champagne hangs ready to swing at
the ship everyone is talking about, the Valiant Rose.
the hull of the vast airship.
Her body glistens in the sunlight and reflects each
Princess Louise is led to the boarding ramp
ray with pure intensity, almost as if designed just
where she might launch the ship. There is much
for that purpose. She is a lot larger than the player-
disappointment her mother is not launching the ship;
characters might have imagined, and it is a miracle of
however, the might of the airship and the presence of
engineering that a vessel so large and so proud can
royalty is still enough to inspire patriotism and pride
defy the laws of nature herself and float, let alone fly.
in every observer. As the Princess holds up a hand for
While the player-characters were having lunch,
silence, a hush falls on the crowd, and the princess
the airship has travelled from its hanger in Kent on
46 addresses the assembly.
“Our future is laid out in front of us,
a future that our determination and hard
work has justly brought our noble country.
Our future lies with great marvels, such as
this mighty vessel, and with the prosperity
it brings. Our future lies within the grasp
of all of us, and we are proud to be the
vassals for this undiscovered country. The
path ahead will not be easy for the road is
always uncertain, but we are British and
we shall prevail. In the name of the British
Empire and Her Majesty Queen Victoria,
I name this vessel the Valiant Rose, may she
be kept by the grace of heaven and may all
who sail in her be forever protected!”
As she finishes speaking, the Princess
pulls a lever and a bottle of the very finest
champagne sails on the end of a tether
and smashes against the iron clad plating
of the Valiant Rose, to a cheer, the likes of
which has rarely ever been heard before,
from the crowd below. All the guests
come aboard the airship for a brief tour
(including the Princess Louise), even if
they are not to be joining the journey to
America. They are led across the boarding
ramp to the cheers and applause of the
gathered crowds. The airship is large, well
lit and capable of carrying four times the
amount of passengers she is taking on her
maiden voyage. The interior of the Valiant
Rose is grand and exquisite in the finest Once the player-characters have settled into their
detail. Murals and paintings line the gangway as the rooms a voice booms out of nowhere over a speaker
guests board the vessel. Its entry lobby (which doubles system. “This is Captain Rylance speaking. Ladies and
as a common room) is vast and spacious and covered Gentlemen, would you please say your farewells to any
in the finest (plaster) statues and paintings one could companions who are not departing with us, and could
imagine. all those not travelling with us make their way off the
After a brief tour for the Princess, the characters ship as quickly as possible. We are about to leave, all
are led to their cabins by a bellboy; they are rather hands to departure stations!” Ten minutes later each of
grand and well lit with small circular porthole the player-characters feel a strange sensation in the pit
windows looking outwards on a panoramic vista of their stomach as the vessel lifts off to a triumphant
below. Each room can be divided into two separate cheer from the thousands of onlookers below. The
rooms, so first class passengers can have large rooms Valiant Rose rises from her moorings and takes her
and standard class passengers can use half a room. place in the history books!
For this voyage, all the rooms are set in the larger
arrangement. However, some passengers might
close off a smaller room for any servants they have
brought. The characters’ quarters are berthed together
(appropriately for their station and marital situation!)
with the Havering family sharing three double rooms
(Tobin and Patterson both share a well decorated and
spacious room, but not as impressive as their masters). 47
Act 2
Across The Skies
“I’m not so sure about this. It’s a long way down from here.”
—Tobin Charterton

In this act, the player-characters become involved


in the array of plots that are in motion on the voyage. Scene One –
Several NPCs are not what they appear, so a brief
summary follows. Depending on how the adventure Exploring the Valiant Rose
goes, she may wish to add smaller encounters to offer Once the ship is airborne, the adventure can
more clues to the player-characters as the voyage begin in earnest. The player-characters will most
progresses, such as a run in with Bismarck’s agents or likely wish to explore the ship and have ample
Isabella’s accomplices. opportunity to do so over the coming days. They also
Madame Isabella Boyd – appears to be an get to meet some of the other guests on board the
innocent woman hounded by Bismarck’s agents. Valiant Rose, and get an invite to the captain’s table
In fact, she is a dangerous anarchist, and the early in the voyage.
Prussians chasing her are the good guys. She has two The Valiant Rose has four decks, a bridge and an
accomplices, Kurtz and Jerry, who are disguised as engine room, and a fenced balcony deck open to the
crewmen. elements to allow passengers fresh air. She has two
Olaf Svenson and August Spies – appear to be galleys working constantly to prepare some amazing
two secretive agents of Bismarck looking to drag the and mouth-watering food for the guests and the crew
innocent Miss Boyd back to their master. They are works in shifts around the clock to ensure every need
indeed two of Bismarck’s agents but they are looking of the passengers is met before it arises.
to stop whatever terrorist plot Miss Boyd is planning.
Mr Cooper – appears to be a very personable Deck 1 – Main Passenger Deck
gentleman. In fact, he is a demon looking to destroy This deck is the lowest of the four and functions
the player-characters, but his taste for royal blood has as a panoramic common room and dining area. Large
given him another objective. windows line the walls and a metal balcony runs
Princess Louise – did not return to Buckingham around the outside of the deck for those brave enough
Palace after launching the ship but remained on board to promenade. As a courtesy to the ladies, gentlemen
sequestered in cabin 26. She is on a vital mission are asked to reserve smoking to the balcony area
for her mother and she has brought two Dwarven (except for after dinner). A large door on each side of
bodyguards with her, Akshad and Bavesh. Captain the deck opens onto the balcony and is also the way
Rylance is the only other person who knows she is into the airship when boarding. While interior walls
aboard; he is a trusted naval captain and is on the ship divide the deck to provide support and allow guests
48 to see the Princess arrives safely.
49
to form groups in private, the deck is effectively only lift the ship, each of which is separately sealed so a
three rooms. At the front is the main common room, breach only damages one of the bags at most. Many of
full of furniture and exquisite works of art. To the aft the crew are on constant duty here, but there are also
of the common room is the dining room, another vast plenty of hiding places to be found amidst the gears,
room that can also serve as a ballroom. The tables can joists and machinery.
be folded away allowing dancing after dinner. After Passengers are free to go where they please
dinner, the gentlemen are allowed to smoke here and on Decks 1 and 2, but are not allowed on Decks 3
the ladies retire to the common room. Finally, right at and 4. However, there are no actual guards posted
the back of the deck is the main kitchen, a cramped anywhere. The doors to the two sets of stairs (fore
but well organised space full of servants and cooking and aft) linking the decks have a sign declaring ‘No
staff. unauthorised personnel’, but that is about it. However,
this does not mean security is non-existent. Several
Deck 2 – Passenger Cabin Deck crew, housekeeping staff and officers are found
Accessed by either of the two large spiral stairs moving around the decks and politely challenge
(one in the common room, another in the dining anyone not in the uniform of the Hampson Line. So if
room) is the main cabin area. This deck only contains player-characters wish to explore where they shouldn’t
the cabins for the passengers, each one of which can they need to get hold of a uniform. There are plenty
be divided into two standard class cabins or left open to be found in the crew cabins and the laundry room,
as one first class cabin. Stewards roam the corridors but they are all on Deck 3.
here ready to assist any passengers, as they require.
Many, but not all, cabins have doors that open onto Escape and Emergency
small private balconies. These balconies do not link In an emergency, the main gondola (Decks 1-
up, but do have structural supports allowing a brave 3) can be separated from the main air bag. Several
soul to climb along the outside of the ship to possibly Guild enchantments on the gondola mean that it
get into another room. falls quickly but safely to the sea or land below. It
will float as well, so while it won’t be a pleasant ride,
Deck 3 – Bridge and Crew Deck the company and crew should survive. Additionally,
The front of this deck contains the bridge, which several sections of the floor of the common room and
has at least four officers or crew stationed here at all dining room can be lifted to reveal long rowing boats
times. Behind the bridge are several crew cabins, very that all have a similar enchantment cast upon them.
small affairs with two bunk beds that four crew have Each boat can be released by those on it or from the
to share. Towards the back of the deck lie the officer’s bridge. There are enough boats for everyone, as long
cabins (smaller than the staterooms, but most do not as most of them are released full.
have to share) and the large captain’s cabin, which
includes a dining room. Those invited to dine with
the captain are brought here. Behind the captain’s Scene Two –
cabin is a second galley, which feeds the crew, and
the captain’s guests. So while it is smaller, it is no A Lady in Distress
worse appointed than the galley on Deck 1. Attached
to this galley is a small mess hall for the crew that The vessel offers several forms of entertainment,
also functions as a common area. Finally, at the back from bridge and poker until the small hours of the
of the deck is the laundry room, a hot close place, morning, to live music from the ships own quartet
constantly wrapped in a layer of steam. The laundry troupe. It is while attending one of the late-night
deals with the linen for the ship, as well as crew and serenades that the player-characters find themselves
passenger clothes washing. listening to a woman with the voice of an angel. She
sings an aria that could melt an iceberg in moments
Deck 4 – Engineering and after this raven-haired beauty has finished her set,
This deck is inside the ‘airbag’ although it is part the entire room is on its feet in applause. The lady in
of the gondola. It opens out to allow crew to climb question is Madame Isabella Boyd, one of the finest
between the joists supporting the many gasbags that singers in the Americas, heading back home now after
50
singing for the crown heads of Europe. Rumour
can inform the player-characters that she has
recently come from Prussia and she was an
instant hit there.
As the passengers retire to dress for dinner,
one of the player-characters hears a knock on
their cabin door and they are surprised to see
Madame Boyd standing there, her face streaked
with tears, apparently in mortal dread for her
life. While she apparently seeks the protection
of a strong male character, she is unwilling to
confide in anyone but a sympathetic female
character.
Madame Boyd has been touring Europe for
the past six months or so and has been singing
and performing for the crown heads of many
countries and singing to thousands of common
people. She performs arias and operettas and
is one of the most successful and popular
singers in the Americas at the moment. She is
making her way home on the Valiant Rose and is
performing as part of her journey home.
However, she has a problem. While in
Prussia, she found herself performing for
Count Otto von Bismarck. The Prussian
leader expressed a very keen interest in the
beautiful young American woman and was soon
showering her with gifts; it was very clear he
wished to take her as a mistress. She was due
to go to France and perform there for another
month, but concerned at Bismarck’s attentions
she cut her tour short and made a deal with Sir Peter Scene Three –
Hampson to appear as a special guest and sing for her
passage back to the Americas. Dining Among the Clouds
What has frightened her is that during the trip to The player-characters are invited to dine with
England she was followed by two men she is sure are the captain a day or so into the voyage. This is not
in the employ of Bismarck. Just as she was passing the especially unusual as the captain is endeavouring to
player-character’s room, she was sure she saw one of invite most of the guests to dine at some point. Even
the men and, in terror, knew she must get out of sight so, there will be a few ruffled feathers among those
(hence knocking on the door). She believes the men not invited during the voyage when the ship reaches
are looking to attempt to take her by force to their America. While the invitation brings all the player-
master! characters to the upper decks, only upper class and
After a while, she calms down and begins to high-ranking middle class characters dine with the
wonder if she was simply mistaken, as she was so captain. For these characters, the Gamemaster should
‘on edge’. Once she is calm and settled, she asks the run the scene Dinner with the Captain. Lower class
player-characters to escort her to her quarters where and shabby middle class characters don’t miss out
she insists she’ll be fine. However, she does ask the completely though. For them, the Gamemaster should
player-characters to keep an eye out for the mysterious run the scene Compo and Clegg, instead.
Prussian men and to make sure she is safe.
51
Dinner with the Captain Captain Rylance is a very likeable man in his mid-
All the player-characters are taken up to Deck forties. He has a deep booming voice and is what one
3 to have a look around (escorted, of course). The could consider dashing and handsome. He welcomes
appropriate player-characters are then led to the all the guests to his table and is very pleased to have
Captain’s dining room to join the other guests. Those them aboard. He talks endlessly about his vessel and
not invited are sent to the mess hall to dine with the treats the Valiant Rose as if it were a favoured child. He
crew. is also very curious about the player-characters and
After a small sherry, the player-characters are is very interested to hear of their adventures. In fact,
ushered to their seats at the Captain’s table with Captain Rylance is more than he appears to be and
the other guests. The group consists of famous is using the occasion to get close to certain guests to
writers and artists and landed gentry, as well as some make sure they are not villains. He is one of the good
minor aristocrats. Moments later, Captain Rylance guys, trying to learn whether he can trust the player-
approaches the table along with his first officer, characters. He has heard of their exploits, which they
Mr Harris. The Captain takes his place and raises a might find suspicious and the Gamemaster should feel
toast to the Queen before dinner begins. Mostly, the free to play up this paranoia.
conversation at dinner revolves around the Valiant Mr Harris is the first officer on board the
Rose; how she is a marvel of engineering as she silently Valiant Rose and whereas Rylance is a likeable and
cruises over the ocean. Many of the guests have been approachable person, Harris seems a by-the-book man
waiting for this opportunity to quiz an expert (the and very stern, more so due to the large scar runing
Captain) about how it is the ship keeps from falling to the length of his right cheek. Harris is quiet and
a watery grave below. Interestingly the Captain defers seems to hang on every word that the Captain says,
many of these more technical questions onto Mr although he appears to resent, not respect, Rylance.
Harris, his first officer. Mr Harris is angry, as he was to command the Valiant
Rose until Rylance was brought in. He was even more

Dice Roll Conversation Truth


1-2 Madame Boyd is a very recent addition to the True. As the player-characters know, she has had
voyage, and may be running from some scandal a run in with Bismarck.
in Europe as she cut her tour short to go on this
voyage.
3-4 I hear that the Chinese are building an airship Possibly, the Chinese are still years away from
of their own that is twice the size of this lovely having a practical design they can build.
vessel and twice as fast.
5-6 It looks likely that we may see some strange True. The flight path of the Valiant Rose takes
wildlife while we are onboard if we are lucky. them close to some islands where wild wyverns
are known to live.
7-8 There was a fire in the galley shortly before the False. Though two children did manage to sneak
vessel took off. aboard the ship and stole apples before being
caught by the police.
9-10 I hear that the police are looking for a wanted False. The only police presence on board the
criminal and have sent two undercover officers Valiant Rose is Jonathan and he is off-duty right
on board. now.
11 Sir Peter had to seek a lot of investment from True. One of the main backers was a German
overseas backers just to get the ship ready on gentleman working for Count Bismarck.
time.
12 I hear tell that there is a rogue cult in London, True & False. There are many cults in and
who would try anything to stop the voyage being around London with a vested interest in seeing
a success. the venture fail, but none have really done much
52 to stop her maiden flight.
annoyed to discover that Rylance seems to know
little about how the ship works, even though he is
an experienced naval captain. Harris is a loyal officer
Compo and Clegg
These two entertaining but slightly disreputable
though and, for all his jealousy, the safety of the ship
Ratmen are among the most experienced crew on the
and passengers is his first concern.
Valiant Rose. They are good men, loyal to the ship
The other guests at the table make small talk. and their country, but they don’t see any problems in
Most notable among them are Sir Peter and his wife, breaking a few rules to make their lives a little easier.
Rebecca, Charles Dickens and the Rosettis. However,
the player-characters’ new friend Madame Isabella Compo and Clegg - Rank 4 Ratmen Layabouts
Boyd isn’t at dinner as she is entertaining in the (Generalist)
common room. Also present at the meal is Mr Butler Physical Competence: +4
Lambert III the designer of the Valiant Rose. He helps Mental Competence: +3
Mr Harris explain the more technical aspects of the Initiative: 6
ship. Health: 4 Dice (8 pips)
Once again, the characters find that they can Mana: 1 Dice (6 pips)
Signature Skills: Airship Crewman +3, Athletics +2,
learn a few bits and pieces of information here.
Boating +2, Bull +2, Fisticuffs +2, Gambling +1,
Roll 2d6 and consult the chart on page 52.
Hide & Sneak +3, Perception +2, Streetwise +2
Traits: Dodgy +4, Hedonistic +3, Workers +1
Compo and Clegg Special Abilities: None
Lower and down-at-heel middle class characters Combat Abilities: Claws (6 Dice) if they are backed in
have to dine with the crew. At dinner, they are likely a corner
to end up next to two crewmen, called Compo and Damage: Claws (5 Dice)
Clegg, mainly as the rest of the crew are a little
unwelcoming. Compo and Clegg are two Ratmen,
who have been working aboard the Valiant Rose for wearing thin, although they’ve not caused any trouble.
the past few months. They are inseparable friends, The other curious thing is that something is going
who know every single inch of the vessel, as both of on in cabin 26. No member of the crew is allowed to
them were part of the building crew as well. Both go there, and the manifest claims the room is empty.
Compo and Clegg are a little drunk when the player- However, food is still sent to the room and laundry
characters encounter them, so they are more than comes out, although two Dwarves travelling in cabin
likely to share their concerns. They know about Mr 25 deal with such things. Someone must be using
Harris being replaced at the last moment by Captain cabin 26, but who?
Rylance. They prefer Rylance, as he seems a decent
enough sort, and they’ve both had run-ins with Following the Weasel
Harris. However, they have also noticed several of the Among the guests at the Captain’s table are two
crew have been replaced just before this voyage, and gentlemen, who both speak with Germanic accents,
by crewmen that seem to be ex-navy but know little who could be the men that Miss Boyd mentioned.
about airships. In fact, Rylance has brought a few men One is called Olaf Svenson, who is quite tall and
he can trust on board, even though they don’t have handsome with a shock of white in his dark hair;
the right experience. the other is August Spies, a Weasel Beastman. The
If the player-characters can make friends with Captain speaks very little to them, even though it is
Compo and Clegg, the two Ratmen tell them they their first dinner invitation, too. After dinner, they
know all manner of secret ducts and passages that take their time returning to the lower decks. Once
can get them anywhere on the ship. If the player- they have all re-grouped and depending on how they
characters want to go somewhere they shouldn’t, leave dinner (or what state they leave Compo and
these two Ratmen are the perfect guides. Clegg), the player-characters might decide to tail the
Compo and Clegg also have their suspicions two Prussians.
about a few other areas on the ship. They’ve caught If the player-characters follow them (requiring
a couple of Prussians nosing around, a Human and a Average (no Black Dice) Presence + Hide & Sneak
Weaselman. They say they are lost, but that excuse is rolls), they do not see them go anywhere important
53
but they spend some time looking around the whole characters confirms this suspicion. They suspect Miss
area as if searching. Afterwards, they return to their Boyd is involved in some terrorist plot to blow up the
cabin where anyone listening at their door hears them airship, hence using the plan to mark off places they
talking very quietly in German. Should the player- have searched for suspicious devices. As they have no
characters burst in, they find the two men are looking jurisdiction here, they have to be very careful. They
over hastily drawn plans of the airship! don’t trust the Captain as he is acting suspiciously, and
If the player-characters challenge them, they therefore the crew might be suspect as well. It is not
make a run for it, they also respond with violence impossible that the player-characters might gain the
but only if attacked. As Miss Boyd suspected, they trust of Svenson and Spies, but it is highly unlikely as
are Prussian intelligence agents, and they are keeping they are so suspicious. Depending on how the player-
an eye on her. However, they suspect her of working characters manage their encounters with the two
for a foreign power and they are trying to figure intelligence agents, the Gamemaster should decide
out what her plan is and who her accomplices are. how much Svenson and Spies might take them into
They have already assumed the player-characters are their confidence.
accomplices, and any violent action by the player-

Act 3
The Wolf in the Fold
“What I really don’t like is that there is a killer on board, but we’ve got nowhere to go.”
—Selina Tamworth

