Victoriana the Devil in the Dark

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    THE DEVIL IN THE DARK

    C R E D I T S

    Line Developer: Walt Ciechanowski

    Creative Director: Dominic McDowall

    Art Direction:Jon Hodgson and Scott Purdy

    Writing: Scott Rhymer

    Editing:Andrew Kenrick

    Additional Writing and Editing: Walt Ciechanowksi

    Cover Art: Andy Hepworth

    Art:Scott Purdy

    Layout and Graphic Design: Paul Bourne

    Publisher: Dominic McDowall

    Published by Cubicle 7 Entertainment Ltd

    Riverside House, Osney Mead, Oxford OX2 0ES, UK

    Reg. no 6036414

    2013 Cubicle 7 Entertainment Ltd.

    Any unauthorised use of copyrighted material is illegal.

    Any trademarked names are used in a historical or

    ctional manner; no infringement is intended.

    Find out more about Victoriana 3rd Edition and

    our other games at www.cubicle7.co.uk

    C O N T E N T S

    Introduction 3

    About Devil in the Dark 3

    Background 3

    ACT1 :THERE SS OMETHINGR OTTEN IN B REMERSTOKE 4

    Scene 1: A Lucrative Proposition 4

    Scene 2: An Unfortunate Welcome 7

    Scene 3: The Circus 10

    Scene 4: The Smith Residence 13

    Scene 5: The Wise Woman 14

    ACT2 :TROUBLE INTH EM IN E 15

    Scene 1: Breakfast with Burke 15

    Scene 2: Trouble in the Mines 16

    Scene 3: The First Devil 17

    Scene 4: Terror & Tensions in the Village 19

    ACT3 :THER EA LD EVIL 19

    Scene 1: Stoking the Bremerstokes 19Scene 2: The Horror of Bremerstoke Mines 21

    Scene 3: Facing the Devil in the Dark 21Scene 4: The Villain Revealed 22

    CONCLUSION 23

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    ~INTRODUCTION~

    In this chapter, the adventurers are hired by Sir TravisDuquesne, a nancier who has been referred to them by

    fellow Oriental club member Henry Doyle. Through hisaccountant, Sir Travis asks the adventurers to investigatethe strange happenings at a Midlands coal mine. Travelling

    to Bremerstoke village, they discover that someone has let ademon loose in the mine that has not only sparked a strike

    but threatens to ravage the countryside.

    ~ABOUTDEVILINTHEDARK~

    Originally published as a rst edition penny dreadful, The

    Devil in the Darkhas been expanded and revised for thethird edition of Victoriana. It was originally intended to be

    incorporated into Streets of Shadow, but we couldnt t itin due to space limitations. The Devil in the Darkstands onits own as a complete penny dreadful.

    Gamesmasters familiar with the original penny dreadful

    will nd most of the characters and the overall plotrecognisable, although the penny dreadful has been

    greatly expanded and includes the historical personaof Pablo Fanque, a well-known circus performer, and h

    circus. The Devil in the Dark is designed for a group beginning adventurers (or those with only one or two pendreadfuls under their belts and corsets) of any investigati

    Association. The Havering Household, the Selenium, tSpiritual Repose and Willowpin & Associates would

    most suitable, and with a little nessing the MetropolitPolice, Aetheric Branch and the Star Chamber would al

    make ne choices.

    ~BACKGROUND~

    For centuries, the village of Bremerstoke was part of a sm

    barony rmly under the control of the Bremerstoke famiA few years ago, industrialist Matthew Burke located

    coal seam beneath Bremerstoke valley. As the local farmineconomy was struggling, Burke negotiated a favourabdeal with Lord Bremerstoke to tunnel mines beneath h

    land. This has since created a power struggle in the valleas the mines have been attracting workers that former

    worked the elds in and around the valley. Thus, Burkegrowing richer while the Bremerstoke fortune dwindles.