After talking to Compo and Clegg, the player-


characters probably want to check out cabin 26. That Scene One –
is, if they haven’t run afoul of Svenson and Spies. If
they do get to cabin 26, they find it just as Compo Blood in the Skies
and Clegg describe, locked and secure. They do not At about four in the morning, the player-
have time to do much else as a rather surly Indian characters are woken from a deep sleep by a loud
Dwarf appears from the next room and shoos them noise. Those who succeed in an Average (no Black
away. This is Akshad, one of the bodyguards to Dice) Wits + Perception or Firearms roll realise it
the occupant in cabin 26. He signals that he has no was a muffled gunshot. If they choose to investigate,
understanding of English, although he understands they discover the body of a man dressed in a naval
it perfectly. Should the player-characters insist on uniform, shot between the eyes with some skill.
staying then he uses the universal signal that they Those who were at dinner recognise him as the first
should push off by levelling a gun at them. officer Mr Harris.
54
Captain Rylance is already at the scene before The Gamemaster can play this scene for laughs
the player-characters arrive, a fact they might find if she likes, having the characters scampering about
suspicious, although he only arrived moments before. trying to avoid being caught by passengers or crew
The murderer is one of Miss Boyd’s henchmen (Kurtz with a dead body in their arms. Several Difficult (3
and Jerry). Not only did they suspect Harris might be Black Dice) Perception + Hide & Sneak rolls should
onto them, but they have also realised he is the only be called for in the process. However, the operation
officer aboard who really understands the airship. shouldn’t be too hard, as their success proves them to
As Captain Rylance doesn’t really know how the Captain Rylance.
ship works, the loss of his chief advisor is crippling.
The killers don’t know if Harris is dead though as
they knew the sound of gunfire would bring people Scene Two –
running. So they shot Harris at close range and ran.
Captain Rylance asks the player-characters to A Royal Invitation
help him remove the body so as not to cause a panic
among the guests. He keeps the crew at bay, and he If the player-characters manage to hide the
gives them a key to cabin 14, which is empty. Rylance body of Harris, and have behaved like good and
is occupied telling the other guests, who have come loyal Englishmen to Rylance (when he questioned
out, that the noise was simply a mechanical glitch his them over dinner), he decides to take them into his
crew are fixing and nothing to be concerned about. confidence. The characters are given a note in the
The player-characters should get the body of Harris morning by a crewman, which asks them to meet
there where it is out of the way. As Harris deserves a Captain Rylance at cabin 25 after breakfast.
proper burial it is not appropriate to just throw him If the player-characters go to the rendezvous they
over the side. Your players may suggest it as the easy are quickly ushered into cabin 25 by two Dwarves,
way out! one of whom may have sent them on their way only
recently. When they enter the room they find Captain
55
Rylance waiting for them, and the two Dwarves good character. For now, we ask nothing more than
swiftly lock the door behind them and stand guard. you stay at hand to aid my bodyguards should some
Captain Rylance sits the player-characters down plot reveal itself. Your loyalty shall be handsomely
and lights a cigar, after taking a long sharp intake, rewarded I promise you.”
he asks for their word on a matter of great secrecy. The player-characters are free to ask Princess
“I guess there is no point in beating around the Louise and Rylance any questions they like, as long
bush now is there? Given the circumstances of the as they remain polite. The Princess is not one for
situation, I feel it only apt that I bring you up to speed formality and is very personable and down to earth
with the true nature of this voyage. But, firstly, I in person. She is a keenly intelligent young woman
must have your word that you are loyal to the British with an artistic soul, which makes her a fascinating
Empire and that you swear to keep secret everything and intriguing person to converse with. However, she
you are about to hear.” cannot and will not divulge the details of her mission.
The player-characters are free to refuse, in which The player-characters might also choose this moment
case those who do are asked to leave. Captain Rylance to divulge any of the things they have learnt from the
won’t say any more than he has without their word journey so far. Rylance can add nothing to what they
that he can trust them. If they swear to keep his know, but hearing their suspicions makes him all the
confidence, Captain Rylance takes them to the door more certain he has done the right thing by bringing
that adjoins cabin 26 and asks them to step through. them into his confidence.
Inside, they find two very well-to-do ladies. One, they Once everything is settled, the player-characters
instantly recognise as Princess Louise (having had are asked to go ahead to the common room, so they
dinner only days ago with her). Those who succeed are in place for when the Princess arrives to announce
in a Difficult (3 Black Dice) Wits + High Society roll to the guests she is aboard. These will be the last
also recognise her lady-in-waiting, the Lady Amelia peaceful moments for the player-characters as things
Davasham. The player-characters should have a are about to become very complicated indeed…
moment to kneel, bow or curtsy before Captain
Rylance continues.
Rylance introduces Her Royal Highness the Scene Three –
Princess Louise and her lady-in-waiting, the Lady
Amelia, to the player-characters and tells them Her It’s All Getting A Bit Messy
Highness is travelling in secret to attend talks with
several members of the American government on As the player-characters enter the common
behalf of her mother. He was given command of room they can see through the vast windows that
the Valiant Rose so he might see to her protection. there are dark and stormy clouds ahead. Most of the
However, the murder of Mr Harris has proved the guests have gathered to see the storm, although it is
vessel is a nest of spies and he needs the help of as frightening as it is exciting for most of them. Sadly,
people he can trust. With difficulty, he has come to for the player-characters, the various plots being
the decision that the Princess will be safer among carried out on the vessel have all chosen this moment
the crowds of passengers where the assassin can be to come to a head.
forced into the open, rather than alone in this room.
However, while a public place makes assassination Terrorist Attack
difficult it is not impossible and Rylance will have Moments before the Princess arrives in the
less control over the area. So he needs the player- common room, the easily recognisable voice of
characters to act as secret bodyguards for the Madame Boyd comes over the speaker system.
Princess. “Ladies and Gentlemen, or should I say ‘worthless
The Princess agrees with Rylance, and is parasites of a decadent and corrupt empire’, I have
determined not to sit and wait for an assassin but taken control of this vessel in the name of the people.
to bring the fight to the traitor herself. She trusts We will no longer be arriving in New York, instead
Rylance implicitly, and if he vouches for the player- we are travelling to a free land where every man
characters, that’s good enough for her. “Captain earns what he has and does not steal from those they
Rylance tells me you have all proved your loyalty and make slaves of. Here, you will answer for your crimes,
56
and your families will fund the new revolution if
they wish to see you alive again. I urge you not to Kurtz and Jerry
attempt to escape. I will jettison all the life rafts if
they are tampered with, and I can destroy this ship if These two fanatics are utterly loyal to Isabella and
need be. I do not want to die, but I will sacrifice my her cause to free the working man. They are very
life for the message that your deaths in the sky will capable agents though and they were handpicked for
send. Remain calm and do as you are told and you this mission, something of which they are both very
will be treated well. Resistance will not be tolerated. proud. Their disgust for the upper and middle classes is
Further instructions will be given as we approach our apparent though and may be their undoing.
destination.”
Miss Boyd is now in control of the bridge. She Kurtz and Jerry - Rank 6 Fanatical Assassins
and her two associates, Kurtz and Jerry, entered the (Generalist)
bridge while Captain Rylance was away and shot the Physical Competence: +5
men on duty. Isabella then barricaded herself in and Mental Competence: +4
Kurtz and Jerry then went to Deck 4 where they Initiative: 7
killed more crew and barricaded themselves in. They Health: 6 Dice (12 pips)
intend to take the ship to a facility in Greenland Mana: 2 Dice (12 pips)
where they have allies. The ship will be refitted with Signature Skills: Act +3, Airship Crewman +1,
weapons and the passengers held hostage to blackmail Athletics +3, Bluff +2, Fisticuffs +2, Firearms +3,
more funds. Hide & Sneak +3, Perception +2, Politics +2
The crew could begin to break down the Traits: Fanatical +4, Murderous +2, Reckless +3
barricades, but the terrorists have the ability to Special Abilities: None
explode four devices hidden around the ship. Isabella Combat Abilities: Small pistols (8 Dice) they are
is quite serious in her intensions and calling her bluff itching to use on the bourgeoisie
will be disastrous. While she would like an escape Damage: Pistol (5 Dice)
option, the first demonstration of her intention is to
release several or all of the lifeboats. If cornered, she they are both alive, although badly injured and
detonates the explosives. playing possum. Kurtz and Jerry were going to finish
While Captain Rylance is needed to lead the them off to make sure, but then the player-characters
crew, it should be up to the player-characters to locate arrived.
and disable the bombs. They have to run around Both terrorists have been hurt in the fight, but
searching the ship for the devices, and overcome this was not due to bravery but the failure to take all
some resistance. the crew by surprise. Hoping the player-characters
Two of the devices are located in the airbag are convinced Svenson and Spies were the terrorists,
on the Engineering Deck (Deck 4), one in the fore they attempt to lead the player-characters away from
compartment and one aft. The stairs to the deck have the devices and wait for a chance to ambush them. If
been shut off. Battering in the door is a Difficult (3 they don’t think they can stop the player-characters
Black Dice) extended skill test (see page 182 of the discovering one of the devices, they attempt to
Core Rulebook) using Strength + Might. The player- detonate the other one. Both are utter fanatics, even
characters can roll as many times as they like but need more so than Isabella, and can only think of dying for
to get 12 successes in total to break down the door. their cause. This fanaticism might show through in
The longer they take, the more time Jerry and Kurtz their encounter with the player-characters, dropping a
have to prepare their response. vital clue. Both terrorists are armed with small pistols
Once through the door, the player-characters find hidden about their persons.
five on-duty crewmen are dead, but two are alive. The After a while, Svenson and Spies come to and
two living ones are Kurtz and Jerry, who pretend to try to take down the terrorists. They might still
have shot the two terrorists. The bodies they point to be convinced the player-characters are in with the
are Svenson and Spies (if they are still alive and not terrorists, although they look to take down the known
been captured by the player-characters earlier), who terrorists as a priority. The scene could go a number
figured out the plot but were just too late. Luckily, of different ways, depending on whether the player- 57
characters attempt to talk as bullets whizz across the very difficult. Each round, the player must make a
crowded engineering section and ricochet off the Difficult (3 Black Dice) Fortitude + Athletics roll to
myriad crossbeams and machinery. If they survive, keep hanging on. If they fail, they fall, so they had
Svenson and Spies could be vital allies if the player- better make sure they use a safety line, as it is a long
characters can convince them they are not terrorists. way down. As long as they have a rope tied around
The third device is hidden in a pile of clean them and it is held securely, they won’t fall to a watery
linen in the laundry room. A concerted search of the grave, but they may be left hanging and require
laundry room finds the device relatively easily. It can pulling back to the start.
be discovered on a successful Average (no Black Dice) The Gamemaster might add a fourth terrorist
Wits + Perception roll, although each attempt takes to the adventure, who comes down after the player-
ten minutes. The hiding place is not a good choice character going for the bomb. In which case, they
as the steam may interfere with the device giving it might engage in a dramatic fight to get to the bomb,
a 30% chance it fails to detonate. If it does detonate, miles above the Atlantic Ocean.
it blows out one side of the gondola and breaks
several of the support cables. While the ship remains The Bloodthirsty Gentleman
airborne, the gondola hangs askew in its suspension Unfortunately, the terrorists are not the only
system. So the player-characters have to go about problem facing the characters. Shortly after Isabella’s
their business with the added difficulty of all the announcement, Princess Louise comes into the
floors being at a 30-degree angle (which adds 2 Black common room, ushered by Captain Rylance who is
Dice to any actions the Gamemaster decides might be eager to get to the bridge to appraise the situation. As
affected). soon as the Princess appears, Mr Cooper realises what
The final device is hidden in a very inaccessible the delicious aroma he has been sensing all voyage
place; it is underneath the gondola. If it detonates, is and hunger gets the better of him. He turns to the
it destroys almost all of Deck 1 and kills most of player-characters and says “I’m terribly sorry, but you
the passengers. It can only be accessed by climbing are just going to have to wait”, then, smiling a terrible
outside and hanging under the ship by the cables that grin he raises his hat to them and transforms into a
run underneath the gondola. It takes three rounds to huge, clawed demonic form. He then rushes for the
get to the device, which must first be found with a Princess with lightning speed. However, instead of
Difficult (3 Black Dice) Wits + Perception roll. crushing the royal lady in an instant, he is met with a
Climbing out of the Gondola onto the wires is powerful bolt of etheric energy from the Princess and
not especially difficult, requiring only an Average her lady-in-waiting.
(no Black Dice) Dexterity + Athletics roll. However, At this point, it is up to the player-characters what
hanging under the ship swinging on the wires is to do. They might help the Princess defend herself.

58
She has her own considerable Thaumaturgical power, get hold of her before she makes her suicidal escape.
and the help of her lady-in-waiting and her Dwarven If the player-characters can save the ship and
bodyguards. However, Mr Cooper is an extremely passengers from the demon and the terrorists, they
powerful demon and they can only be able to hold are considered heroes indeed. A large proportion of
him at bay for so long. London society owes them their lives and this will not
If the player-characters are unconcerned about be forgotten. Some of the player-characters might find
Mr Cooper, have him also use his power to possess certain doors opening for them that were previously
some of the other passengers, turning them into closed, including membership to clubs and other
zombie-like slaves. He sends them in to attack, and social engagements. The same applies for Princess
the player-characters should consider that the effect Louise, and while no money or position is likely to
might be temporary so killing the possessed people is be forthcoming, they receive a personal letter from
out of the question. the Queen, thanking them for their efforts. It may be
that another day the Queen remembers their valiant
Running the Climax behaviour and engages them for some new duty on
The Gamemaster should nudge the player- her behalf.
characters to either split up or try to juggle the various
tasks, as time is a factor. They might dash around
after bombs, returning to the common room to help
the Princess as often as possible. It is difficult to
Experience Awards
ignore any one problem, as time is a factor for all of As mentioned in Lost Luggage, each character
them. The Princess can only hold out for so long, but should gain 1-3 Experience Points for each session
if the bombs are not found the Captain cannot gain of the adventure as detailed in the Core Rulebook,
control of the bridge. If the airship arrives at Isabella’s p.228. This depends on how the Gamemaster thinks
destination, she may well have back up and all will be they have done and how entertainingly and believably
lost. that have played their characters. As with Lost
How this chaos resolves itself is very much up to Luggage, the Gamemaster might like to award an
the player-characters, but it should be wild and crazy, additional point if they achieve the following:
with an unfeasible amount of running around the
ship, fighting thorough panicking nobility, terrorist – Making new contacts from the assembly in the
agents and possibly zombies. As there is a lot going reception rooms.
on, the Gamemaster should avoid trying to roll each – Getting close enough to Princess Louise to
attack and counter-attack by every NPC, as there introduce themselves without breaking etiquette.
are rather a lot of them. Where NPCs are in conflict – For earning the confidence of Svenson and Spies
with each other, the Gamemaster should simply before the climax.
decide how the contest is going and what might – Saving Princess Louise from Mr Cooper.
happen if the player-characters cannot intervene – Finding all the bombs before any explode.
at the right moment. For instance, she need only – Capturing Madame Boyd alive.
describe Princess Louise sending blasts of Mana at
Mr Cooper’s demonic form rather than roll for each All the player-characters should also gain a Rank
casting, and then tell the player-characters if she looks Point at the end of the adventure as well. As this
like she is winning or losing so they know if they need adventure is so high profile, the Gamemaster might
to step in to defend her. Too much dice rolling will insist the point goes towards gaining Rank rather
slow down what should be played as a frantic scene, than more Fate Points. Alternatively, a generous
so don’t get bogged down in rules, keep the action Gamemaster might award a second Rank Point to be
frenetic and the dice rolls focussed only on the player- spend on Reputation, if the player-characters did very
character’s actions. well ingratiating themselves among the passengers of
If the player-characters can remove the bombs, the airship, or an even more generous Gamemaster
the crew can break into the bridge and capture Miss might consider awarding the Privilege ‘Hero’ to those
Boyd. She attempts to throw herself from the window recognised as such.
and the player-characters have to be quick to save her
from falling so she might face justice. It will take a
Difficult (3 Black Dice) Strength + Athletics roll to 59
Antagonists and
Protagonists
Rather than present the NPCs in the adventure if she found other factions of the American states
text, we’ve collated them here, as some of them are looking for allies in the civil war brewing over there.
present in only one or two scenes. This way the Recently, she has been touring the troubled states of
Gamemaster knows to refer to this section for most the Prussian Confederation. However, this was mainly
of the statistics she might need during the course of so she could spy on the new Chancellor, Otto von
the adventure. It is worth the Gamemaster reading Bismarck.
over some of these characters before the adventure, Unfortunately, Isabella has moved beyond simply
as few are what they seem on their first appearance. observing and reporting, and decided to act. As she
If the Gamemaster is able to expand the adventure, was born into poverty, she has been appalled and
she can use the information below to add additional disgusted at the behaviour and decadence of the
encounters with the various NPCs throughout the upper classes, in whose salons she has been lavished
journey in the Valiant Rose so the player-characters with praise and attention for her performances.
have a chance to gain more clues as to their various She has come to loathe those she sings for, but is
agenda. such a consummate actress she has hidden it well.
In Prussia, she contacted some extreme political
groups and (without telling her government) has
Madame Isabella Marie Boyd used American money to fund her plan to form a
terrorist organisation. She and two accomplices have
At only
23 years old, Madame Isabella Boyd - Rank 8 Deceitful
Madame Boyd Performer (Focussed)
has an amazing Physical Competence: +4
vocal talent and is Mental Competence: +7
an accomplished Initiative: 7
actress and singer, Health: 6 Dice (12 pips)
a talent that Mana: 1 Dice (6 pips)
has taken her Signature Skills: Act +4, Art (Singing) +6, Athletics
across the world. +3, Bluff +2, Charm +3, Etiquette +2, Firearms +3,
However, Miss Hide & Sneak +3, High Society +2, Perception +2,
Belle Boyd is also Politics +3
an American spy, Traits: Angry +2, Revolutionary +4, Wolf-in-
and a terrorist. sheep’s-clothing +5
Under her stage Special Abilities: None
name, her ability Combat Abilities: While using it would break her
to travel among the heads of state gained her the cover, she does have a small pistol (7 Dice)
attention of her government, who initially wanted an Damage: Pistol (5 Dice)
60 agent in Europe. Her remit was to watch and report
managed to smuggle the parts to build four explosive threaten Bismarck’s regime. August Spies is a master
devices, which over the first few days of the trip they with explosives and has an uncanny knack of being
have secreted around the ship. Miss Boyd has a small able to get himself out of tight situations, which made
base in Greenland, ready to receive the airship and him the perfect agent to send with Svenson.
possibly fit it out for war. While her group (who don’t
even have a name yet) numbers only another ten or so
people, they have hope of gathering many more. If her Olaf Svenson - Rank 10 Master Duellist
plan to capture the assembly fails, she hopes to have (Focused)
all but one of the lifeboats released so she and her Physical Competence: +8
accomplices can escape, and then blow up the ship, Mental Competence: +5
striking a blow against the oppressive dictators of the Initiative: 9
upper classes that will shake the world! Health: 8 Dice (16 pips)
Mana: 4 Dice (24 pips)
Signature Skills: Athletics +3, Bluff +2, Fisticuffs
Bismarck’s Agents +2, Firearms +3, Hide & Sneak +3, Perception +3,
Politics +2, Swordplay +4,
Otto von Bismarck is not a fool. While he was Traits: Dedicated +2, Loyal +3, Secretive +2
entranced with Isabella’s performance, he also keeps Special Abilities: None
a close eye on everyone who gets close to him. He Combat Abilities: a Pistol (11 Dice) he is ready to use
discovered she was planning something with several if his Sword (12 Dice) isn’t enough
anarchist groups and so he dispatched two agents to Damage: Pistol (7 Dice), Sword (8 Dice)
find out what her plan is. The agents know she has
the ability to build explosives, but don’t really know
what she plans to do with them. They suspect she is
intending to move against Prussia, which is why they August Spies - Rank 10 Weaselman Criminal
haven’t figured out her true plan. Agent (Focused)
Physical Competence: +8
Mental Competence: +5
Olaf Svenson Initiative: 9
Health: 8 Dice (16 pips)
Olaf Svenson is an amazing swordsman and Mana: 4 Dice (24 pips)
weapons master. He is as skilled with the blade as Signature Skills: Act +4, Athletics +3, Bluff +2,
he is with the pistol or rifle and is considered a crack Demolitions +4, Fisticuffs +2, Firearms +2, Hide &
shot. Svenson is of Danish descent and he has spent Sneak +3, Perception +3, Pick Locks +2, Politics +2,
most of his adult life either teaching the fine art of Traits: Loyal +3, Deceitful +3
the sword to the wealthy nobles of Europe or hiring Special Abilities: None
himself out as a mercenary to those who can afford Combat Abilities: a Pistol (11 Dice) that he will
him. He is deadly in combat and he has survived over happily use to defend himself
forty duels over a course of twelve years. Damage: Pistol 7 Dice, Sword 8 Dice

August Spies Mr Cooper


August Spies is a Weasel Beastman, who was Known only to the passengers and crew of the
born in Prussia although his parents emigrated to the Valiant Rose as Mr Cooper, one of the Hampson Line’s
Americas when he was a babe in arms. Everywhere board of directors, this strange and handsome man is
that Spies goes, trouble seems to follow and he in fact a member of the Pale Court. Mr Cooper always
was hounded out of America and deported back appears well dressed and is extremely polite, but often
to his native land when he was still a teenager. His has a strange odour to him that reminds one of burnt
troublesome past made him an excellent deep-cover leaves.
agent to move around the political groups that 61
Mr Cooper - Rank 12 Creature of the Pale enjoy the benefits
(Focussed) of Cooper’s rank.
Physical Competence: +9 While a vicious
Mental Competence: +6 demon, Mr
Initiative: 10 Cooper does not
Health: 8 Dice (16 pips) deliberately show
Mana: 4 Dice (24 pips) his hand unless
Signature Skills: Act +3, Charm +3, Demonology forced to do so.
+2, Etiquette +2, Fisticuffs +4, Firearms +2, However, he uses
Perception +3, Politics +2, Swordplay +3, Tactics +4 all of his unholy
Also, in Demon form: Intimidate +4, Might +4, powers to fulfil
Traits: Rage and Violence +3, Hungry +4, Urbane +2 his unearthly
Special Abilities: Creature Qualities (Ageless, desires or has
Armour (8 points of tough hide), Fear, Huge), Mental little recourse.
Domination* Initially,
Combat Abilities: Huge Clawed Hands (15 dice), Mr Cooper was
Whip-like Tail (15 dice). contacted by Lady Dashingham (or another enemy
Damage: Claws (8 dice), Tail (4 dice) of the player-characters), who asked if he’d do her the
favour of destroying the player-characters, just to be
*Mr Cooper’s Mental Domination is a powerful on the safe side. Not wanting to blow his cover as a
ability that he can use to turn nearby people into respectable human, Mr Cooper has been playing the
zombie-like slaves. As an additional action each long game, and rather enjoying the excursion. He saw
round, he can reach out to anyone he can make eye to it they were invited on the Valiant Rose, as it will be
contact with and take control of their mind. He a nice out-of-the-way place to destroy them. However,
rolls his Mental Competence against his victim’s he does have a weakness, a craving for the taste of
Mental Competence (or their Presence + Resolve). royal blood. He has smelt it on board and he is eager
If he gains more successes that person becomes his to taste it. When he finds the opportunity to consume
mental slave for one hour for each success by which Princess Louise, he cares little about anyone seeing
Mr Cooper beat his victim’s roll. The slaves cannot that he is a demonic creature. He has no concern for
perform anything more than simple tasks (such his body being destroyed, as it simply returns him to
as ‘attack’), but there is no limit to the number of the Pale Court, although he’d prefer not to return just
people Mr Cooper can dominate in this way. When yet. If he can kill and eat the Princess he’ll consider
under his control the victim’s skin goes pale and grey it a good day, destroying the player-characters is just
and they can do little more than groan and shuffle as gravy.
they fight inside to regain control of their own body.
To most people they appear to be zombies, although
a medical inspection reveals their heart still beats Princess Louise
and their skin is warm to the touch, if you can get The beautiful and intelligent sixth child of
that close! Victoria, Princess Louise is something of a radical
for the day and age. She is well versed in the arts,
However, Mr Cooper is not the same man who history and philosophy and has been highly educated
joined the Hampson Line. The original Mr Cooper like all her siblings. She is often outspoken, and has
was a Demonologist, who used his powers to gain little time for ceremony and class division (although
wealth and position. Unfortunately, he pushed his she expects to be treated with the respect due
abilities too far and summoned a creature he could her position). She is likely to look favourably and
not control. The demon possessed Mr Cooper and respectfully to any independently minded and active
gradually consumed his soul from the inside out. The female character during the crisis. As her personal
original Mr Cooper’s powerful position was attractive secretary, Victoria has asked her beloved daughter to
to the demon, who has maintained the possession to travel to New York and to be present at an important
62
series of speeches
the union leaders The Lady Amelia Davasham
are about to give, Lady Amelia is a young girl (18 years old) from a
and to act as her very wealthy family, with her father an Earl. As she
eyes and ears is as yet unmarried and the youngest daughter of the
overseas. While Davasham family, she was granted a position in the
Louise is looking royal household as Princess Louise’s lady-in-waiting.
to diffuse any She expected a life of glamour amidst the royal court,
hostile situation but never expected to have exciting adventures. While
that may be well brought up, the excitement is making her a little
growing in the giddy and she may well do something she regrets later
Americas, her if she isn’t careful.
primary duty is to Amelia is also finding that Princess Louise is very
British colonial different to what she expected. Louise has taken the
interests. girl under her wing and educated her in many things
While she she never expected to learn. While she has had a basic
has led a very privileged life, Princes Louise is a Guild education, she has learnt more from Louise on
very accomplished women, and not only in feminine magic than the Guild ever taught her. All these things
pursuits. She has learnt a few martial skills from her have galvanised this inexperienced young girl into
brothers, and is a talented artist. She also holds a someone ready to stand and defend her lady, rather
degree in Thaumaturgy from the Guild and is one of than scream and run as she might have done before.
the most accomplished magicians in the royal family.
She sees magic in a very prosaic rather than arcane
way, simply as a tool to be used when necessary. This
Lady Amelia Davasham – Rank 4 Lady-in-
means her level of skill is often underestimated, as she
Waiting (Focused)
does not surround herself with the usual overstated
Physical Competence: +2
occult trappings of a mage.
Mental Competence: +5
Initiative: 6
Health: 3 Dice (6 pips)
HRH Princess Louise - Rank 8 Royal Artistic Mana: 2 Dice (12 pips)
Thaumaturgist (Focussed) Signature Skills: Art (Painting) +2, Charm +2,
Physical Competence: +4 Etiquette +3, Instrument (Violin) +3, Horse
Mental Competence: +7 Riding +3, Lore +1, Perception +2, Politics +2,
Initiative: 8 Thaumaturgy +2
Health: 5 Dice (10 pips) Traits: Young +3, Adventurous +1, Cloistered +2
Mana: 4 Dice (24 pips) Special Abilities: Thaumaturgy spells (Etheric Bolt,
Signature Skills: Art (Painting, Sculpture) +3, Groom, Instant Beauty)
Charm +3, Conversation +4, Etiquette +4, Firearms Combat Abilities: Magic (usually Etheric Bolt)
+1, Intimidate +2, Instrument (Piano) +3, Horse Damage: by spell
Riding +3, Lore +2, Perception +3, Politics +2,
Thaumaturgy +4
Traits: Practical +3, Noble +3, Well-bred +3,
Pragmatic +5
Special Abilities: Thaumaturgy spells (any she needs)
Combat Abilities: Magic (usually Etheric Bolt)
Damage: by spell

63
Akshad and Bavesh Captain David Myles Rylance
These two dark-skinned Dwarves are two of A member of the Royal Naval Corps, Captain
the most dangerous fighters to serve in the British Rylance is a man of high virtue and above reproach.
army. They were born in the Punjab and, like many He is now in his mid-fifties, though looks much
Sikhs, they joined the British army when they were younger and has served the royal family for many
old enough. Even before their military service they years as their naval advisor. For nearly twenty years,
were skilled warriors, but their training in the military Rylance has been working closely with the Queen’s
added a professional edge to their skills and widened personal bodyguards and ensured that she is safe at
their choice of weaponry. Their skills drew them to all times, and
the attention of a more specialised unit of the British though he is still
Army, who sent the pair around India seeking out on active duty
cells of the mysterious Thuggee cult. Eventually, their in the Naval
work brought them to London and they once again Corps, he has
proved themselves by uncovering a sect before they special orders
could mount an attack on the Queen. As a reward that put him
for this service, they were made Princess Louise’s almost above
personal bodyguards and they are fiercely loyal to her. the law. He was
This is not only due to their loyalty to the Crown, but assigned as the
also to a personal loyalty that they have developed to Captain of the
Louise herself. Valiant Rose to act
It is difficult to tell the two brothers apart as they as an escort to
dress almost exactly the same in very neat traditional Princess Louise
Indian Sikh dress. Both are swarthy with dark Indian on her mission
features, this coupled with their rather taciturn nature to America.
adds a certain air of mystery to the brothers. While While his naval
they both speak perfect English, they often allow experience makes him a qualified commander, he
people to believe they do not to gain the advantage. finds Mr Harris an essential advisor. He knows
that someone stole the blueprints to the Valiant
Rose recently (Bismarck’s Agents), which tells him
Akshad and Bavesh - Rank 12 Dedicated Dwarven something is afoot. While his primary mission is
Bodyguards (Focussed) to protect Louise, he also needs to see to it that the
Physical Competence: +9 blueprints are returned.
Mental Competence: +6
Initiative: 11 Captain Rylance - Rank 15 Naval Commander
Health: 8 Dice (16 pips) (Generalist)
Mana: 4 Dice (24 pips) Physical Competence: +9
Signature Skills: Athletics +3, Bluff +2, Fisticuffs Mental Competence: +9
+3, Firearms +3, Hide & Sneak +3, Perception +4, Initiative: 11
Politics +2, Swordplay +4 Health: 9 Dice (18 pips)
Traits: Taciturn +3, Loyal +5, Grimly Experienced +3 Mana: 5 Dice (30 pips)
Special Abilities: None Signature Skills: Act +2, Airship Crewman +1,
Combat Abilities: Both carry pistols (12 Dice) and Athletics +3, Boating +4, Bluff +2, Fisticuffs +3,
knives (13 Dice) and use them in an instant Firearms +4, Interrogation +3, Perception +3,
Damage: Pistol (7 Dice), Bich’hwa, a double-curved Politics +1, Swordplay +2
Indian dagger (5 Dice) Traits: Old Salt +4, Dedicated +3, Plotter +3
Special Abilities: None
Combat Abilities: Military issue sidearm (13 Dice) for
the defence of Queen and Country
64 Damage: Pistol (8 Dice)
Appendix –
The Royal Family
With the inclusion of Princess Louise in the However, upon her coronation Victoria banned Sir
adventure, it seems appropriate to offer some detail John from her rooms. After her marriage to Prince
on the royal family in 1867. Most people have an Albert, Victoria was able to leave the company of her
image of Queen Victoria as an old and humourless mother and rarely visited her. Victoria’s mother’s plan
woman, but it is not a particularly fair one. The to keep her daughter subservient by isolating her and
Queen ascended the throne as a young woman and controlling her had monumentally backfired.
her early years with Prince Albert were by all accounts Victoria had met Prince Albert in 1836, and while
both romantic and passionate. Together they had nine some historians suggest she thought him dull, her
children in sixteen years, had Albert lived longer they diary records she was rather taken with him from the
may have had even more! start. They were married in 1840 in the Chapel Royal
Queen Victoria was actually born Alexandrina of St James’ Palace. Unlike many political marriages,
Victoria, although her official formal title from birth Victoria and Albert were very much in love. However,
was Her Royal Highness Princess Victoria of Kent. To while Victoria invited Albert’s council, she was
her family she was often known as simply as ‘Drina’. extremely clear from the start of their relationship
She ascended the throne in 1837, as the next in line that she was the sovereign. Albert was not especially
after William IV. However, she was not the daughter popular with the public at the time, so the Queen put
or sister of the previous monarch, but his niece. him in charge of the Great Exhibition. While Albert
As William had fathered only illegitimate children, didn’t manage the entire affair, he was far more
the line had to be traced back to the children of his than just a figurehead. The success of the exhibition
younger brother Edward, who had died in 1820. brought him the love of the British public, who finally
There was no challenge to Victoria’s ascension, accepted him.
although her German ancestry rankled with the upper The royal family led an almost idyllic life until
classes somewhat (even though she was born and 1861 when Albert tragically died of typhoid fever.
lived in England). Mind you, that had been going on The Queen was heartbroken and true to her rather
since 1740 when George I took the throne. dramatic nature fell into a deep period of mourning.
When Victoria became Queen she was only She allowed little or no joy in her life, her presence
eighteen years old, but had a forceful personality making even her daughter’s weddings quite dark and
coupled with an intelligent mind. While her gender sombre affairs. She also retreated almost entirely from
had denied her a gentleman’s education, by the time public life. While she continued to work as Queen,
she was made Queen she already spoke English she refused to venture out on official business to
and French as well as German. While her mother, wallow in grief. This continued for so long she began
upon gaining power, had subjected her to stringent to lose the sympathy of the British people, who had
controls, Victoria would brook no interference. been very supportive of her initially after Albert’s
Victoria’s mother insisted that her lover, Sir John death. It was over fifteen years before she began to
Conroy, became Victoria’s secretary as a way to come out of her shell, mainly due to her relationship
exercise control over the ruler-ship of her daughter. with a Scottish ‘Ghillie’ (a form of outdoor servant 65
and gamekeeper) called John Brown. Many rumours Alice Maud Mary (1843-1878, aged 24 in 1867)
suggest the two were secretly in love and even Alice is regarded as the most sensitive and caring
married, but whatever the case, John Brown’s of the family, becoming her father’s nurse for the
company helped the Queen move on from Albert’s last stages of his illness. She was also a champion
death. While she never cast off her mourning habit, of women’s causes and hospital reform, inspired by
she gradually became a more public queen until her the actions of Florence Nightingale. Alice married a
death in 1901. minor German noble in 1862, although the death of
In 1867, the Queen is still in deep mourning her father the previous year made it a rather muted
and shows no signs of letting up. Many in society ceremony. Despite not marrying into great riches, she
are beginning to wonder if she will ever take a more was very happy with her husband. Sadly, Alice died of
active role again. People are also beginning to feel diphtheria in 1878 when the disease struck her whole
slighted rather than sympathetic when she fails to family. Tragically, she watched the illness claim four
appear at important events. As her secretary, the of her children before it finally took her.
Princess Louise is shouldering much of the burden of
her mother’s grief, as well as her royal duties. Alfred Ernest Albert (1844-1900, aged 23 in 1867)
Victoria had nine children in all. Most were Alfred was not especially remarkable, although
married off to European nobility, but some became his affable nature earned him the nickname ‘Affie’
active in politics. Victoria herself outlived three from his family. He took an interest in the navy at a
(nearly four) of them, and 11 of her 42 grandchildren. young age and joined in 1856. He served in the navy
The family spread a legacy of connections across for the rest of his life, becoming a talented tactician
Europe that survives to this day. and a respected officer. He was offered the throne
of Greece in 1862, although the British government
Victoria Adelaide Mary Louisa (1840-1901, aged blocked the ascension. However, he did take on
27 in 1867) his father’s old title of Duke of Saxe-Coburg and
The Queen’s eldest child took after her for wit Gotha. Alfred married the Grand Duchess Marie of
and intelligence and was a precocious child. As the Russia in 1874, although it was not a happy marriage
eldest daughter of the Queen, she was also named and Marie’s arrogance over her own nobility caused
Princess Royal. Aged only 14 she was engaged to the friction between the families. Her most lasting legacy
Crown Prince of Prussia, and they married three years is the popular ‘Marie Biscuit’ (a variant of the ‘Rich
later in 1858. In 1861, the King of Prussia died, and Tea’ biscuit) made by a small bakery in England to
Victoria’s husband, Frederick, ascended the throne of commemorate her wedding.
Prussia and was to preside as its king over the three
wars of German unification. Victoria and her husband Helena Augusta Victoria (1846-1923, aged 21 in
were often at odds with Chancellor von Bismarck due 1867)
to their anglophile views. She died of breast cancer One of the least remarkable children of Victoria,
aged 61 in 1901, only seven months after her mother’s Helena distinguished herself by being one of the
death. most active of them. She was dedicated to helping
the new profession of nursing, even though she went
Albert Edward (1841-1910, aged 26 in 1867) against Florence Nightingale on the issue of nurse
As the eldest male child, Edward was named registration. Helena was also involved in promoting
Prince of Wales, and upon Queen Victoria’s death needlework becoming a president of the (now
in 1901 became King Edward VII. Unlike his elder Royal) Society of Needlework. Her romances caused
sister, he was not an academic, but he was blessed controversy in her early years, especially a flirtation
with excellent social skills and charm. This led to with the Royal Librarian that was instantly quashed
him gaining a reputation as a playboy, even after his by the Queen, who sacked her paramour. She was
marriage! As King Edward VII, he ruled for less than happily married in 1865, although this marriage
ten years, as his excessive cigar smoking brought on was controversial. This was because Helena’s fiancé
terminal bronchitis in 1910. was heir to two principalities whose ownership was
disputed by many of the heads of Europe, many of
66 whom had marital links to the royal family.
Louise Caroline Alberta (1848-1939, aged 19 in
1867)
The Royal Family and Considered the most attractive of the princesses,
Louise was also a talented artist and dancer. While it
Thaumaturgy was unfitting for her to take up a career as an artist,
she was allowed to study art under the sculptress,
As you might imagine in Victoriana, there is Mary Thornycroft in 1862, and then the National Art
nothing stopping the royal family from learning the Training School in 1863. Louise was uninterested in
secrets of magic like any other upper class family. royal engagements and ceremony, and also had little
However, not all the family are equal in the arcane patience with her mother’s excessive mourning. Until
arts. her marriage in 1871, Louise took over from Helena
Victoria, herself, has a basic understanding of as her mother’s unofficial secretary (as the eldest
magic, but she has never studied it properly. Become unmarried daughter) and proved highly adept at it.
Queen at a young age meant her time was spent Louise followed Helena in romantic controversy as
learning the protocols of her role rather than arcane well. She fell in love with her brother Leopold’s tutor,
ephemera. Her husband, Albert, made a basic study the Reverend Duckworth (a close friend of Charles
of magic as a young man. However, he was not Dodgson, who wrote as Lewis Carroll), who was
especially adept and lacked the will to cast spells. instantly dismissed by the Queen. She chose John
The three boys of the royal family have proved Campbell (a Marquis and heir to a Dukedom) as her
to have little or no magical aptitude. Much to fiancé, which caused controversy, as he was a subject
Victoria’s dismay, Edward proved to have no talent of the Queen rather than a member of European
or interest whatsoever. Albert and Arthur attained nobility. However, the Queen decided that the family
much the same level as their father before giving up needed new blood, and approved the match. Such a
and pursuing their military careers. Leopold showed match had not had royal approval since 1515. Louise
great promise as a sorcerer, but his health stood was regarded as the most ‘down to earth’ of the
against him and his early death ended what promise royals, eschewing regal and class formality as often as
he showed. possible and treating her servants as valued employees
Of the girls, Alice and Helena showed little rather than serfs. She lived until 1939 when at 91 her
interest in magic. Beatrice studied it as a hobby age finally caught up with her.
while alone with her mother. She proved an adept
pupil and in her later years researched several new Arthur William Patrick Albert (1850-1942, aged
spells, although her ability at practical magic was 17 in 1867)
unimpressive. Louise showed a natural aptitude As the seventh child and third son of Victoria,
and found magic came easily to her. She is a Arthur was unlikely to ever be an heir to the throne.
talented magician, although not as good as she Like his elder brother, Alfred, he took a liking to
would be if she focused on it. While she enjoyed the military life and joined the army in 1868 as a
magical academia, her love for art has always taken lieutenant in the Royal Engineers after studying for
precedence. two years at the royal military college in Woolwich.
However, the eldest daughter, Victoria, has He continued with a military career, moving into
proved to be a powerful and adept sorceress. Her the artillery and later rifle regiments. Arthur had
keen mind easily mastered magical theory and her no desire to take on more royal duties and removed
strong will has made her a powerful spell caster. She himself from the line of succession of the Duchy of
pursues magical study at every opportunity and she Saxe-Coburg when he became next in line in 1874.
has studied with many of the Guilds best tutors. It However, like so many of his family he married into
is said she is one of the premier sorcerers of the age. the Prussian nobility in 1879. His military career
brought him to the Governor General-ship of Canada
in 1911 where he presided for the First World War.
Arthur was a soldier first and a royal second, and on
the advent of war, against the wishes of the Canadian
Prime Minister, he put on his uniform to address the 67
troops. As a friend of Lord Baden-Powell, he was Beatrice Mary Victoria Feodore (1856-1944, aged
also a strong supporter of the Scout movement. Like 11 in 1867)
his sister, Louise, he lived to be 91, passing away in As the last of Victoria’s children, Beatrice was
England in 1942. born into a comparatively empty house with so many
of her siblings married off or away at college. She also
Leopold George Duncan Albert (1853-1884, aged saw little of her mother in anything but mourning,
14 in 1867) with her father passing away before she was five
Prince Leopold was noteworthy at his birth due years old. She proved as adept as her sisters in art
to the Queen using the new anaesthesia (chloroform), and dance, but she was most talented at the piano
a medical advance in need of the royal stamp of and played to a professional standard. As her last
approval to gain popularity. Unlike his brothers, remaining child, Victoria held onto Beatrice, fearful
he felt no urge to join the armed forces, mainly of being left alone and without a companion. She
as he was not a well child. He was diagnosed with declared Beatrice would never marry, and discouraged
haemophilia and it has been suggested he may have suits made towards her. However, after almost being
also suffered from mild epilepsy. His health kept resigned to live unmarried, Beatrice met and fell in
him close to home, where he took over the duties of love with Prince Henry of Battenburg after meeting
personal secretary to his mother and also became a away from Victoria’s gaze. When Beatrice told her
renowned patron of the arts. He was romantically mother of her intensions, Victoria refused to speak to
linked to Alice Liddell (the girl for whom Charles her for seven months, and only blessed the marriage
Dodgson wrote Alice in Wonderland) and her elder if Beatrice and her husband remained with Victoria
sister, Edith. After links to other royal ladies that in England. Beatrice and Henry acceded to Victoria’s
were considered unsuitable by the Queen, he finally demands and they were married in 1885. While they
married in 1882. The marriage was brief as an (especially Henry) found the Queen’s interference
accident in Cannes in 1884 after a knee injury caused annoying, they were possibly the most happily
his death at the age of just 31. married of Victoria’s children. Sadly, the marriage
did not last long, as Henry died of malaria in 1886
while away from his wife on a military expedition
in Africa. Devastated, Beatrice returned to her role
as her mother’s companion and the two remained
very close for their remaining years. Upon Victoria’s
death, Beatrice became her unofficial biographer,
transcribing and collecting all her mother’s letters and
journals. Beatrice died in 1944 aged 87, the last of the
family to pass away.