    T H E D E V I L I N T H E D A R K

    INTRODUCTION

    Usi ng The Dev il i n the Dark w ith the Second Edition

    While designed w ith the third edition i n mind, THEDEVILINTHEDARKcan be easily used with the Second Edition rules.Simply change the year from 1856 to 1867, set the start of the Crimean War to 1866, and youre golden.

    There is l ittle change mechanics-wise. You can use the third edition statistic block s with no conversion. Gone are allthe dice pool modifiers; simply decide if the characters action is physical, mental, or social and use the appropriatecompetence dice pool. Dont worry about the Entropy and Order entries on some statistic block s; these are ignored forthe second edition.

    Third edition uses a more Victorian nomenclature for magic, but most of these changes are self-ev ident. Mana has becomeQuintessence, ether is aether, runes are sigils, and mediums, petty mages, and sorcerers have become magnetists, conjurersand hermeticists. The three types of magnetists are Clairvoyants (sensate), Spiritualists (channelling), and Goeticists(faith). Also, Beastmen and Halflings are now known as Beastfolk and Huldufolk.

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    THE DEVIL IN THE DARK

    The mines have troubles of their own. Margaret

    Bremerstoke, a secret dabbler in the occult, has summoneda demon in order to scare the miners and enable her father

    to retake control of the land. Unfortunately, the demon

    quickly became unmanageable and Miss Bremerstoke issecretly trying to nd a way to destroy it, threatening hersanity in the process.

    Meanwhile, the demon is terrorising the miners, spreadingfear and dissension. Lord Bremerstoke is quick to exploit

    this fear; while he has no knowledge of his daughtersdabbling, he is taking the opportunity presented to him.Unfortunately, Burke doesnt give up that easily and, if

    he believes that a work shutdown and a workers riot ispossible, he will call upon the military to take action. While

    the soldiers are likely to bring order to the region, it will beat the cost of many lives.

    Streets of Shadow

    While originally w ritten as a standalone penny dreadful,THEDEVILINTHEDARKis designed to fit into the narrativeof the STREETSOFSHADOWshilling shocker. Gamesmastersfamiliar with the shilling shocker will recognise SirTravis Duquesne and Godwin Cassidy.

    Should you include it, THE DEVIL IN THE DARK fits

    comfortably after the first chapter ofSTREETSOFSHADOW

    ,THEDRAGON IN THE SMOKE. In this case, it is Mr Doylethat sets up the meeting between Sir Travis Duquesneand the adventurers. Presuming they do an adequatejob here, the adventurers will be contacted againby Sir Travis for another problem hes havi ng in AREVOLUTIONARYMACHINE, the fourth chapter of STREETSOFSHADOW.

    ~ACT1~

    THERESSOMETHINGROTTENINBREMERSTOKE

    In the rst act the adventurers accept a job offer from Sir

    Travis Duquesne. He employs them to investigate strangehappenings at the Bremerstoke mines near Birmingham.

    The adventurers arrive at the village to discover that theminers are scared and the old squire is keeping the peace.

    They also meet members of a travelling circus and the

    events of Act 2 are foreshadowed.

    Scene 1: A Lucrative PropositionThis penny dreadful begins with the adventurers receivinginvitations from Sir Travis Duquesne to meet him at theOld Wessex, a distinguished old pub, at the next luncheon

    hour in order to discuss a business proposition. He lavishespraise on their previous accomplishments (assuming they

    have any) and believes that they are perfect for his situation.Presuming that the adventurers are agreeable, they should

    make haste for the pub.

    The Old Wessex is tucked inside the maze of alleys that line

    Fleet Street and, although it has a rather unassuming faade,the interior is cavernous with many small rooms. The

    Eldren proprietor of the Old Wessex, Milton Greenbriar,claims that a pub has operated here since the time of theCrusades; his grandfather used magic to save the pub from

    burning during the Great Fire of London.

    Currently the pub caters primarily to the professionalmiddle class, especially bankers, hermeticists, and lawyers.