68
Chapter Three

Dead Man’s
Hand

In which an unusual pocket watch arrives


and an old enemy returns.
Act 1
The Player of Games
“If you are to play cards all night, husband, I shall be forced to enlist some other gentleman to entertain me.”
— Susanna Havering

a private poker game and wins an invitation to a


Adventure Outline very exclusive poker game the following evening.
Overall, the plot of this adventure involves the Unfortunately, the game is only bait to a trap that
return of Lady Eleanor Dashingham, a Demonologist. completes the villain’s endgame.
She is attempting to perform a ritual that will allow In Act III, the player-characters go to the
Dantallon, the Demon Lord of Greed, to invade the Bethaven Estate where Nathaniel is expected to
world. The key to unlock the ritual has been forged play for his soul as part of an elaborate ritual. Lady
into a watch that feeds on greed and eventually Dashingham (see Lost Luggage) reveals her plot
consumes the soul of its owner. This watch (crafted while Lord Farndale-Dingby prepares to sacrifice his
by the Dantallon cult) has been moving from owner daughter as part of the ritual. Hopefully, the player-
to owner, gathering power and souls for the ritual. characters foil their plans and make their escape as
As well as the energy stolen by the watch, Lady the demon Dantallon exacts vengeance on his failed
Dashingham also needs a blood sacrifice to complete cultists.
her plan. It must also be a sacrifice motivated by This adventure is designed to follow Lost
greed, and there is no greater greed than betraying Luggage, but can be run as a stand alone adventure
and destroying one’s own blood to gain power. Lord in its own right. If the player-characters have not
Farndale-Digby, a fellow cultist and Eleanor’s lover, come across Lady Dashingham before, it may be the
has offered to sacrifice his own child (by his wife watch really does come to them by chance. As long
Constance) to complete the ritual. as they carry the watch, they are required to play for
In Act I, Nathaniel wins a strange watch in a their soul at the final ritual. Summoning her master is
poker game that has a deadly heritage. Unfortunately, what really matters to Lady Dashingham, if she is also
an unscrupulous moneylender gets hold of the watch getting revenge on an old enemy, that’s just a bonus.
and the last owner is discovered dead. The player-
characters manage to retrieve the watch only to be
hired by a worried noblewoman over the whereabouts Scene One – The Den of Iniquity
of her daughter. The adventure begins with Nathaniel and
In Act II, the player-characters go to the Susanna playing poker. Well, he’s playing and she’s
Farndale-Dingby estate to investigate Lord Farndale- sipping cocktails and sniping with an old enemy of
Dingby while guests at a ball. During the ball, the hers, Alethea Montegue. The game is being played at
player-characters also uncover evidence about the the Sutton residence, which lies in a very dark corner
origin of the watch. Nathaniel is also invited to of the border between Mayfair and Soho. Originally,
70
If you are not using the
Haverings
While this adventure follows on from Lost
Luggage, you need not play the Havering family.
However, you should use the characters you played
in Lost Luggage, if you can. It is not necessary to
have played Lost Luggage before Dead Man’s Hand,
but a little adaptation might be required if you don’t.
In the case of Lost Luggage, the Dashingham’s
should be renamed as the villains will have been
dealt with in this adventure. There are plenty of
demonists in London to choose from, despite what
the Aluminat Church may think!
It is important to have a poker-player connected
to the player-character group. The best option
is that this is one of the player-characters (like
Nathaniel Havering). However, a personal friend
of the player-characters could take the place of
Nathaniel and end up with the watch. It is vital
this NPC is a good friend to the player-characters
though, as there is no adventure should they
abandon him to his fate!
Nathaniel Havering (or the poker-player) will be This evening’s game is winding down as the
playing poker for a lot of the adventure. So if he is adventure begins and six players remain, including
a player-character he should be played by someone Nathaniel Havering. The other players are:
who prefers role-play over action. The same goes — Col. Nigel Hawthorpe, a retired military Fox
for Susanna as she is likely to be his ‘+1’ for most of Beastman, who has a top reputation at military card
the game. However, for many of the poker games games, but who is a little out of his depth in this more
she is free to join the others, and often forms a vital social company.
link between Nathaniel and the rest of the group. — Lady Contessa Vasquez y Morello, a darkly
As always a good mixture of social class is to beautiful Spanish Eldren, whose poker style is as
the player-characters’ advantage. They need to be inscrutable as her professed aristocratic nature. She
able to access the cream of society as well as the flirts outrageously with Nathaniel, which Alethea
dregs to get the clues they need. might use to annoy Susanna.
— Gerald Casington, a middle class gentleman,
who is an old friend of Nathaniel’s. He is the current
the London residence of country squire Reginald
bearer of the watch.
Sutton, the house has since been turned into a
— Father Mapleton, a rather decadent Aluminat
discreet gambling club after Mr Sutton used the home
priest, who has smoked and drunk too much this
as collateral on a debt he could not repay. The house is
evening.
currently run by Lord Richard Farndale-Digby. While
— Virgil Cleveland, a loud and rich cigar
the Lord does not gamble, he has a fascination with
smoking Texan Dwarf, who wears a large Stetson
poker as a spectator sport. Rumour has it he often
hat and is accompanied by the socialite Alethea
bankrolls players just for the entertainment of seeing
Montegue.
them play. High society players also know that Lord
Standing around the table are some of the players
Farndale-Digby has set up a highly exclusive game
that have already been knocked out of tonight’s
with particularly high stakes two nights from now.
tournament, along with their companions and
71
Insults and Invitations
The Gambling Statistics Susanna is exchanging barbs with Alethea
Montegue as the game has already begun to bore
It is unlikely the Gamemaster will need
her. Alethea is a standard society bitch, but has
any statistics for the various gamblers and their
a particular dislike of Susanna as she suspects
entourage. However, player-characters can often turn
Susanna may have had an affair with her previous
the simplest social occasions into a frontal assault.
lover. Actually the lover wishes he had, but Susanna
So rather than provide an array of statistics for each
probably hasn’t even noticed him. He wasn’t nearly as
character, the Gamemaster can use the following
interesting as he was rich, which Alethea was happy to
stock NPC templates from the Core Rulebook if she
settle for. Alethea wants to snipe at Susanna without
requires them.
showing herself up in front of her new cash cow (the
Col. Nigel Hawthorpe (Fashionable
American, Virgil Cleveland).
Gentleman, p.329), a retired military Fox Beastman
During the evening, Lord Farndale-Digby speaks
Lady Contessa Vasquez y Morello
with Susanna (or possibly Tobin) and gives her and
(Fashionable Lady, p.330), a darkly beautiful Spanish
Nathaniel an invitation to the ball he is holding at
Eldren
his Hertfordshire estate tomorrow evening. Lady
Gerald Casington (Fashionable Gentleman,
Farndale-Digby is looking forward to Susanna’s
p.329), a middle class gentleman
company, and they should feel free to bring additional
Father Mapleton (Priest, p.332), a rather
guests (meaning the other player-characters). Lord
decadent Aluminat priest
Farndale-Digby also mentions that he’s arranged
Virgil Cleveland (Fashionable Gentleman,
for a poker game during the ball, and he would love
p.329), a loud and rich cigar smoking Texan Dwarf
Nathaniel to attend as he is very impressed with
Alethea Montegue (Courtesan, p.328), socialite
his skill. If Nathaniel enters and wins the poker
and Susanna’s nemesis
tournament at the ball, there may be an invitation to a
For the same reasons, you may later need
‘very exclusive game’ the following night.
statistics for two more NPCs in Scene Four, The
Jonathan and Selina are at the police station and
Widow and the Watch.
arrive a little later in the evening. The Gamemaster
Hettie Pearson (Housemaid, p.331), a Halfling
should skip to Scene Two when Scene One is
maid in the Casington household
established (and then run both scenes together) to
Fiona Casington (Fashionable Lady, p.330),
introduce Jonathan and Selina to the game. They
newly widowed Human middle class lady
probably want to speak to Nathaniel soon, so they
Finally, Lady Constance and her maid appear
should arrive at the poker game before Casington bets
twice in the adventure (in Act II Scene Two, A
the watch.
Distressed Mother, and Act III Scene Three, The
Forest of Doom).
The Game Concludes
Lady Constance Farndale-Digby (Fashionable
The game has not been going well for Mr
Lady, p.330), the tearful wife of one of the villains of
Casington. However, this round he has an excellent
the piece
hand and only he and Nathaniel remain to contest
Margaret Higgins (Housemaid, p.331), Lady
the pot, the other players having folded. Convinced
Constance’s fiercely loyal maid
he can win, Gerald asks to be allowed to bet a gold
watch, which he has on his person and puts on the
servants. A few courtesans also abound in the hopes table. As the players are all gentlemen, Nathaniel (and
that some of the losers may still have coin to spend. A the other players) are hard pushed not to accept his
few unofficial games are going on as well; Patterson word, and even from a distance it is a very fine watch
and Tobin are enjoying a dice game with other indeed.
bodyguards and servants in the back bedroom, which The watch has an aura of magic to it for those
has been converted into a secondary parlour. Tobin who can detect such things, but they need to handle
would prefer the most erudite company next door, but it to get a proper reading (such as if it is good or bad).
the cigarette smoke is giving him a headache and the Handling it suggests they are inspecting it to make a
72 servants have better beer. valuation, which might be considered very rude as this
assumes the gentleman offering it is trying to offer a
substandard wager. The watch cannot be destroyed
and belongs to whoever won it, no matter if they
No, it’s mine!
accept it or take it with them. It cannot be given away, Nathaniel’s player might insist on keeping the
only won. It radiates magic, but only a proper reading watch until he is paid, but Casington is verging
shows it is demonic, and the images the reader gets on frantic and he is a friend so it is only polite to
are not pleasant at all. let him keep it. He has given his word the watch
Casington bets the watch ‘all in’, but Nathaniel or money will be forthcoming tomorrow. Should
wins the round which leaves Casington shocked. Like Nathaniel’s player insist on keeping the watch,
most players, Casington thought he would win, but the Gamemaster may not need to use the later
on a Very Difficult (6 Black Dice) Wits + Empathy scene where Vincent Staples’ pawnbroker’s shop is
roll anyone can tell he was banking on more than his levelled. Lady Dashingham won’t need to make sure
hand. He asks if he might have a private word with the watch gets to Nathaniel as he already has it. The
Nathaniel before he leaves (his money being gone he player-characters still need to claim their money
is out of the game). Alone with Nathaniel, Casington for the scene, The Widow and the Watch, although
claims the watch is a family heirloom and he asks Mrs Casington won’t be telling them she sold it to
Nathaniel if he might keep the watch and cover the the pawnbroker. She might tell the player-characters
debt in cash later on instead. If Nathaniel comes to Staples was interested in it (so they can sell it to get
visit tomorrow afternoon he’ll happily receive him their money). In which case they might visit Staples
just after lunchtime if that is convenient. If he cannot and possibly sell him the watch, at which point he
cover the debt the watch then he will give Nathaniel gets a visit from Lady Dashingham. Selling the
the watch. There is no reason to suspect Casington watch does not get rid of it; it can only acquire a
will welsh on the bet as he has a good reputation. He new owner through a poker match.
desperately wants to find something to sell to cover
the debt and keep the watch. His attempts tonight The evening’s game should end with three
bring him again to the attention of Vincent Staples. players, Virgil, Father Mapleton and Nathaniel. As
Virgil loses his last chips Father Mapleton says, “It’s
getting rather late and I’m not in a greedy mood, let’s
split the pot and call it a night”. Splitting the pot is
when both players agree to end the game and take an
equal share of the remaining money. Nathaniel has
done well tonight so should have no problem ending
the game here. It would be rude not to. The option to
split the pot is a vital clue that might save Nathaniel in
the final climax.

Scene Two – An Evening Spoilt


by Murder
Jonathan and Selina are at the police station.
Jonathan is finishing up a late shift and preparing to
take Selina out for a night on the town. Unfortunately,
the chief investigator hands him a list of recent deaths
to add to his caseload. All of the murders have the
same characteristics. All appear to have died from
heart attacks, yet someone bothered to burn out their
eyes soon afterward. The Chief Inspector wants to
know if murder is involved and, if so, the motive. So 73
Jonathan and Selina are aware that Nathaniel is
playing poker tonight. So the Gamemaster should
Former Watch Owners gently hint that they should probably go to warn him
If the players demand to know the names on about the murders. Nathaniel’s life could be in danger!
the list, you can offer them the following. The They should arrive during the final game, perhaps
deaths have all occurred in the last six months and speaking with Patterson, Tobin, or Susanna first when
the victims have no links outside of poker. Anyone they get to the game.
who played the circuit knows of their names. The The heart attacks are indeed murder. The
last four on the list (and Gerald Casington) form the deceased are all previous owners of the watch and,
zombie party that play the final game. once they lost it, their souls were forfeit. Dantallon
induced heart attacks and left his mark on the bodies
Thomas Challerton – Petty thief (as greed usually starts with covetous eyes).
Millie Polly – Low class prostitute
Davis Architripe – Factory* foreman
Barrington Smythe – Wealthy middle class
factory* owner
Scene Three – A Band of
Simon Truecastle – Rich young gentleman about
town
Thugs
Desiree Forkampton – American Socialite As the group leaves, they are approached by a
*the same factory, a textile mill in south London nasty looking group of thugs. They ask politely if
they are speaking to Nathaniel Havering, although
they are certain they have the right man if the player-
characters tell them they’ve never heard of Nathaniel.
It turns out Gerald Casington has recently borrowed
I don’t have a policeman! heavily from their employer and it is time to pay. They
If your group doesn’t have a policeman, there believe since Nathaniel recently won Casington’s
are other ways the player-characters can learn of money, he should be the one to reimburse them. They
the recent murders. If one of the characters is a are a nasty bunch looking for a fight, so no logical
journalist, the list could easily be brought to them argument sways them from their plan to hit the
as something to investigate for their next story. A player-characters until they hand over all their cash. If
Lawyer or Doctor character might have dealt with the player-characters decide to pay them off too easily,
one of the murders and discovers their case was not the thugs get greedy and demand the rest of what they
the only one. Failing a professional connection, the have on them (as well as ‘some time in that alley with
list might easily be printed in the evening edition of one of those nice ladies you have with you’).
one of the London papers the player-characters pick The thugs should be easily dispatched (at least
up during or after the game. one per character, with maybe two more) and
If you are not using Nathaniel, all the victims interrogation tells the group they work for the
have recently played poker with the character or moneylender, Vincent Staples. The characters might
NPC taking Nathaniel’s place in the adventure. try to pay a visit to Staples at this point, but he lives in
Any of his close friends are aware of the people he Holborn, a little close to the St Giles Rookery. Not a
has played poker with recently. However, if not, he good place to go to after dark.
should see the list at some point and exclaim this If the player-characters leave with Gerald
fact to the player-characters. Casington the thugs set upon him. If they are a little
behind Casington they might come upon the thugs
giving him a beating. He cracks under the pressure,
when Selina arrives at the station, she is faced with and tells them he has lost all his money to Nathaniel,
her finance trapped behind a pile of papers instead of thinking they will leave him alone. Instead they turn
being ready to leave. As she looks over the case-files, their attention to the player-characters. Gerald is very
she notices a list of the murder victims, all of whom glad of the rescue, but might scuttle off if left with an
have recently played poker with Nathaniel. escape route.
74
Scene Four – The Widow and Staples’ Thugs
the Watch These bullies are a little more professional that
The next day the player-characters have two your usual run of the mill thugs, but they are not so
potential leads they might want to follow. They have different in terms of skill and ability.
an appointment to visit Gerald Casington to claim
the watch or the cash, and they may wish to pay a visit Thugs - Rank 3 Ruffians (Focused)
to Vincent Staples. After all, depending on how their Physical Competence: +4
encounter with his thugs went they may have a score Mental Competence: +2
to settle. Since Jonathan (or the group’s policeman) Initiative: 6
is on the murder case, he is contacted by the police Health: 4 Dice (8 pips)
around luncheon, informing him a new murder has Mana: 1 Dice (6 pips)
been discovered with similar characteristics (they’d Signature Skills: Athletics +2, Fisticuffs +2,
waited for the coroner’s report), which is sadly Gerald Intimidate +1, Perception +2, Streetwise +2,
Casington. He may be contacted earlier if you wish to Swordplay +3
dissuade the characters from going to see Staples too Traits: Nasty +2, Arrogant +2,
early. Only a police character gets a message about Special Abilities: None
Casington’s death early, a journalist first gets the story Combat Abilities: Knife (7 Dice)
upon visiting the Casington residence. Damage: Knife (5 Dice)
The Casington home is in Marylebone. The
exterior is pristine, the steps have recently been
The housemaid is Hettie Pearson, a maid-of-all-
repaved and a new door sporting a polished brass
work that was looking forward to limiting her duties
knocker has been installed. The door is answered
to just being the cook. The increasingly wealthy
by Hettie, a female Halfling servant, who looks
Gerald Casington had promised her the position
distressed and politely asks the player-character’s
once he’d finished refurnishing his home and was
business. She leads them into the richly adorned
able to hire more servants. Those hopes were dashed
parlour to await Mrs Casington. While waiting in the
when Gerald passed away last evening. His eyes were
Casington home, an Average (no Black Dice) Wits +
burned out (there are no signs of forced entry) and
Appraisal check reveals that some of the furnishings
the coroner soon discovered that the victim died
and wallpapers are brand new, others are very old and
of a heart attack. Hettie apologises on behalf of her
possibly even broken. This suggests Casington had
mistress that the master (Mr Casington) passed away 75
fallen on hard times, but recently come into money.
this morning and asks them to wait in the parlour into the true state of their finances have been deeply
while she fetches the mistress. It is not her place to concerning. Gerald ran up huge debts, although
describe how he died or what the body looked like, recently he had been paying off many due to huge
they will have to ask Mrs Casington. However, a wins at poker (a vice she had tried and failed to get
Difficult (3 Black Dice) Wits + Empathy roll reveals him to stop). Sadly, his winning streak only made him
Hettie seems more upset at the thought of how risk and borrow more money.
Casington was found rather than the fact of his death. The player-characters may take pity on the poor
Should a player-character ask if his eyes were burnt widow and the Gamemaster can create several more
out, she drops her tray, gasps in horror and runs from adventures as the player-characters try to help her
the room. She refuses to talk further with the player- pay off her husband’s debts. Gerald got involved with
characters and possibly informs the police that they some unpleasant criminal types the player-characters
knew what the body looked like before being told. may need to see off if Fiona is to be safe.
Fiona Casington joins the player-characters
in the parlour soon after they arrive, wearing the
black dress of a woman in mourning. Hettie brings Scene Five - Cashing in with
tea and sandwiches shortly after (even if the player-
characters have upset her). Fiona is an attractive the Moneylender
human woman in her early 30s, and is tearful and
shocked, but coping with true British stoicism. Fiona The player-characters will certainly want to visit
is not surprised the player-characters were owed Staples after talking to Fiona Casington. How this
money. Indeed, she had assumed that the characters scene plays out depends on whether Staples does have
have come to settle debts, debts she is willing to settle the watch (he cannot get it from Mrs Casington if the
in as much as she is able to avoid scandal. When player-characters didn’t let Gerald leave the game with
asked about the watch, Fiona remembers it. It was it) and what time of day they arrive. In the morning,
a peculiar device that never kept time well. Gerald Staples makes his ‘rounds’ with some of his gang. He
came by it in a game not long ago. The good news is stops by the Casington residence early to demand his
it must be valuable. However, she only knows this as money. Fiona, unwilling to spark a scandal, offered
a moneylender called Vincent Staples came by this the watch as payment. By noon, Staples is back at his
morning and took the watch in payment of quite a office.
large debt Gerald owed. Staples suggested the debt Staples’ Financial Services is a tall but thin
be covered by gold or jewellery and after examining building in an impoverished section of Holborn near
the watch, accepted it in payment. Fiona thought this St. Giles. The office rests on the ground floor, while
strange as it didn’t look worth half of the debts Gerald Staples’ home comprises the first and second floor.
owed Staples. However, she was just happy to get the It is an old building, probably built not long after the
odious man out of her house. She is very apologetic Great Fire, but there have been improvements made
about selling the watch when she shouldn’t have; to the windows and awning.
Gerald told her nothing of his wagering the watch last Unless the player-characters arrive at dawn,
night. However, there is little she can do. She would Vincent Staples is not in residence. He is spending
love to simply pay them what Gerald owed them, but the morning making the rounds with his Ogre
this whole morning has involved settling debts and ‘servant’ to collect debts owed. Instead, a young
she may not cover even what her husband owes if she Beastman (bulldog), Harrison Gable, is behind the
sells the house. desk. He claims Vincent Staples will not be in until
Much of what Fiona tells the characters depends after luncheon. If pressed, Harrison (use the thug
on how mannered they are to her in her bereaved stats from Scene One) can be persuaded to tell them
state. She talks about her situation as she desperately Gerald Casington is on the list for this morning. This
needs advice, although she does not get personal with should push them to visit the Casington residence as
people she doesn’t feel she can trust. If the player- noted in Scene Four. It is likely they have just missed
characters do gain her trust she reveals Gerald had a Staples.
bit of a gambling problem and the debts will be hard If the characters manage to meet Staples in the
to keep behind closed doors. Her brief investigations morning, he simply says Casington owes him a great
76
Mrs Casington as he took pity on her, so he cannot
Vincent Staples sell it to the player-characters for anything but a large
sum of money. He already has a collector lined up so
Staples was brought up on the street, but not he cannot break a deal anyway.
in the gutter. He has built a nice little business and If the player-characters get a look at Staples’
there is little he will not do to protect it. However, office secretly, they notice he has a list of the murder
he is not a thug, and knows that brute force is victims. He has labelled the list ‘Watchbearers’. The
best wielded carefully. Corpses bring questions so Gamemaster might use this to confuse any characters
violence is a last resort, but not something he balks familiar with ‘The Adventurer’s Society’ (see Faces
at. Staples knows the watch is important and assumes in the Smoke Volume II). Unlike other murder lists,
it is magical, but that is all he knows. He feigns Staples list finishes with Gerald Casington and then
ignorance of any of its powers in front of the player- adds Nathaniel Havering with a question mark after
characters. Staples dresses in tatty clothing like his it. If Staples has the watch, he places it inside an
gang, although his tattered clothes were stolen from oriental puzzle box (see later) with the list.
a gentleman of quality.
Fire and Flame
Vincent Staples - Rank 6 Petty Crimelord If Staples has got hold of the watch his victory is
(Focused) short lived. Lady Dashingham is very keen to see the
Physical Competence: +3 watch remains with Nathaniel now he is the official
Mental Competence: +6 owner. So she visits Staples and destroys the building
Initiative: 6 (along with Staples and his associates) just after
Health: 4 Dice (8 pips) lunchtime. If the player-characters arrive just after
Mana: 3 Dice (18 pips) lunch Lady Dashingham lets them leave, and when
Signature Skills: Athletics +2, Empathy +2, they are long gone she destroys the building to make
Fisticuffs +2, Intimidate +2, Perception +2, sure the watch isn’t there. Satisfied Nathaniel must
Streetwise +3, Swordplay +1 have the watch she leaves things be after that. The
Traits: Polite +2, Businessman-like +3, Ruthless +3 player-characters may well read about the fire in the
Special Abilities: None paper that evening.
Combat Abilities: He keeps a knife (4 Dice) hidden If the player-characters arrive just after the
close at hand fire, a Difficult (3 Black Dice) Wits + Perception
Damage: Knife (5 Dice) check allows them to glimpse a lady speeding away
in a carriage as they arrive on the scene. That isn’t
especially unusual as no we-to-do person would want
deal of money and not only did Casington fail to
to linger in this area if they didn’t have to. They won’t
pay him, but he’d heard rumours that Casington had
be able to make out her features though and the scene
come into money. Staples felt it was time to get paid.
of the devastated pawnbrokers quickly grabs their
Assuming they leave him be, Staples still visits the
attention.
Casington residence as planned.
Two policemen have arrived and are trying to
Staples is a businessman first and foremost. He
keep the gathering crowd at bay so no one gets hurt.
doesn’t want to threaten or fight the player-characters
Windows are still exploding and the fire is raging in
if he doesn’t have to. In fact, he is apologetic (but not
the building. However, it is refusing to spread to the
obsequious) that his men have been a bit overzealous
adjacent buildings. An Average (no Black Dice) Wits
on his behalf. However, he does not take kindly to
+ Thaumaturgy/Demonology roll suggests the flames
threats, and has a goodly amount of thugs to protect
are magical in origin. The Bobbies assert control but
his business. If things remain polite he happily talks
defer to Jonathan once he makes his presence known.
to them. He knows the watch is special, which is
If Jonathan is not there, the Bobbies secure the area
why he’s been tracking it across the poker games of
“until a proper detective arrives,” which should be a
London. However, he doesn’t know why. He doesn’t
cue to get Jonathan. Questioning witnesses reveals
tell the player-characters this unless forced or given
that a wealthy woman had entered the office with
some other incentive. Instead, he says he took it from
a couple of servants and raced out just after the 77
fireworks started, hopping back into the carriage and recognised branch of police investigation by 1866, but
speeding away. the technology is limited. So there is little to do with
When the flames have died down the only thing the bodies beyond an autopsy. As such, only Gerald
to survive is a Chinese puzzle box. It is reinforced, so Casington’s body and those of the previous two
is simpler to open than force. While it is not immune victims are being stored here.
to fire or magical in any way, the box isn’t even If the player-characters have no police
scorched whereas the rest of the office is blackened connections, they have to sneak into the morgue
and destroyed. The police don’t allow anyone into the (which, we should reiterate, lies underneath a police
building, but hands this evidence on to Jonathan if station!) or try and bluff their way in posing as
he is still there. Opening the puzzle box requires a relatives. Either should be quite tricky to do, but not
Difficult (3 Black Dice) Wits + Perception check (or impossible.
an Average one for Selina), which reveals the watch If they get to investigate the bodies, the player-
and the list of names. As Nathaniel is the only person characters can easily see the body’s eyes have been
alive on the list, the police call him in to collect his burnt away. As an autopsy has already been carried
property and answer a few questions if they don’t out, to glean any more useful information the player-
visit Staples. While the fire may seem a brutal and characters need to make a Difficult (3 Black Dice)
uncertain way to return the watch to Nathaniel, he is Wits + Medicine roll. If they succeed, they notice
now its owner. Part of its magic is that it will return burn marks inside the mouth and the nose as well
to him one way or another, whatever happens. So if as the now empty eye sockets. While it is apparent
he tries to get rid of it or ignore it, a series of strange the cause of death is a heart attack, it is evident some
coincidences returns it to him. Such as a burglar powerful form of heat manifested inside the victim’s
stealing it from the police station and dropping it head.
while trying to rob Nathaniel. If the player-characters have credentials but
no medical skills they can ask the attending doctor
Optional Scene – The Morgue about the bodies. The doctor on duty is Dr Samuel
Some player-characters might want to take a look Soothmayer, a pleasant Jewish gentleman who is
at Gerald Casington’s body, or indeed those of the disconcertingly at home among the dead. He is
other victims. If they have police credentials they can probably eating his dinner on the mortuary slabs
easily discover the bodies are being kept at a morgue next to the bodies when the player-character’s meet
just south of the river in Lambeth. The Lambeth him. As long as they can convince him they have
morgue is a small affair in the basement of the local legitimate access, he happily shows and explains to
police station. Bodies are not kept here long as there them what they might have discovered from a medical
is no refrigeration and the families often push for the investigation.
bodies to be released for burial. Forensic science is a