    There is a denite lack of natural lighting in the pub, givingit a cosy or gloomy feel based on ones attitude walkinginside. Occasionally the candlelight illuminates a sigil or

    two carved on the many walls and pillars in the pub, asubtle warning not to use magic here.

    Once the adventurers enter the pub they meet HoratioWheeler, a cheerful Huldu who recognises them from Sir

    Travis descriptions and warmly greets them. He informsthem that Sir Travis is already here, occupying a table in the

    back. As he leads them to the table the maitre d suggeststhat they try the mulligatawny soup, a recipe given to

    Greenbriar by a Company Colonel that just returned toBritain.

    As the adventurers approach the table they nd Sir Thomassipping wine. He stands and greets them warmly as if their

    mere arrival has lifted a great burden off his shoulders. He

    is impeccably dressed; an Easy (+4 to pool) Wits + Fashionroll enables an adventurer to realise that Sir Travis keepsabreast of current trends and has the currently fashionablecollar, waistcoat and cufinks of a well-dressed professional.

    Sir Travis invites them to join him as Owen, a Beastfolk

    (Corgi) waiter with a thick Welsh accent, arrives and takestheir order. Once everyone is settled with a drink in hand,Sir Travis makes his offer.

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    Sir Travis is invested in the Bremerstoke Coal Company,

    which is operating mines in the Midlands. Unfortunately,his investment is currently threatened by a series of

    incidents at the mines that possibly involve sabotage.

    The workers are threatening to strike, and, although theCompany has invested heavily in the village, Bremerstokeonly has a small constabulary. The Company would have tocall in the army, which, given past history, would not end

    well and would seriously threaten Sir Travis return on hisinvestment. Obviously, Sir Travis would like to avoid that

    scenario and has convinced the Company owner, MatthewBurke, to accept a private inquiry into the matter.

    Sir Travis mentions that the local workers believe that thestrange events in the mines are of a preternatural nature,

    but the Company believes that the causes are mundane.There was Luddite sabotage in the mines early days and

    sympathisers still live nearby. The Company believes thatsomeone is attempting to frighten the miners from theirwork and ruin the Company. At this point Sir Travis invites

    the adventurers to ask any questions they may have aboutthe Bremerstoke situation. He knows about the mines, their

    physical location, and the politics driving the mines, butlittle about what lies beneath.

    The mines are located on the edge of Bremersto

    village (population: 5000).

    Until ve years ago the Bremerstoke economy w

    based around farming wheat crops and trading cattbut that changed when Mr Burke, an engineer fro

    Birmingham, determined that a coal seam ran beneathe valley. Mr Burke raised capital, bought land frothe local squire, and began work.

    The majority of the men and children over six livin

    in Bremerstoke work in the mines, working two shifof twelve hours each. The mines make a tidy pro

    which Sir Travis believes is a source of jealousy fthe Bremerstokes, whose waning fortunes have bebadly affected by the inux of local workers to t

    mines rather than in the Bremerstokes elds. As

    result there is no love lost between his lordship anMr Burke.

    Sir Travis does not know if Mr Burke has any oenemies who would like to see him ruined, not countinthe Bremerstokes.

    The Luddites in VictorianaIn our world the Luddites were textile craftsmen who destroyed the machines that they felt were replacing them in the

    early 19th century. Luddites took their name from King Ludd, a codename for their leadership. They were ultimatelycrushed by a combination of harsh military and political action as well as a recovering economy. In VICTORIANA, where theold ways are buttressed by magic and the fear that soulless technology is trying to replace it, the Luddites have becomesomething much bigger.

    True Luddites are heretics, as they have largely abandoned the Aluminat Church in favour of the old ways (particularlyCeltic Aluminat teachings). King Ludd is equated with the Celtic archon Nuada (using his Welsh name of Lludd) andhis silver arm as a symbol of technology replacing humanity (its worth noting that, in the legends, Nuada did not regainhis kingship until his flesh-and-blood arm was restored). Many conjurers are flocking to the Luddite cause, spurred on bythe ideal of the pastoral past against the tendrils of railways and cities expanding into formerly rural areas and imposinga new order.