78
Act 2
Hearts and Diamonds
“No. I don’t dance.”
—Patterson Briggs

It should now be apparent something is going


on in poker circles. However, the player-characters Scene One – A Grand Ball
are now low on clues. While it might not seem the The Farndale Manor is a large estate just north of
right thing to do, to go to a party, they can be certain London in Hertfordshire, easily reached via carriage.
the cream of the city’s poker players will be at Lord It is a large country home built in the Tudor style,
Farndale-Digby’s gathering the next night. Here, they which sits on a hill overlooking a nearby village.
may gain valuable clues, and they are closer than they When the player-characters arrive it is pouring
expect to the heart of the conspiracy, slowly being with rain, and the front yard is eerily lit by lamps
drawn into its web. as carriage drivers and footmen quickly usher their
Lord Farndale-Digby should be of interest to employers into the foyer. The player-characters are
the player-characters as he has recently organised met by Lord Farndale–Digby’s footmen bearing
a number of big poker tournaments for many umbrellas. The footmen stoically get soaked as they
socialites. His fortunes have risen recently and (those assist guests into the foyer, where they are relieved
who indulge in gossip at the ball may discover) it of their coats and politely asked to produce their
is suggested someone is funding him. In fact, he is invitation. When ready they are then shown into the
a cultist of Dantallon (the Demon Lord of Greed) grand ballroom where the soirée is in full swing. The
and a servant (and lover) of Lady Dashingham. ballroom is a huge affair built in white marble, with a
She is funding him as she now has access to her balcony that extends all the way around supported on
deceased husband’s full fortune after he mysteriously grand pillars.
committed suicide after a horse race. Gossip circles Not long after he arrives, one of the player-
indicated that he’d been fixing the races. The actual characters receives a letter from Margaret, one of the
story depends on what happened when you played maidservants (who is actually Lady Farndale-Digby’s
Lost Luggage previously. However, even if the players personal maid). Which player-character gets the note
really messed things up, Lady Dashingham has simply depends on the group you have playing the game.
decided to do away with her husband as he was no If you are using the Havering family then Jonathan,
more use to her. as a policeman, is the most likely. However, another
society lady, or a professional such as a Doctor or
Lawyer might be trusted instead. However, any
player-character with a good reputation for honour
and discretion will do, hopefully your group contains
at least one! 79
The note is written in a lady’s hand and says the The player-characters may wish to snoop around
following: the house; such actions are detailed in Scene Four.
However, they have ample time to enjoy the dancing
I am in dire need of your assistance and your discretion. and canapés as the poker game is yet to begin, which
Please, I beg you, find me this evening when I am away from my will occupy Lord Farndale-Digby. The Gamemaster
husband. The life of an innocent child may hang in the balance. should also remind the players this is a private
Yours, residence, and characters clearly acting suspiciously
C F-D will either be thrown out or held while the local police
are summoned (this would be a last resort, as Lord
Obviously, Jonathan (or the player-character Farndale-Digby does not wish to draw attention to
who received the note) will want to find out who himself).
wrote the note. The maid is gone by the time they The Gamemaster can occupy the player
finish reading. However, if they inquire after Lady characters with several opportunities for role-playing
Farndale-Digby, it is a simple matter to find out her and dice rolls during the party.
name is Constance. Speaking to her in the first hour • Opposed Presence + Fashion rolls between the
of the soirée is difficult as Lord Farndale-Digby is at ladies establishes who is the best dressed. Being better
her side, mingling with the guests. An Average (no dressed than anyone you are talking to gives a lady an
Black Dice) Wits + Empathy check reveals Constance additional die for any social roll at the party.
Farndale-Digby is putting on a brave face, but is • A Wits + Fashion roll can be made to see
clearly worried about something (Susanna’s Aura who has kept up with the latest fashions, and more
Reading ability may also detect this). After the first importantly, who hasn’t.
hour, she has an intense but quiet conversation with • Dexterity + Dance rolls can be made when
her husband and leaves the party. Lord Farndale- taking a turn about the hall. Each partner can only
Digby escorts her out and upon his return a few count as many successes as the person they are
minutes later simply claims his wife has taken a little dancing with, and their combined score shows how
ill but should be well after a good night’s sleep. The impressive they are. If they manage 8-10 successes
stress of organising the wonderful affair has sadly between them, they find people step aside to watch
taken its toll on her delicate constitution. If the player- their expertise and a round of applause follows.
character with the note goes to look for her, that • Those who have skill in a musical instrument
encounter is detailed in Scene Two. might perform, but this is a little unseemly for
The party is a good occasion to allow for casual anyone of the upper classes. The instrument should
roleplay. If desired, many of the same personages be appropriate, and a lower class character trying to
from the evening before can return, including serenade the gathering with a penny whistle will be
Susanna’s nemesis, Alethea. Asking around about removed no matter how good he is.
Lord Farndale-Digby could garner the following • Those who wish to stir the social cauldron
information: might like to introduce gossip and scandal about the
• Lord Farndale-Digby is the only son of the other guests (real or imagined). To do so requires a
family. Wits + Conversation roll (or possibly Wits + High
• His only other living relative is his bedridden Society, if the Gamemaster prefers). Finding out some
father (who is upstairs and practically in a coma). dirt on the other guests might also appeal, which
• His family had very little money until recently. requires a Presence + Conversation roll. The amount
• Various rumours circulate about his new- of successes gained determines how juicy the gossip
found wealth, from striking oil to being paid by the to be spread or learned is.
government for some secret service. A few minutes before nine o’clock, Lord
• He is a great fan of poker, but never plays. This Farndale-Digby withdraws to the upstairs poker
has led to suspicion that he uses the games to launder room, ordering two servants to round up the players.
money for the criminal underworld. If they haven’t already done so, the absence of Lord
• His wife is the youngest daughter of a very Farndale-Digby is a good opportunity to sneak about
wealthy family. Her dowry was considerable, and may the house or seek out his lady wife. However, the
80 have been why he proposed as they don’t seem very poker player is invited to join the game (and it is a
happily married. terrible social faux pas if they refuse).
does not know her name. If they ask, her description
Scene Two – A Distressed matches the woman fleeing Staples’ place, but only
really so much as they have the same hair colour. The
Mother lady is Eleanor Dashingham, who is indeed having an
If one (or more) of the player-characters goes to affair with Lord Farndale-Digby although it is mainly
visit Constance Farndale-Digby, she is not hard to to control him.
find. After arguing with her husband she has gone to • Constance did overhear her husband talking to
her rooms on the first floor, far from the music of the his valet about things being prepared at ‘Bethaven’,
ballroom. Her maid, Margaret (the same one that gave whether that is anything to do with things she has no
the player-character the message), is in attendance idea. She didn’t hear what the preparations were, but
and ready to shoo away any unwelcome visitors. For they did not sound as if they were pleasant.
anyone but the person she gave the note, Margaret
answers the door and explains that her mistress is
well but needs her rest. If the visitor is the player- Scene Three – The Game
character she is expecting she ushers them quickly Just before 9:00 in the evening a selection of
inside without a word. Any associates are also ushered gentlemen are discreetly informed of the poker game
in quickly (better than to have them lurking in the they have been waiting for. Nathaniel is one of them
corridor), but Margaret remains on her guard until she (and possibly Susanna), and should make his way up
is sure they are friends. to the poker room by 9:00pm sharp. The game is
Constance Farndale-Digby is a very attractive to be played in two rounds. In the first round, there
society lady, who married very young. She is several are 25 players arranged in five tables of five. For the
years younger than her husband, although this is second round, all but one table is cleared away (giving
not unusual in the upper classes. Constance is very the players a break which Nathaniel may use to check
distressed and has trouble maintaining her composure on the others or do some snooping of his own). The
as she speaks with Jonathan (or the other player- air is thick with cigar smoke during play.
character who gained her confidence). The source of Lord Farndale-Digby personally receives
her distress is her eight-year old daughter “Lottie” Nathaniel and Susanna, offering him a drink and a
(Charlotte), who disappeared from her bed last cigar (for Nathaniel) before the game gets started.
evening. Lord Farndale-Digby promised to take care Lord Farndale-Digby conspiratorially tells him the
of it, but the local police found no signs of forced real prize for tonight (along with the money) is a seat
entry. Her husband was seemingly more concerned at a very exclusive poker game the next evening. Not
with the ball and poker game than the welfare of his only will the stakes be high, but the company will be
own daughter, so when she realised that Jonathan extremely exclusive. He will hint the Prince of Wales
(who may have been hailed in the paper not long ago (a renowned hedonist) will be in attendance. If the
for cracking a horse race-fixing scheme) was on the poker player is a player-character, they may want to
guest list, she knew she needed to beg him for help. sit this game out, being suspicious of Lord Farndale-
She is willing to pay any fee he requests. Digby. This is very hard as Lord Farndale-Digby
Lady Constance allows Jonathan to snoop is very insistent that the poker player joins them.
around, instructing her trusted servants to give him However, the Gamemaster should impress on the
access. She warns him not to draw the attention of her player that the reward for winning is considerable.
husband, however, for he is an aristocrat (and it will It brings access to a game he might never have the
be bad for Jonathan’s career to accuse a noble without opportunity of playing in. This is the sort of game
hard evidence). She believes her husband is frightened where he might not only win a vast sum of money, but
of the scandal, so she has to deny the player- also real estate and even noble title (which is bestowed
characters are working for her if they are caught. She in the New Year’s honours list).
will do her best to help in any way she can though. During the game, Susanna is free to watch
Lady Farndale-Digby also knows the following the game of talk to the other ‘+1s’ in attendance.
information: However, she is welcome to return to the ball at any
• She suspects her husband is having an affair time and come and go as she pleases. This makes her
with another Lady. She has seen the woman but 81
evening. He will be able to keep the money as the
Playing the Game cheque will never be cashed. The details of tomorrow
evening’s game will be sent with a carriage as soon as
It is entirely up to the Gamemaster and the it is arranged tomorrow. The reasoning behind this
poker player as to how they want to run the is that it is for the security of the important people
poker sequences in the adventure. If they enjoy involved. While this is true to a certain extent, Lord
running the actual game we have provided rules Farndale-Digby doesn’t want the player-characters
for doing so in the appendix at the end of the snooping around before they are ready.
adventure. However, this sort of play is not always
to everyone’s taste so the Gamemaster might simply
inform the poker player how well he is doing as the
game goes on, and allow him several opportunities
Scene Four – Snooping Around
for role-play with the other players. In general, a Throughout this act, some characters may go
mixture of both is probably the best option so play looking around the mansion. In addition to the
doesn’t get bogged down in too much poker. Poker Room (as described in Scene Three), there are
As Nathaniel has to win the Gamemaster several locations that might reveal valuable clues. It
should cheat on his behalf when required. If is important to remember that while Jonathan may
the player questions this he can be told (with a have Lady Farndale-Digby’s blessing, Lord Farndale-
mysterious smile from the Gamemaster) that it is Digby will not tolerate any snooping around. As
very odd indeed… the host and a powerful member of the nobility, he
can end Jonathan’s investigation on the spot if he is
discovered. One message to Jonathan’s bosses will get
very useful for passing messages to Nathaniel without him pulled from the case entirely. This counts for any
arousing suspicion. However, if she whispers in his of the player-characters with a profession. Forcing
ear too much the other players may think she is telling Lord Farndale-Digby to make an enemy of them has
him what their cards are! professional consequences as he has powerful friends.
The Poker Room is large and well appointed
with several tables prepared to receive players. A The Wine Cellar
bar runs alongside one wall and servants move Tonight, the wine cellar is sporadically occupied
around the tables ready to be signalled to refill any by servants retrieving wine. However, it can be
player’s glass and offer refreshment. If the player- accessed and has a secret room. The entrance is
characters investigate the room (before the game disguised behind a rack of wines that are all very
or somehow during it) there are no signs of any substandard (in fact, moving the rack breaks them).
planned cheating (secret mirrors, enchanted/marked In such a well stocked cellar they look very odd to
decks, etc). However, a strange magical symbol is a connoisseur. An Average (no Black Dice) Wits +
carved on the underside of each table. If the player- Appraisal roll should reveal this fact. Inside the room
character can make an Average (no Black Dice) Wits is a small, well-ordered workshop.
+ Demonology roll or a Difficult (3 Black Dice) Wits There are many small and delicate tools and
+ Thaumaturgy roll they realise the symbol is used parts in the workshop. An Average (no Black Dice)
in Demonology and is designed to transfer power or Wits + Appraisal or Craft (Clockwork) check reveals
magical energy. The symbol itself is non-magical, but these tools and parts are useful in watch-making.
it does help draw souls towards to watch. While not The servants and Lady Farndale-Digby can confirm
an enchantment itself, it has been ritually prepared. that Lord Farndale-Digby had hired a noted Gnome
Players acting oddly here may be suspected of setting watchmaker, George Popplewick, to craft a watch for
up some sort of cheat so they will have to be careful. him six months ago. In truth, Popplewick crafted two
It should come as no surprise that when watches. One is the cursed watch Nathaniel owns,
Nathaniel plays the final table he wins the poker while Lord Farndale-Digby holds the other (this is
match, earning the chance to play for very high stakes his cover story if questioned about Mr. Popplewick).
tomorrow night. Lord Farndale-Digby gives him The fate of Popplewick is up to the Gamemaster. He
a cheque for the evening’s winnings and everyone might be part of the cult, floating somewhere in the
toasts him. Lord Farndale-Digby has no problem Thames, or unaware of whom and what he was really
82 doing this. The banks are closed tomorrow (Saturday) working for.
and he believes Nathaniel will be dead by tomorrow
83
Lord Farndale-Digby’s Office • Interestingly, most of his fortune seems to have
This would seem the obvious place to have a root come to him through the lucky demise of opposing
around in. However there is always one footman in businessmen. No major animosities occurred (or that
the corridor outside the room at all times. The office are noted) but Lord Farndale-Digby stood to gain
is one of many locked rooms on the first floor, but when his rivals died.
Lady Farndale-Digby is able to tell the characters • Lord Farndale-Digby recently bought a house,
which it is. The lock is a good one, and someone although it was bought for less than 10% of its value.
needs to distract the footman while it is being Almost as if the owner just wanted someone else’s
picked/broken open (requiring a Difficult (3 Black name on the deeds perhaps? The house is called
Dice) Dexterity + Pick Locks or a noisier Strength + ‘Bethaven’, and an address is supplied. The original
Might roll). As the footmen are there to guard this owner’s name has been crossed out and made illegible.
room (not just wander the corridors as they seem to • The original guest list is in the files. If Jonathan
be doing) they check the door on occasion and notice manages to take a look at it, he sees many of the
any violent attempt to force it. names on the list are poker players who have died
Inside the room are a desk and a cabinet full recently. Could this be a coincidence?
of papers. Lord Farndale-Digby doesn’t keep any
secret occult tomes here, he isn’t that stupid. This The Library
room contains only business papers and details of his The family library holds one significant clue.
fortunes. There are four things looking through the There are a number of books on watchmaking. A
files can tell the players. number of them have diagrams drawn onto blank
• Lord Farndale-Digby’s fortune is self made, pages; a Thaumaturgist might recognise them as
and his wealth has risen very quickly, before this rise attempts to craft a magical artefact (with a successful
about ten years ago he had no more than a string of Average (no Black Dice) Wits + Thaumaturgy roll).
failed businesses behind him.

84
Act 3
Playing the
Dead Man’s Hand
“Calling this game ‘exclusive’ just sounds like another way to say ‘it’s a trap’!”
— Tobin Charterton

to discover as the cultists have used many different


Scene One – Daytime shops and few shopkeepers hand out that sort of
detail to just anyone. The most likely information the
Investigations player-characters acquire is that there has recently
At this point, Nathaniel should have secured been a run on magical supplies that are often used
himself a seat at the Bethaven game and the in summoning rituals and that could be used for
characters should be highly suspicious of Lord demonic sorcery. If the player-characters are too
Farndale-Digby’s intentions. If they need further indiscreet in their investigations they might draw the
motivation, remind them little Lottie is likely involved attention of the Silencius (see Faces in the Smoke
in some dark scheme. Volume I), who have become interested in the recent
Ideally, the characters should want to prepare sales. The Silencius knows nothing about Bethaven,
themselves for this evening, either as a final but they are interested to know who is buying magical
showdown or a very important poker game. They supplies that might be used for demonist practices.
have had a late night, so really have only the They especially want to know if they are looking for
afternoon to do any investigating prior to the poker one enthusiastic sorcerer or a new wave of demonic
match that evening. However, there is still time to cult activity.
visit a few places. The characters might go to the police, but as
They may want to investigate the record’s office Bethaven is owned by high members of the upper
to discover who used to own Bethaven. A trip to the class, the police need hard evidence to agree to
records office takes up much of the afternoon (and investigate (a few drawings of watches are not ‘hard
they need the morning to sleep after such a late night). evidence’). However, there is one useful clue that
However, they can learn the house once belonged to player-characters with police connections might
Lord Dashingham… be able to discover, although it is unlikely it will be
Characters with magical connections might like brought to their attention unless they are very lucky.
to see if any Thaumaturgical activity has been going A new consignment of police uniforms has failed to
on. A trip to Wormwood Street in Bishopsgate among arrive this week. The uniforms have been stolen by
the magical suppliers might yield the information the cultists. The police aren’t worried, as the delivery
that the owners of Bethaven have ordered a selection is only a day or two late and it is rather large. They
of magical paraphernalia. However, this is difficult believe the consignment is just taking a little longer
than usual. However, should anyone get in touch with 85
the manufacturer, they insist the delivery was sent
out three days ago and should be there. It is up to Scene Two – An Exclusive
the Gamemaster if the player-characters are likely to
come across this snippet as it apparently has nothing Evening
to do with their investigations. The next part of the adventure may involve the
The players may want to scope out the house player-characters splitting up, the poker player and
during the day. They won’t know the address of his guest going to the poker game, and the rest of
the poker gathering until 5:00pm, but if they know the group setting off to sneak into the house. The
the address of Bethaven it is not much of a leap to following scene is for the poker player and his guest,
guess they are one and the same. The house is locked for the other player-characters the Gamemaster
and guarded as the cultists are preparing. Sensible should run Scene Three below concurrently
players wait until the evening when they may have (depending on when the player-characters decide to
an in. However, it isn’t impossible to sneak in ahead make their move). As the adventure continues the
of the game. If they do and don’t get captured, they Gamemaster should alternate between the two groups
eventually find Lady Dashingham beginning the frequently to keep the momentum going as events
ritual preparations. She tells them if threatened that move to a climax.
Nathaniel has already lost part of his soul and has to At 6:30pm precisely a richly appointed carriage
win it back – which puts things back on track for the arrives for Nathaniel and his guest. Inside the carriage
evening poker game. is a bottle of the finest champagne. While paranoid
Lady Dashingham is very dangerous and is players may have nothing to do with it, it is not
supported by a large number of cultists. The player- poisoned and is very fine indeed. While it was raining
characters will be unable to threaten any of them as hard last night, tonight’s storm makes last night’s rain
failing to please Dantallon is the worst thing any of seem like a slight drizzle. The sky is thick with dark
them can imagine (and with good reason!). clouds and torrential rains batter the carriage as it
However they occupy themselves in the drives to Bethaven Manor, just outside the city to the
afternoon, one of Lord Farndale-Digby’s footmen north in Highbury.
arrives at around 5:00pm with an elegantly written The carriage journey takes about an hour, and
note detailing the address of the poker match that while it is a comfortable journey the rain refuses to let
evening. The footman knows nothing in case the up. Bethaven is an ancient home, the foundations of
player-characters attempt to interrogate him! The note which were set just after the Norman invasion. The
also informs them a coach will be sent to pick them house seems more castle than country manor, and it
up at around 6:30pm. is eerily outlined in the dark by flashes of lightning.
86
The Gamemaster should happily play up the lingering In the parlour are the rest of the evening’s
dread the building inspires, it has after all been the company. The player-characters are welcomed and
abode of a powerful demonist for many years. offered fine drinks and refreshments, all of which
As they approach, the player-characters see the are excellent. The other guests welcome them and
grounds are walled and the police are out in force. apologise that they are still waiting on ‘the Prince’
The carriage is expected so no one challenges it, in (not a surprise, royalty are always late anyway!). The
fact several of the Bobbies tip their hats as it passes player-characters have a chance to talk to the other
by. The large police presence might seem odd, but if guests for a while. There are four other players for
the gathering is as exclusive as Lord Farndale-Digby the poker game (see the following pages) each with
made out, then it isn’t that strange. However, if the a guest. All of them are cultists of Dantallon (apart
player-characters can see through the rain with a from Bessie).
Very Difficult (6 Black Dice) Wits + Perception roll,
they notice the police are all wearing Metropolitan
uniforms even though the manor sits outside their Scene Three – The Forest of
jurisdiction. Unsurprisingly, the police are all cultists
in stolen uniforms (something Jonathan might have Doom
been able to discover). They are under orders to
let the carriage through but no one else (the other With the poker player and his guest at the house,
villains are already assembled). the rest of the player-characters are going to have
The carriage travels the gravel path through the to sneak their way in if they are going to solve the
manor grounds to the front door, over which a large mystery. Unfortunately, the grounds are guarded, not
awning has been rigged up to protect guests from the only by a selection of Dantallon cultists dressed as
rain. The poker player and his guest are welcomed by policemen, but by vicious hellhounds.
extremely well mannered servants, who lead them to Getting into the grounds is tricky as there is only
a large and very well appointed parlour. The servants one gate in the thick wall that surrounds the house.
are insistent the player-characters follow them to the There are four guards on the closed iron gate, two
parlour. This is because the rest of the house is oddly of which have hellhounds, so getting in there will
deserted, and any investigation of the other rooms be very tricky. However, the wall is not too hard to
finds them empty or covered in dust sheets. Only a climb, requiring only an Average (no Black Dice)
few rooms in the manor have been made habitable for Strength + Athletics roll. There is a 1-in-6 chance one
this evening. This is not unusual for nobles down on of the patrolling cultists spots any attempts to climb
their luck, but it is very suspicious. the wall. For every three rolls that get made to climb

87
The Guests
It is unlikely the Gamemaster will need any more than the guests’ combat statistics at the climax of the
adventure. However, should any of them escape they might return to haunt the player-characters and look for
revenge. They are all very powerful and well placed people who might make life very difficult for the Haverings if
they survive the evening with their reputations intact.

Count Albert Barrington and Countess Leticia Barrington


The count and his wife are both renowned members of the upper class. They regularly dine with royalty and
their family has been part of English nobility since the 12th century. Both the count and countess are in their 40s
and joined the cult of Dantallon quite late in life, more out of boredom and ennui than a lust for power. Their
children know nothing of their corruption, and would be horrified to discover what they get up to now. The count
and countess are both dressed in the very latest evening fashions, although neither wears their clothes with any
particular elegance or style.

Count Albert Barrington – Rank 8 Bored Cultist (Focused)


Physical Competence: +4
Mental Competence: +7
Initiative: 7
Health: 5 Dice (10 pips)
Mana: 4 Dice (24 pips)
Signature Skills: Demonology +1, Etiquette +2, High Society +2, Intimidate +2, Perception +2, Swordplay +1
Traits: Polite +2, Arrogant +3, Petty +3
Special Abilities: Spell – Ether Ribbons
Combat Abilities: A small revolver (4 dice) and a swordcane (5 dice) he barely knows how to use
Damage: Pistol (6 Dice), Swordcane (5 Dice)

Countess Leticia Barrington – Rank 8 Tired Socialite (Focused)


Physical Competence: +4
Mental Competence: +7
Initiative: 7
Health: 5 Dice (10 pips)
Mana: 4 Dice (24 pips)
Signature Skills: Demonology +1, Etiquette +2, High Society +2, Fashion +2, Firearms +1, Perception +2,
Traits: Bored +3, Distant +2, Arrogant +2
Special Abilities: Spell: Ethereal Cloak
Combat Abilities: A small revolver (6 dice) she practices shooting at servants with
Damage: Pistol (6 Dice)

Sir Francis Toving and ‘Hans’


Sir Francis is the British Ambassador to France, and as such is a powerful figure on the world stage. He is
a regular at the most celebrated events in both England and France. He is a thin man, immaculately dressed, of
around 30 years of age with a delicately styled goatee. He wears evening dress and an ambassadorial sash this
evening complete with a ceremonial sword (which is anything but ceremonial). Sir Francis’ companion is an
immaculately dressed young page boy called Hans. Hans says nothing and does as Francis tells him to. While
appearing angelic, Hans is a skilled knife fighter and has a taste for hurting people.

Sir Francis Toving – Rank 9 Corrupt Ambassador (Focused)


Physical Competence: +4
Mental Competence: +8
Initiative: 8
Health: 5 Dice (10 pips)
Mana: 4 Dice (24 pips)
88
Sir Francis Toving (continued)
Signature Skills: Charm +3, Demonology +1*, Etiquette +2, Fisticuffs +2, Firearms +2, High Society +2,
Intimidate +2, Perception +2, Swordplay +3
Traits: Treacherous +3, Vindictive +3, Power-hungry +4
Special Abilities: None
Combat Abilities: His ceremonial sword (7 dice) is more than serviceable
Damage: Sword (7 Dice)
*but no spell ability

‘Hans’ – Rank 5 Child Assassin (Focused)


Physical Competence: +5
Mental Competence: +3
Initiative: 6
Health: 6 Dice (12 pips)
Mana: 2 Dice (12 pips)
Signature Skills: Demonology +1*, Etiquette +1, High Society +1, Perception +2, Swordplay +3
Traits: K iller +2, Vicious +4, Innocent -3
Special Abilities: None
Combat Abilities: A long knife (8 dice) he is itching to use on someone
Damage: Knife (5 Dice)
*but no spell ability

Duke Thomas Sylen and Bessie


The duke is a large and powerful man, who obviously never met a meal he didn’t like. His large dinner suit is
bursting at the seams, and he is a sour man, who seems to constantly dribble. The duke is both wealthy and greedy,
the epitome of what you would expect from a Dantallon cultist. While he is married he hasn’t brought his wife this
evening, instead he has brought a tup’ny whore called Bessie. He intends to bed her after the game, and kill her
afterwards should she survive his predilections. Bessie is rather slow on the uptake and thinks the whole evening
a lark. She is unaware of the danger she is in as she is so unaccustomed to upper class affairs she thinks this is just
what is done.