    In 1856, Luddite groups still exist, but they are isolated from each other; there is no unified movement. Typically, new

    groups spring up whenever industry first comes into an area and slowly disappear as the locals get accustomed to the newtechnologies. Some Luddites, bowing to the inevitable, refocus their efforts on bettering working conditions and ensuringthat the new industrialists remember that their workers are people. Interestingly, while they have many points in common,Luddites and communists typically see each other as enemies. Communists note that Luddite sabotage usually affectsworkers more than owners, while Luddites see communists as part of the growing industrial machine that would not endif they came to power.

    For more information on Luddism seeFACESINTHESMOKE2: SHADOWSANDSTEEL.

    ACT 1

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    THE DEVIL IN THE DARK

    Luddites damaged the initial attempts to build the

    mine. One of their favourite techniques was to cutthe crane wires and damage the supports, causing the

    crane to collapse. They did not care who they hurt.

    If asked about what is haunting the mines, Sir Travistells them that, according to the miners, there is somesort of creature below. There have been accidents and

    people injured, but no deaths thus far. Mr Burke blamesthe injuries on the carelessness of the workers, who are

    panicking at shadows.

    If the adventurers accept the job, Sir Travis thanks them

    for their indulgence and informs them that hell have hisaccountant, Mr Cassidy, escort them to Kensal Green,

    where a private train can take them directly to Bremerstoke.

    He also says that Mr Cassidy is available to answer any

    questions they have; Mr Cassidy is waiting in a carriageoutside for the adventurers to take them to the station.

    At this point he checks his pocket watch and thanks the

    adventurers for accepting the job. Now that business issatisfactorily concluded, he needs to get to the fencing club

    for some exercise before returning to his ofce.

    Note that Sir Travis didnt mention compensation; it wouldbe ungentlemanly to do so. He expects Mr Cassidy to handlethe details while they are en route. The Gnome accountant

    meets them outside and leads them to the carriage; he isalso well-dressed, although not quite as fashionable as

    his employer. Once inside the carriage Cassidy discussesremuneration. Each adventurer is offered 50 to investigate

    and another 50 if they uncover the source of the troubles.

    Sir Travis DuquesneEldren Financier

    Physical: 9 Initiative: 8Mental: 8 Health: 8Social: 10 Quintessence: 12

    Armour Value: 2 (lined waistcoat)Special Traits: Ancestral Sword (rapier, +2 accuracy, +1damage), Clairvoyant (magic sense)

    Complications: OptimisticDamage: Rapier (10), Allen & Thurber . 36 (8)

    Godwin CassidyGnome Accountant

    Physical: 4 Initiative: 7Mental: 7 Health: 6Social: 6 Quintessence: 18

    Armour Value: 3 (lined jacket)Special Traits: NoneComplications: Secret (affair)

    Damage: Weighted cane (3), Sharps 4-shot derringer (4)

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    He makes a point of telling wealthy adventurers that 50 is

    more than the miners can hope to make in a year.

    Mr Cassidy is happy to make whatever stops the

    adventurers need before escorting them to Kensal Green.Once they arrive at the station Cassidy looks on with envyat an aerostat taking ight, noting that the Company hopesto be protable enough to purchase its own aerostat so that

    investors can arrive in style.

    Cassidy leads the adventurers to the mid-gauge trainwith huge cars for coal transport. There is a comfortablecarriage with leather-upholstered armchairs, a divan and

    a well-stocked bar. Cassidy notes that the carriage usedto be the property of Lord Bremerstoke, hence the ne

    appointments. Mr Burke used his new-found wealth fromthe mine to purchase the carriage from Lord Bremerstoke

    when he needed some money. Cassidy wishes them luckand sees them off. The trip takes the adventurers just overeight hours, depositing them, after dark, at the mouth of

    the mines.