Duke Thomas Sylen – Rank 7 Corpulent Cultist (Focused)


Physical Competence: +4
Mental Competence: +6
Initiative: 5
Health: 5 Dice (10 pips)
Mana: 3 Dice (18 pips)
Signature Skills: Appraisal +2, Charm -3, Demonology +1, High Society +2
Traits: Greedy +3, Disgusting +5, Opinionated +2
Special Abilities: Spell: Whispering Colours
Combat Abilities: None but his spells and a small emergency revolver (4 dice)
Damage: Pistol (6 Dice)

Bessie Tranter – Rank 2 Victim-in-waiting (Generalist)


Physical Competence: +3
Mental Competence: +2
Initiative: 7
Health: 5 Dice (10 pips)
Mana: 4 Dice (24 pips)
Signature Skills: Etiquette +2, Empathy +1, Streetwise +1, Swordplay +1
Traits: Cheery +2, Stupid +1, Out of her depth +4
Special Abilities: None
Combat Abilities: She could possibly handle a knife (4 dice) if she had one, but she’d rather run
Damage: None until she finds a weapon 89
Cultists Hellhounds
Several lesser members of the cult of Dantallon These creatures were once normal (if large) dogs,
are roaming the grounds disguised as policemen. but they have been infused with demonic energy.
For the most part they are simply thugs, and none They have been bound to a minor demon and live
have any spell casting ability. However, they are only to kill for their masters. They only serve those
all dedicated to the cause and fear what Lady pledged to their demonic masters, and require a lot
Dashingham (let alone Dantallon) will do to them if of blood and meat for food (something the player-
they fail. All any of them know is that ‘the end of all characters may provide if they are not careful).
things’ is coming tonight and ‘they will all ascend’.
Hellhound
Cultist – Rank 4 Fake Policemen (Generalist) Physical Competence: +5
Physical Competence: +4 Mental Competence: +6
Mental Competence: +3 Initiative: 8
Initiative: 5 Health: 4 Dice (8 pips)
Health: 4 Dice (8 pips) Signature Skills: +1 fire breath
Mana: 1 Dice (6 pips) Special Abilities: Creature Qualities (Armour
Signature Skills: Blunt weapons +2, – tough hide 4, Flame Breath)
Demonology +1*, Fisticuffs +2, Hide & Sneak +2, Combat Abilities: Bite (5 dice) or Fire Breath (6
Perception +1, Swordplay +1 dice)
Traits: Dedicated +1, Corrupt +3, Greedy +2 Damage: Bite (4 Dice), Fire Breath* (8 Dice)
Special Abilities: None *Fire Breath can only be used once every three
Combat Abilities: They all have truncheons (6 Dice) rounds
for the disguise and knives (5 Dice) as a backup
Damage: Truncheon (4 Dice), Knife (5 Dice)
*but no spell ability to the house they are assaulted by at least two of
these creatures, who have picked up their scent. If
the player-characters use firearms the noise brings
the wall, roll 1D6 and on a 1 they have been spotted another 1D6 cultists to the scene in five combat
by a patrolling cultist. The group has to engage the rounds. Should they defeat the Hellhounds, or simply
cultist quickly to stop him raising the alarm, or scatter run away, they should decide how they are going to
into hiding. Luckily, the grounds around the house access the house. The front door is guarded with more
are extensive and filled with rather overgrown forest. cultists; however, the back door is not, although it is
Trees and unkempt vegetation in the badly managed locked (an Average (no Black Dice) Dexterity + Pick
garden provide lots of cover for those trying to sneak Locks roll gets it open, or a Difficult (3 Black Dice)
around. Strength + Might roll to kick it down).
The Gamemaster should call for several The player-characters might attempt to climb the
Dexterity/Wits + Hide & Sneak rolls as the player- outside of the building looking for a window to get
characters make their way across the grounds. It is in through. There is one lit room on the first floor,
dark and the cultists are not particularly observant but the rest are in darkness. While all of the windows
or on their guard as they believe their real job is to are securely fastened, the lit room is occupied by
stop anyone escaping, not breaking in. This changes Lady Farndale-Digby and her maid, Margaret. If the
if the alarm has been raised though! If they come player-characters somehow make themselves known,
across the player-characters the cultists play the part Margaret can open the window for them, although
of policemen and try to get the player-characters to they are locked in the room. Climbing up to the
quietly leave. The cultists assume they are just random window requires a Difficult (3 Black Dice) Dexterity
scoundrels rather than friends of the poker player. + Athletics roll, but failure results in a nasty fall.
Unfortunately, the roaming Hellhounds are not From two stories the damage is 12 Dice unless the
so easily fooled. As the player-characters get close character can halve this with an Average (no Black
90
Dice) Dexterity + Athletics roll, see p.223 of the Core
Rulebook. Soulless Poker Minions
If the player-characters search around the back of
the house they might find (on a Very Difficult (6 Black The other poker players are zombies for all
Dice) Wits + Perception roll) a wooden trapdoor intents and purposes. They are the animated corpses
hidden among the vegetation that leads into the of men whose soul energy is bound to the watch due
basement. It was designed to receive deliveries to the to their own greed. Each is now a rotting corpse,
kitchen, but now leads to the catacombs below. with little expression, dressed in the clothes they
died or were buried in. While it is unlikely the player
characters know their names beyond seeing them
Scene Four – The Villain on a list of watch-bearers, they recognise Gerald
Casington. The other players are:
Revealed Davis Architripe – (Factory foreman) dressed in
Returning to Nathaniel (or the poker player) and the rags of a work overall
his guest, after finishing their drinks, the other poker Barrington Smythe – (Middle class factory owner)
players suggest they begin the game as ‘the Prince’ a large man in what was once a fine suit
is obviously running late. Everyone is brought into Simon Truecastle – (Rich young gentleman) a thin
the grand ballroom, a huge room now draped in red young man in tarnished evening wear
and black. A single lone table sits in the centre of the Desiree Forkampton – (American Socialite) who
room, surrounded by a ritual circle full of arcane signs was once an attractive woman, now dressed in a
and symbols, as well as lit black and red candles. It tattered lace gown.
should be obvious to the poker player and his guest Gerald Casington – (Middle class gentleman) a
that something is not right! constant reminder of a lost friend, dressed in the
Unfortunately, escape is very difficult as the other remains of his best suit.
poker players quickly draw weapons on Susanna
(or whoever is the poker player’s companion). The Zombie Poker Players – Rank 5 Tormented Soul
poker player is told to take a seat at the table or their Physical Competence: +3
companion will be killed, it should be apparent he Mental Competence: +3
has little choice in the matter. If they are reticent the Initiative: 4
other poker players may wound Susanna to make their Health: 5 Dice (10 pips)
point, such as a shot to the arm or leg. Mana: 1 Dice (6 pips)
As the poker player sits, the far door opens and in Signature Skills: Gambling +3
walks the beautiful Lady Dashingham dressed in red Traits: Tormented +4, Soulless +3
and black robes. She smiles at the poker player with Special Abilities: Creature Qualities (Ageless,
cold eyes. If they haven’t met before she introduces Immunity: poison, Immunity: mind-affecting
herself; then, in true villain style, she happily explains magic, Regeneration (until they lose the game))
a little of her dastardly plan. What she is very clear Combat Abilities: None, they can only play poker
about is that the poker player’s soul is already forfeit and are unresponsive to anything else
to the watch due to having played all those poker Damage: None
games. If he wants it back he has to play for it, the
ultimate high stakes game. If he refuses both he and
his guest will die, and the cult will find another way
to release the energy that has been stored up. With no from the morgue and resurrected with demonic
one to stop them, this should not be difficult. power as part of the ritual. One is easily recognised
As the poker player takes his seat, another five as Gerald Casington. The zombie players cannot
players shuffle in and join him. The real players are talk beyond what is needed to play, but they can
not the other supposed guests who now have guns understand everything. Demonic magic keeps them
trained on him, but the soulless zombies of other alive, so should a player-character try to release them
watch-bearers. Each has been exhumed or stolen by destroying them, they regenerate until well enough
91
to play and continue the game. They can only be
destroyed when they are out of the game. Lord Richard Farndale-Digby
The game is now truly afoot! The poker player As the cult’s ‘official’ leader, Lord Farndale-Digby
is the last link in the plan. He needs to be sacrificed considers himself Lady Dashingham’s right hand man, he
in order to complete the circle of power and open is really her pawn and patsy. He is besotted with power
a portal to hell. Lady Dashingham will get revenge and the promises Lady Dashingham has made him. He
and bring her master into the world at the same time cares nothing for anyone but himself and beneath his
(unless someone stops her!). veneer of urbane social grace is a cold-hearted monster.

Lord Richard Farndale-Digby – Rank 10 Cult Leader


(Focused)
Scene Five – Thy Daughter’s Physical Competence: +5
Mental Competence: +8
Blood Initiative: 8
Health: 6 Dice (12 pips)
If the other player-characters get into the house Mana: 4 Dice (24 pips)
without raising the alarm, they can explore reasonably Signature Skills: Charm +3, Demonology +3,
easily, as most of the occupants are involved in the Etiquette +2, Fisticuffs +1, Firearms +2, Gambling
ritual, which is taking place in the ballroom around +2, High Society +2, Intimidate +2, Perception +2,
the poker game. The only areas that are occupied Swordplay +3
are the upstairs bedroom, the ballroom, the grand Traits: Soulless +4, Power-hungry +5
parlour and the catacombs. Special Abilities: Demonology spells: Ethereal Cloak,
Fleeting Messenger, Summon First Circle Demon
The Upstairs Bedroom Combat Abilities: He is armed with a large silver
As she seemed to be getting suspicious, Lord sacrificial knife (8 Dice) that he is looking forward to
Farndale-Digby has drugged his wife and brought using on his only daughter
Damage: Sacrificial Knife (6 Dice)
her here, just to be on the safe side. Constance is
conscious, but only just, having little energy to even Cultists
stand from the drugs she has been fed. However, her Accompanying Lord Farndale-Digby are several
husband also brought Constance’s maid, Margaret other members of the cult dressed in black and red robes.
(as he was suspicious of her too). Margaret is not They have all been chanting and building themselves up
drugged, so she can see to her lady; however, she for the ceremony and worked themselves up into a near
is not strong enough to carry her anywhere so they frenzy to spill the blood of little Lottie and anyone who
might escape. Margaret has been threatened with gets in their way. Some of these cultists come from high
terrible punishments and is quite frightened. The two society, unlike those patrolling the grounds.
women have been locked in and are in dire need of Cultist – Rank 4 Servant of Darkness (Generalist)
rescuing. Unfortunately, Lady Constance will have to Physical Competence: +4
be carried if the group are to make an escape. Mental Competence: +3
Initiative: 5
The Ballroom Health: 4 Dice (8 pips)
The player-characters might arrive here to Mana: 1 Dice (6 pips)
observe from the balcony if they climbed in a Signature Skills: Demonology +1*, Etiquette +2,
window, or might arrive on the ground level sneaking Fisticuffs +2, High Society +2, Perception +1,
through the house. The scene depends on the time Swordplay +2
they arrive. The poker guests are still in attendance Traits: Bloodthirsty +3, Dedicated +1, Corrupt +3,
with Lady Dashingham, and possibly a few servants Greedy +2
Special Abilities: None
(more cultists). So the player-characters have to fight
Combat Abilities: They all have viciously sharp, jagged
to get to the poker player. However, his companion
sacrificial knives (6 Dice) that they use on anyone who
or the player himself might be involved in the game at
gets in their way
this point and be the one to get the player-characters
Damage: Knife (6 Dice)
to run.
92 *but no spell ability
If the player-characters arrive here early enough into the circle. However, sooner or later they have to
they might hear as Lady Dashingham explains some fight to free Lottie. When Lady Dashingham upstairs
of the plan to the poker player. This should tip them reaches a critical point in the ritual, the torch flame
off that a sacrifice is taking place in the basement. that illuminates the area down here turns a deep ugly
If they don’t take the hint the Gamemaster might green. This is the moment Lottie needs to die for the
mention they can hear a chanting coming from below ritual to work and the cultists happily ignore any risk
in the basement as they wander the house. to themselves to do the deed (which adds a certain
desperation to the combat). The position of Lord
The Grand Parlour Farndale-Digby poised over his daughter with a knife
Again, depending on the time they arrive, this from the moment they find him should help impress
room is either occupied by the poker players, or by the need for urgency on the player group.
a few cultists organising the room after it has been
vacated. Should the player-characters attack and
subdue a cultist they only get fanatical ramblings that Scene Six - The Final Hand
‘the master’ is coming, followed by maniacal laughter.
While the battle rages in the basement, Nathaniel
The Catacombs is literally playing for his soul. As the game goes
The basement and kitchens of the house lead on, Lady Dashingham begins the ritual to bring
into a series of catacombs under the house. In a cave Dantallon into the world. This involves chanting,
directly under the ballroom, Lord Farndale-Digby gesturing, and the occasional toss of incense and
and a few minions are getting ready to sacrifice his other ingredients into various braziers set around the
daughter, Lottie, at the appropriate hour. Lottie room. She has a couple of cultists to protect her, but
herself is chained to a stone altar in the centre of it quickly becomes clear interrupting her may have
the cave, and is weeping audibly. A few cultists bad consequences for everyone, given the power she
(slightly less than two for each player-character) in is calling up. She intends for the ritual to climax with
robes surround the altar chanting incantations. Lord the end of the poker game where she takes Nathaniel’s
Farndale-Digby stands over his daughter with a silver soul and uses the energy of the other souls to open
knife awaiting a sign that Dantallon is about to enter the gates, at which point, the sacrifice of innocent
the world. This is when the torches lighting the room Lottie provides the blood sacrifice such a spell
turn from amber flames to vivid green fire. requires.
Clever player-characters might manage to ambush The poker player is in a desperate situation. The
a cultist and steal their robes to allow them to sneak chips in front of each player are the remains of his

93
the hint. Unfortunately, if they win the game they
Lady Eleanor Dashingham prove their own greed and effectively offer their
own soul to Dantallon themselves. It is apparently
After having her plans thwarted by the player- an impossible choice, which is the reason for Lady
characters before, Lady Dashingham is looking for Dashingham’s confidence in the cleverness of her
revenge. She has shielded herself from most of the revenge.
social fallout by throwing her husband to the wolves. The best way for the poker player to win back
She has changed little since Lost Luggage, and is still his soul is for him to remember the first game of the
as dangerous and devious as before. adventure. When the game is down to two players he
can offer to split the pot and call it a day. If Nathaniel
Lady Eleanor Dashingham – Rank 12 Mistress of does so, (especially if he has fewer chips than his
Demonology (Focussed) opponent) the game ends. The remaining player
Physical Competence: +6 (probably Gerald) nods slowly to the poker player’s
Mental Competence: +9 request, his last act of humanity, and with a smile
Initiative: 11 of relief crumbles into dust, his soul bound for final
Health: 7 Dice (14 pips) release. With the pot of soul energy split, rather than
Mana: 5 Dice (30 pips) gathered by one person the ritual begins to fail. Lady
Signature Skills: Act +3, Athletics +2, Charm +4, Dashingham quickly realises the supply of energy she
Dance +2, Demonology +4, Etiquette +3, needs is no longer flowing as it should. In desperation
Fashion +2, Firearms +2, High Society +3, she continues the ritual, turning the torches green in
Intimidate +2, Lore +2, Perception +4, Politics +3, the catacombs as a signal for the sacrifice to be made.
Streetwise +1 However, it does not make any difference, the ritual
Traits: Graceful +2, Devious +4 has been ruined.
Special Abilities: Demonology spells: Ether As the ritual progresses, the arrival of Dantallon
Ribbons, Ethereal Cloak, Protected Domain, becomes more and more evident, not as a nasty
Whispering Colours, Fleeting Messenger, Summon monster, but as a lengthening of shadows and a
First Circle Demon tangible atmosphere of terrible greed and evil. If the
Combat Abilities: She uses her spells if cornered, but poker player wins the game, his soul is forfeit and
prefers to put other people between her and harm’s Lady Dashingham calls for the sacrifice as she drains
way. the poker player’s soul energy into the vortex and calls
Dantallon into the world. While this means a terrible
soul energy. Each time one of the players in the game fate for all humanity, the player-characters never live
loses all their chips, their undead body dissolves into to see it as Dantallon appears in all his might and
dust as they utter a silent gasp. The dust is swept up feasts on them all.
into a whirlwind around Lady Dashingham, who Should the poker player split the pot or the other
stands in the centre of the maelstrom gathering power player-characters stop the sacrifice, the complicated
for her summoning of the demon lord, Dantallon. ritual will fail. The vortex of energy implodes around
The dust makes it harder and harder to see as it swirls Lady Dashingham and in recompense Dantallon
around the whole room, which may give player- drags her (and the other poker player guests) into the
characters in the ballroom (except the poker player) Pale as punishment. Her terrifying screams as she
a chance to slip away and join the others in the looks into the Pale and an eternity of horror stays
basement. with those who hear them for some time. However,
If the player understands that greed is the key, the player-characters have little time to focus on such
they may attempt to lose the game. However, this terror as the force of the ritual tears the house down.
causes them to give their soul energy over sooner. Low-ranking cultists may try to stop them as they
If a player-character tries to follow this plan, the run from the house lest they be trapped in the rubble.
Gamemaster should inform them they are feeling This may be made more difficult by trying to see to
weaker and weaker as they lose more chips, and their the safety of Constance and Lottie.
skin is going a terrible grey colour. They should get Once they are out of the house, the characters
94 can watch it collapse into itself in clouds of green and
black flame. They have saved the world from being
drawn into the Pale, although sadly, few people ever
know. All that is left to do now is go home for a good What spell is that?
cup of tea. You may have noticed that we haven’t given
anyone the spell ‘Summon Dantallon’, this is
intentional. Summoning such a powerful demonic
Experience Awards being is beyond the scope of mere sorcery. The
This adventure should reward player characters Demon Lords are always interested in manifesting in
as normal with 1-3 Experience Points for each session our world, but they need to make sure their minions
of the adventure as detailed in the Core Rulebook are skilled and dedicated enough to do the job. Too
p.228. Again, the Gamemaster should take into many failed attempts by amateurs wastes the Demon
account not just their success but how entertainingly Lord’s time and energy, and attracts the attention
and believably that have played their characters. We of the Host. So the ‘spell’ to call up such a being is
also suggest a few additional awards of an Experience not so much a spell as a set of detailed instructions
Point if they achieve the following: given to only the most trusted servants. These
instructions are different each time, as the Demon
–Trading entertaining barbs over poker without Lord itself must make certain preparations on their
turning the event into a brawl. side of the portal as well. The servant is really only
–Dealing with Vincent Staples without resorting opening the door, the Demon Lord is doing the
to violence. work of unlocking and even making the door. The
–Finding a way to really help Fiona Casington preparations and requirements for the ritual differ
with her debts. wildly depending on the demon and the movements
–Investigating the Farndale-Digby estate during of the planes, making a single learnable spell simply
the party without raising the alarm or Lord Farndale- impossible. So instead of a spell, the servants learn
Digby’s suspicions or by committing any violence. a specific ritual from their lord and must carry it out
–Impressing the attendees of the ball in some way over several months or even years. While anyone
(such as a superb dance). can learn the preparations, a skilled Demonologist
–Sneaking into Bethaven without engaging with is required to perform it, as summoning up
any cultists. demonic power and dark mana is always one of the
–Remembering to ‘split the pot’ at the climax. requirements.
–Saving Lady Constance from the Bethaven
estate.

It is not impossible that one or more of the


player-characters might become romantically involved
with Fiona Casington or Constance Farndale-Digby.
Given both women are only likely to be single because
they are recently widowed, the Gamemaster shouldn’t
reward the seductive activities of a love shark.
However, additional experience may be warranted
if a player-character initiates a considered romantic
sub-plot.
All the player-characters should also gain a Rank
Point at the end of the adventure as well.