    Scene 2: An Unfortunate WelcomeIt is dark and muggy when the train comes to a halt,but fortunately the rain seems to have subsided. As

    the locomotive pulls into a rail siding at the mines, theadventurers can see a group of people milling about. Voicesare raised in anger, and under the gas lights in the yard, the

    scene takes on a hellish quality. The damned, it seems, arestriking...

    The adventurers disembark from the train and must pu

    through the press of dirty, stinking miners, many shoutinabuse at the gures standing on a handcar, trying to sho

    over the crowd. A booming voice, which belongs to loc

    wise woman Moriah, accuses, You did this! You drothe mines deeper into the ground than before and no

    weve paid the price! Youve uncovered spirits of the deadisturbed the rest of the ancients! This drives the mine

    into greater frenzy and violence seems imminent.

    Many of the miners carry picks, spades or torches. It obvious that whoever is the target of the mobs ire does nstand a chance unless they have a regiment backing them u

    The miners take little notice of the adventurers, unle

    a member of the group is an Eldren. Any miner near tEldren adventurer sucks in his breath and takes a ste

    back. They have never seen anyone this beautiful anare momentarily stunned. This effect ripples through thcrowd as each person wonders why the person next

    them suddenly fell silent. This only causes a brief respihowever, as the miners anger at their boss is innite

    greater than their excitement at seeing a real, live Eldren.

    On the handcar, Matthew Burke a surprisingly t an

    harsh-looking Dwarf, and his foreman, Skeet, a Shrewma are trying to be heard. On seeing them, Burke motio

    them up onto the handcar in front of the assembly of mineOne of the miners throws a half-rotten fruit. Skeet catches

    inspects it, and then takes a big bite out of it. Burke motiofor the adventurers to join him.

    ACT 1

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    THE DEVIL IN THE DARK

    Burke calls for quiet. You say Im not interested in your

    welfare, eh? You think I dont care about your devil in thedark, eh? Your fortunes are my fortunes and vice-versa.

    We are all in this together, lads! Here are people Ive hired

    special from London people who know all about themystic and sorcerous. They are here to nd out what thiscreature is and put a stop to it! But we must work togetheron this, lads, otherwise we will all suffer for it!

    The crowd remains angry and boisterous. Some start

    throwing small rocks and rotten fruit. If the adventurersare on the handcar with Burke and Skeet, then they maybe hit. Although the small rocks and rotten fruit are not

    enough to cause damage, they do sting and being coveredin rotten apples is both unpleasant and embarrassing.

    If the adventurers wish to quiet the crowd, they can

    attempt an Incredibly Difcult (9 black dice) Presence

    + Bull or Charm roll (Wits + Politics may be used as acomplementary skill), unless an Eldren attempts to quiet

    the crowd, in which case it is only a Very Difcult (6 black

    dice) roll. If the adventurers fail to calm the crowd, thenthe crowd only gets more riled up, screaming that the

    adventurers are out to get the miners and that they dontcare about their welfare.

    Skeet informs the adventurers that theyve had their rstdeath tonight; a young boy was trampled by workers

    panicking at the sight of the Devil in the mine. He motionsto a tarp-covered gure, not far from the handcar, lying on

    the platform where the steam engines that run the waterlines are chugging away. If they look over the boy, the most

    obvious feature is the look of abject horror on his face.

    Matthew Bu rkeDwarf Engineer

    Physical: 5 Initiative: 5Mental: 10 Health: 8Social: 8 Quintessence: 12

    Armour Value: 3 (lined jacket)Special Traits: Order 1Complications: Rage

    Damage: Punch (2), Mariette 4 shot pepperbox (8)

    SkeetBea stfo lk (Shrew) Fore man

    Physical: 7 Initiative: 5Mental: 5 Health: 8Social: 4 Quintessence: 6

    Armour Value: 1 (greatcoat)Special Traits: Echolocation*, Enhanced SmellComplications: Little Legs

    Damage: Small club (2)*When speaking, Skeet ignores any modifiers for poorlighting. If he remains silent, 3 black Dice are added toall sight-based Perception rolls.