95
Continuing the
Havering Adventures
As the Victoriana line continues there will be player-characters. Trade routes to India are at risk
more adventures for the Havering family and other from piracy on the sea and in the air. As agents of the
characters. However, there are a few adventure hooks Hampson Line, the player-characters might be sent all
that remain from these three adventures. So we over the world to foil smugglers and spies, as well as
present a few adventure seeds the Gamemaster might provide assistance to Hampson agents making secret
like to use to continue the story: deals or taking important passengers on missions of
national importance. They might make a friend or
Repercussions enemy of the Pan-Asiatic Spice Company (see Faces in
The cult of Dantallon has suffered a significant the Smoke Volume II) as well.
loss at the end of Dead Man’s Hand, and it may
come looking for revenge. While this might initially A Lady in Need
mean a few attacks from low-grade cultists, sooner As mentioned before, Gerald Casington’s widow
or later the higher levels of the cult will be forced is suffering under the weight of his gambling debts.
to get involved. Instead of trying to hurt the player- This has meant some visits from some particularly
characters, maybe they attempt to induct them into nasty characters. If they don’t think to assist her,
the cult. After all, they have proved themselves to be Fiona Casington almost certainly calls on the player-
dangerous opponents. If the cult chooses to bring characters for help. Such adventures take the player-
them into the fold, the question is what can they characters onto the darker streets of London and a
tempt each player-character with? A cult of greed can world far removed from the elegant soirees they have
offer many incentives to new members, and what will started to get used to. They also discover that the fall
the player-characters do when faced with their heart’s of Abraham Tallow (unless the player-characters are
desire? helping him as part of a deal) has left a small power
vacuum that several gangs are trying to muscle into.
Rising in Society The gangs of London may be preparing for a turf war,
If the player-characters rescued Constance and and if they are not careful, the player-characters might
her daughter, they have earned the favour of someone find themselves in the middle of it.
well placed in society. This is especially true if they
also rescued the guests on the Valiant Rose. The A Silent Recruitment
player-characters might choose to use their new As they have done well against the forces of
contacts to rise a little higher in their social circles. darkness, the Silencius (see Faces in the Smoke
However, such circles are a minefield of politics Volume I) might consider the player-characters as
and deviousness. Plenty of nobles do their best to agents. They are unlikely to want to induct them
exclude interlopers. The player-characters suddenly fully into the order. Instead, one of the Silencius
find themselves surrounded with smiling enemies comes to them as a private patron and enlists their
and unsure of whom they can trust as the social web help in dealing with a suspected Demonologist or
tightens. rogue Thaumaturgist. If they do well they find more
lucrative job offers coming from their mysterious
Sky Agents patron. After a while they might decide to investigate
If they successfully defended the Valiant Rose, exactly who the patron is and for whom he works.
96 the Hampson Line may well have other jobs for the That’s when the trouble really starts…
Appendix - Playing
Poker in Victoriana
As Nathaniel spends much of the adventure
playing poker, we thought you’d find some rules
for running such games in Victoriana rather useful.
While we present the following for poker specifically,
Winning Hands
the systems may also work for other gambling games While the rules may change depending on the
your player-characters might get involved with. variant played, here is a list of the winning hierarchy
While poker is thought to have been originally of potential poker hands. Remember that each
developed in the 15th century, it was not until the assumes a maximum hand of five cards. If two
1850s (with the adoption of a full 52-card deck) that players have the same (such as both having a pair),
the game developed finally into the form it is found in the highest value cards win (so a pair of jacks beats a
today. It was especially popular among the Mississippi pair of fives).
riverboat gamblers where it gained a certain glamour
and notoriety among card games as a symbol of high Royal Flush – The highest value (10 to Ace) cards
stakes and decadent living. Poker is essentially quite a of the same suit in sequence.
simple game. Each player is dealt a certain amount of Straight Flush – Any sequential five cards of the
cards (usually five) and the one who collects the rarest same suit.
combination of cards (or of the highest value) wins Four of a Kind – All four of a particular card.
the round. So a pair of aces beats a pair of queens, Full House – Three of a Kind and One Pair in the
but three jacks beats two aces. However, the trick to same hand.
playing the game is not learning how to play the game Flush – All five cards from the same suit.
itself but how to gamble and bluff your opponent. Straight – All five cards in sequential order, but
There are many different forms of poker, and not the same suit.
although they all follow the same basic format, the Three of a Kind – Three of the same card in any
oddities and quirks to each different variant makes suit.
them very different games to play. The most common Two Pair – Two sets of One Pair in the same hand.
modern variant used for poker is called Texas Hold- One Pair – Two cards with the same value, but of
em. However, it didn’t appear until the early 1900s, so any suit.
most Victoriana characters will be playing a version High Card – Single card of a higher value than any
of Straight or Stud poker. In all games of poker, each other single card hand.
player has to make the best hand they can with five
cards. Usually, the variant determines how many cards
they are dealt, and how they might receive them. However the cards are dealt, the heart of poker
Some variants deal out seven cards with each player is not playing the game but how you gamble on
picking his best five. Other variants reveal communal your hand. Without revealing any cards to the other
cards that all the players share, as well as a small players, at each turn all players must bet chips into
hand they can keep secret. Sometimes hands are dealt a ‘pot’. The player with the best hand when they
gradually over a few turns with betting happening are revealed after betting keeps the pot. To remain
between each turn until everyone finally has a in the game, you must be prepared to throw the
complete hand. 97
same amount of chips into the pot as everyone else Game Rules for Playing Poker
(‘Calling’). However, at any point in the betting There are many ways you might want to run
turns, you can increase the current bet (‘Raising’) your characters in Victoriana playing poker. You
forcing the other players to add more chips or back might have one character playing the game, with the
out. At any point in the betting rounds, a player can Gamemaster controlling the other players, or it might
‘fold’ and declare themselves out of the round. They be that all the characters are playing poker. The same
discard their cards, but anything they have already system won’t work very well for all the ways you
bet remains in the pot. So backing out in the later might simulate the game in Victoriana, so we present
stages of betting can be very costly indeed, but better a few different rules you can use depending on your
to lose some chips than keep playing a bad hand and situation. It won’t matter what variant of poker your
lose even more. If a player doesn’t have enough chips characters are playing in-game as the rules don’t take
to cover a bet but doesn’t want to fold they can go that into account. However, players should all have
‘all in’. No matter what they have, they add all their an idea of how the game is being played so they can
chips to the pot and are considered to have covered throw the right terminology at each other as the game
any following bets. This is a last resort as losing puts goes on to get into character.
you out of the game, but it allows a poor player with
a good hand that one last try. The other players must Gambling Tokens
match the value of the ‘all in’ but the all-in player For each game, each player should begin with ten
need not bet any more regardless of the continuing gambling tokens (or ‘chips’). The actual worth of each
gambling. This means small players cannot be forced chip depends on the stakes for the game. As with a
out of the game simply by high betting, although it’s normal poker game, each player ‘buys in’ the same
not something you should try every round. amount, so no one begins with an unfair advantage
The chips each player is willing to risk each (as being able to afford to lose more allows a player
round are the only guide that other players have to to over-bet to force poorer players to fold). So each
the strength of their cards. However, the clever poker player begins with the same amount of chips, the
player with a good hand doesn’t bet too high for fear value of which might be whatever the Gamemaster
of scaring the other players off. So the best plan is to decides depending on the game. In a back street
keep adding to the bet gradually to build up the pot. poker den for lower class gamblers, each chip might
It is also acceptable to ‘bluff’; making such confident be anything from a penny to a shilling. If the players
bets that the rest of the group think your hand is so are all wealthy socialites, each chip might represent
good they ought to fold rather than risk any more. several pounds. Simply take the initial stake and
If there is only one player left who hasn’t folded he divide it by ten for a value. However, in the game the
gets to keep the pot and need not reveal his cards. So actual worth isn’t as important as who has the most.
a player with a very bad hand might bluff the others
(even the ones with far better hands) into folding after Fate Dice, Dice Pools and the Watch
making a substantial bet, leaving the bluffing player As playing poker uses a dice pool, players may
the winner by default. There is an adage among poker spend Fate points to improve their rolls, as with any
players that if you want to see someone’s cards you other dice pool. If a character has the ‘Gambler’
have to pay for the privilege. After all, if the player Talent, he can use the Fate points he gets from that
was bluffing, he may have given away signs (or ‘tells’) Talent in the same way.
that he was doing just that. Bluffing is a very cunning
tactic, but always runs the risk that someone will not
be taken in and ‘call your bluff’ by being willing to
bet until the bitter end when the cards are revealed.
The Demonic Watch
In any variant, poker is a game that requires a The watch (from Dead Man’s Hand) is very
lot of calm detachment and nerves of steel. In a real powerful, adding 3 successes to the result of the
sense you are not playing your hand, but playing a player who has it. The Gamemaster should add and
psychological game with the other players at the table. apply this bonus as she likes, without telling the
It is this psychological duel that is the real excitement player, who discovers they are winning more than
98 of the game. they should.
The dice pool used in playing poker is usually round and manage to reclaim some by knocking out
Presence + Gambling. Some Gamemasters might like an opponent. So chips are only counted at the end of
to use Wits instead of Presence, but the character’s a round. If the player risks all his chips but does not
ability in Gambling is represented by their skill. The have enough for all his opponents this is fine, he is
ability to cajole and bluff your opponents is more going ‘all in’. However, unless he cancels the successes
important that raw intellect at the gaming table. of opponents he did risk chips against he cannot
reclaim them and he is out.
One Player Playing Against the Gamemaster In addition to risking chips against his opponents,
If only one player is playing poker, the game the player may spend chips not currently risked
needs to be resolved reasonably quickly as only the to gain an additional die to his dice pool for that
poker player and the Gamemaster are involved. It round. Chips used to buy dice in this way cannot be
isn’t fair on the rest of the group for one player to reclaimed, so they should be spent wisely. As noted
monopolise the Gamemaster for very long. In this set above, Fate points can be spent in the usual ways to
up, the Gamemaster plays all the other poker players. enhance the player-character’s dice pool.
However, it may be more suitable for the other players Example: Martin is playing a Mississippi gambler
whose characters are not involved in the game to and is involved in a game on his own, so the Gamemaster
temporarily play the NPCs playing poker so you can (Karen) plays his opponents. Martin’s dice pool is 7, the
include the whole group and use the other system opponents all have a dice pool of 5 as usual. Martin has
detailed below. ten chips and he must risk one against every opponent.
In this game, assume the player-character’s He places five on the table, separately for each opponent,
opponents are average poker players, and as such and has five remaining. In round one, Martin rolls
have a dice pool of 5. However, the Gamemaster well scoring 5 successes. Karen rolls the three communal
can decide to increase these dice pools for tougher dice scoring 2 successes. The individual opponents all
opposition. The player-character rolls his Presence + now have 2 successes, plus whatever they roll on their
Gambling dice pool as usual, and he begins the game individual dice. They roll the following: Opponent 1 rolls
with 10 chips. The game is played out in rounds, with 0 for a total of 2 successes, Opponent 2 rolls 1 for a total
each round assumed to be a few hands of poker. The of 3 successes, Opponent 3 rolls 1 for a total of 3 successes,
object of this system is to see if the player-character Opponent 4 rolls 2 for a total of 4 successes, Opponent 5
can beat his opponents before losing his own chips rolls 2 for a total of 4 successes.
and being forced out of the game. Martin must now try to cancel out his opponents
Each round, the Gamemaster rolls 3 dice, which successes. He decides to get rid of his lowest opponents
are the communal dice for the player-character’s (1 and 2) as he can cancel out the 5 successes they have
opponents. She also rolls 2 dice for each opponent in total. He reclaims 2 chips, and now faces only 3
individually. Each opponent scores successes from opponents. A new round begins.
the 5 dice available to them. The player-character rolls If the Gamemaster wants to up the stakes as
their Presence + Gambling dice pool and also notes the game goes on, she can decide to add another die
his successes. to the dice pool of any one opponent who wasn’t
Each round, for each opponent they face, the defeated that round. However, if she does so, the
player-character must risk at least one chip. He then player should be able to buy two extra dice rather
adds up his total successes for the round and uses than just one by spending a chip. If the Gamemaster
those successes to cancel out the successes of his is happy rolling more dice, she might ignore the
opponents. If he has gained enough successes to communal dice and simply roll the dice pool for each
cancel out all the successes of one or more opponents, opponent. This creates more variety in the game, but
those opponents are removed from the game. The also requires a lot more dice.
player may reclaim any chips risked against opponents
who were defeated, but the rest are lost. A new round Playing Poker with Several Player-Characters
begins, with possibly less opponents allowing the This version of poker is easier as each character
player to risk fewer chips. If the player-character ends in the game is being played by a player with the
the round with no chips, he has been knocked out of Gamemaster possibly playing one or two NPCs at
the game. However, he might risk all his chips in a most. In such a game, almost everyone at the gaming 99
table is involved in the poker match, so no one is is 5 and for David is 4. The players agree they will be
getting left out. revealing two of their dice (as David has the lowest dice
As before, the dice pool used is Presence + pool they can agree to reveal no more than three). Each
Gambling. Before beginning the game, the players player rolls their dice, Bob gets only 2 successes, but
should agree on how many dice they are going to those are on his revealed dice. Charlotte gets 3 successes,
reveal to each other. This depends on the variant of only one of which is on her revealed dice. David gets 2
poker their characters might be playing. However, you successes, but neither are on his revealed dice. So all the
need only pick a mutually agreeable number. In the players see that Bob has at least 2 successes, Charlotte has
case of arguments, the Gamemaster should have the 1 and David has none. However, the actual result is that
casting vote. As everyone might roll different amounts Bob has 2 successes, Charlotte has 3 and David has 2.
of dice and must have at least one secret die, the The players now bid, going around the table. Bob
maximum amount of dice that can be revealed is equal decides to bluff, continually increasing the bet as he is the
to one less than the smallest dice pool available to the first player. Charlotte has the winning hand, but decides
players. to fold convinced Bob has more successes in his unrevealed
Each round, all the players roll an amount of dice. David decides to keep up with Bob, knowing he
dice equal to their Presence + Gambling dice pool. can at least match Bob’s revealed result. After betting
Some are rolled in front of everyone and remain is complete the players reveal their remaining dice, but
on show, the rest are rolled secretly with only that it is a draw. Bob and David both have the same result.
player knowing the result. This means each player However, as Bob has the higher dice pool he is declared
knows how many successes they have made, and each the winner and takes the pot.
player can also see some of the dice results of their If all the players agree, you might try a slight
opponents. variant on the way dice are revealed. Instead of
Proceeding around the table, each player can then rolling some dice openly and some dice secretly, each
make a bet using their chips. The first player must player rolls all their dice secretly. They then choose
bet one token and then the next player may either which dice they are going to reveal. This allows each
bid a token to match it or fold (bidding no more but player a certain amount of strategy in what they want
removing themselves from this round). This carries on to display of their hand. However, this might give
around the table, when play returns to the ‘first player’ players a little too much control, as there is still a very
he can bid another token or fold. Play cycles around random element to poker.
the table until everyone has either matched the bet or
folded. If a player does not have enough chips to cover Playing for Real
a bet they can declare ‘all in’ as long as they have one Finally, perhaps the best way to simulate playing
chip. In which case they bet everything and need not poker is to run a real game. The only problem with
bet any more, but if they lose they are out of the game. this is that each player does not have the same skill as
When all of the betting has been settled, the their character. However, that is easily solved. Each
remaining players reveal their secretly rolled dice, and player should play the game as usual, betting funds
the highest result wins the round. In the case of a tie, appropriate to their characters. At the end of the
the highest dice pool is the winner. If there is still a tie round, just before the winning player grabs the pot,
the highest Gambling Skill wins, and if there is still a each player should make a Presence + Gambling roll
tie, divide the pot between the winners equally. Any (with no Black Dice) and notes how many successes
odd chips remain in the pot for next round. The title they get. Each player can then take one chip back
of ‘first player’ rotates around the table to the left. from the pot for each success they got, representing
If a player runs out of chips they are out of the how their character didn’t actually lose quite so much.
game. Play usually continues until one winner has Instead of using their successes to reclaim their chips,
claimed all the chips. However, by mutual agreement, any player may also use their successes to cancel out
the players may call the game to an end at any point the successes of any player. This allows the winner to
and leave the table with whatever they have in front of stop players taking too many of their chips back, or
them. allow other players (no matter how much they put in
Example: Bob is playing poker with Charlotte the pot) to play against other players.
and David. Each player works out their dice pool from
Presence + Gambling, which for Bob is 6, for Charlotte
100
Index
A Band of Thugs 74 Lady Susanna Havering 8
Abraham Tallow 30 Lord Arthur Dashingham 32
A Brush with the Law 17 Lord Richard Farndale-Digby 92
A Distressed Mother 81 Lost Luggage 14
A Grand Ball 79 Madame Isabella Marie Boyd 60
Akshad and Bavesh  64 Mrs Plumworthy 21
A Lady in Distress 50 Nathaniel Havering 7
An Elegant Soiree 42 No, it’s mine! 73
An Evening Spoilt by Murder 73 Olaf Svenson 61
An Exclusive Evening 86 Patterson Briggs 11
An Overview of the Adventures 6 Playing Poker in Victoriana 97
Antagonists andProtagonists 60 Playing the Game 82
An Upper Class Party 26 Princess Louise  62
A Royal Invitation 55 Ruffians 24
August Spies 61 Selina Tamworth 10
Benny and Charlie 17 Showdown with Tallow’s Gang23
Bismarck’s Agents 61 So what do I do with this book? 6
Blood in the Skies 54 Soulless Poker Minions 91
Captain David Myles Rylance  64 Snooping Around 82
Cashing in with the Moneylender 76 Staples’ Thugs 75
Celebrities 43 Stop Thief! 15
Compo and Clegg 53 Taking the Train25
Continuing the Havering Adventures 96 Tallow and the Dashinghams 28
Constable Griffiths 18 The Demonic Watch 98
Cultists 90 The Den of Iniquity 70
Daytime Investigations 85 The Final Hand 93
Dining Among the Clouds 51 The Forest of Doom 87
Erasmus Spindle 22 The Gambling Statistics 72
Exploring Epsom Downs26 The Game 81
Exploring the Valiant Rose 48 The Havering Family 6
Facing Tallow28 The Ritual of Society 30
Former Watch Owners 74 The Royal Family 65
Hampson’s Letter 39 The Smoke Lantern 11
Harcourt Nielson 21 The Talk of the Town 39
Hellhounds 90 The Ten Bells 20
Horse-Racing inVictoriana 34 The Valiant Rose 46
I don’t have a policeman! 74 The Villain Revealed 91
Introduction 5 The Widow and the Watch 75
It’s All Getting A Bit Messy 56 Thy Daughter’s Blood 92
Jonathan Havering 9 Tobin Charterton 12
Kurtz and Jerry 57 Tollbridge Shanks 27
Lady Amelia Davasham 63 Vincent Staples 77
Lady Eleanor Dashingham 32, 94 Wyvern Races 35
Winning Hands 97

101
Suave. Sophisticated. And deadly...
Meet the Haverings, Victoriana’s most infamous family: Nathaniel, head of the family
and proof that the upper classes aren’t always in charge; beautiful and decadent
Susanna, Nathaniel’s distinctly improper wife; Jonathan, fallen to terrible vice; Selina,
a survivor from the gutter and the family’s moral heart; Tobin, wizardly academic with
a criminal side; and Patterson, because every now and then a gentleman needs a
manservant to put the boot in...

The Havering Adventures provides full statistics for the Haverings, for use either
as player characters or NPCs, and three action-packed ready-to-play adventures
showcasing the Haverings’ unique talents.

In “Lost Luggage”, track down a rogue suitcase with some very unusual contents.

In “Behold, the Valiant ones shall cry”, take to the skies in a luxury airship
brimming with intrigue and secrets.

In “Dead Man’s Hand”, learn the secrets of a strange artefact being exchanged
across the poker tables of London.

The Havering Adventures also contains a wealth of detail on the Victoriana setting,
including horse racing, the Royal Family, and poker.

And remember, as Nathaniel Havering says, “It’s not really gambling unless you have
something to lose...”

Fancy your chances?

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