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    Enter Lord BremerstokeEven if the adventurers are unsuccessful at quieting tcrowd, the mob grows very quiet on its own and tur

    collectively toward the town. Three horses and hum

    riders are coming up the dirt path; Lord Bremerstoke anhis children, John and Margaret, have arrived. Thouportly and orid-faced, his Lordship has undeniabcharisma; his very presence seems to have a restrainin

    effect on the people. Speaking quietly to the workers, hwarns them of the dangers of army involvement and th

    effect that violence has on the mines and their livelihoo

    John Bremerstoke, age 22, eyes the miners and Burke wi

    barely concealed contempt. Margaret Bremerstoke isbeautiful young lady of 19. She causes quite a few heads

    turn, which makes her blush, although she does react wi

    Angry Beastfolk Mi ner

    Physical:4 Initiative: 2Mental: 2 Health: 6Social: 2 Quintessence: 0

    Armour Value: 1 (greatcoat)Special Traits: NoneComplications: NoneDamage: Punch (3), small club (4), pick (6 ignores 3points of AV)

    Lord Arthur BremerstokeHuman Land owne r

    Physical: 6 Initiative: 6Mental: 8 Health: 10Social: 12 Quintessence: 12

    Armour Value: 3 (lined jacket)Special Traits: NoneComplications: None

    Damage: Sword Cane (6), Cogswell . 47 pepperbox (10)

    John BremerstokeHuman Country Gent leman

    Physical: 8 Initiative: 6Mental: 8 Health: 10Social: 8 Quintessence: 12

    Armour Value: 3 (lined jacket)Special Traits: NoneComplications: None

    Damage: Smallsword (8), Tranter revolver (10)

    ACT 1

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    THE DEVIL IN THE DARK

    a little envy if one of the adventurers is female, especially

    if Eldren, and siphoning some of the attention. She spendsmost of the time calming her brother, telling him that the

    miners are simply afraid and that Father will sort this.

    Indeed, the miners begin to disperse, prompting anargument between Burke and Bremerstoke. Burke wants toknow how he could order his workers home; the mines are

    lying idle! Bremerstoke points out that the other option is afull-scale riot...and Burkes possible injury or worse. Burke

    accuses Bremerstoke of engineering the crisis with the intentof gaining back the mines. His Lordship sharply denies theaccusation, If you cannot tend your business, Mr Burke,

    then you too will experience those market forces that lostme these holes in the ground. With that, Lord Bremerstoke

    rides off with his children, leaving Burke fuming.

    Burke nally speaks to the adventurers, apologising for

    not having a proper reception for them, and indicating thecrowd, points out how important it is for them to bring this

    incident to a close as quickly as possible. He invites them

    to breakfast at his house tomorrow, and then has them andtheir bags taken by wagon to a local house where they are

    put up by a local widow, Mrs Smith. Their route takes thempast the circus.

    Scene 3: The CircusThe new circus is currently being built at the request of

    Burke, who wants to have happy workers. Toward that endhes retained the services of Pablo Fanque, a well-knowncircus owner currently touring Birmingham. Fanque is

    only overseeing the preparations, as he generally performswith his main company. Unfortunately the beginning of

    the latest mining troubles coincided with the arrival of thecircus, casting unfair suspicions on the circus troupe.

    Burke leads the adventurers past the circus grounds ontheir way to the Smith residence. A number of railroad cars

    atop temporary tracks sit just off the main line beyond thegrounds (the Company laid them to accommodate Pablo).

    There are quite a few workers, some part of the circus,others temporary, constructing stages, seating areas, andprops.

    Pablo Fanque is admonishing some of the workers to get

    back to work, as theyd halted to watch the goings-on atthe mine. Two of the performers, Sharpshooter Sam and

    the Snake Lady, practice their acts near the adventurersand give them sideways glances. They are suspicious ofthe newcomers but maintain a professional, courteous

    demeanour. Perhaps as a subtle warning, Sam res offseveral impressive trick shots as the adventurers pass.

    Burke tips his hat to Fanque and slows the wagon as the

    circus owner approaches. Fanque is of African descentand looks quite spry at 60. He smiles behind a bushymoustache and sports a full head of hair, although both

    are turning white with age. Pablo has some girth to his

    frame although some of this can be attributed to the extraclothing he wears to keep warm in the Midlands spring.He is quite accommodating, especially to Company men,as its the Companys money that makes this venture

    protable.

    After quick greetings, Fanque asks Burke if everythingis okay at the mine. Burke tells him not to worry and

    introduces him to the adventurers. Burke says that he has

    Margaret BremerstokeHuman Dabbler i n the Ar can e

    Physical:4 Initiative: 5Mental: 9 Health: 6Social: 10 Quintessence: 24

    Armour Value: 3 (lined jacket)Special Traits: Entropy 1, DemonologyComplications: Vow (revenge)

    Damage: Concealed knife (4), Sharps derringer (4)

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    full condence in their abilities. Fanque greets them and

    tells them that hes happy that the Company is takingthis thing seriously. He admits that hes a bit worried,

    especially for the safety of his employees. If the Company

    is not adequately treating the workers then no amount ofentertainment is going to satisfy them. Pablo fears that thecircus may become a symbol of Company shenanigans anda riot could threaten the lives of his employees, all good

    people.

    If there truly is a Devil in the mines, then Pablo hopes thatthe adventurers uncover and destroy it. He also tells theadventurers that, should they stay long enough, hed be

    happy to have them as his personal guests when the circusopens.

    While the adventurers converse with Fanque, they see

    two other performers getting into an argument. Tottieapproaches Indira and asks her if shes seen Sininen. WhenIndira says no, Tottie accusingly asks if any of her snakes

    have seen Sininen. Indira looks offended and says that hersnakes have better taste. Pablo intervenes before things heat

    up between the two women. He tells Tottie that this isntthe rst time her cat has wandered off and shes wasting

    valuable practice time. He also chides Indira for teasingTottie, knowing how much she loves her cat.

    After a few tense moments, a beaming Ogre, Tupp theAmazing Eye, walks up gently holding Sininen in his arms.

    An adventurer may spot Tupp rst, if not, Indira does sowith her snake. Tottie squeals and eagerly takes her pet.Fanque chuckles, The Amazing Eye indeed! Tupp seems

    very pleased he could help Tottie.

    Pablo FanquePablo Fanque keeps his personal history close to his chest;whether thats because he wants to maintain the mystery

    or because he simply doesnt remember it is anybodysguess. He was born in Norwich and his real name is

    William Darby, the name he rst used when he joinedWilliam Barrys circus forty years ago. He became the rst

    black circus proprietor a decade later and is quite popular,especially in the Midlands. He was an accomplishedequestrian and tightrope walker in his heyday; but now

    hes primarily a ringmaster.

    While married he is also a widower; his rst wife diedduring one of his shows when a gallery collapsed on her.He has four sons, two from each wife, and all of them have

    performed in his circus at one time or another.

    Totte Tottie Parpola

    Totte Tottie Parpola is a beautiful Finnish acrobat whorevealing costume attracts many male patrons. Indeed, sis usually the star of the show. While irty, Tottie doesn

    let anyone get too close for fear of revealing her past, whiinvolved an unfortunate incident with a Russian nob

    that had the Tsarinas favour. She absolutely dotes on hRussian Blue cat, called Sininen (Finnish for blue). Tupamuses her, and she nds it very cute that he pronounc

    her cats name Sinner.

    Pablo FanqueHuman Ci rc us Owner

    Physical: 11 Initiative: 7Mental: 9 Health: 12Social: 12 Quintessence: 18

    Armour Value: 1 (padded clothing)Special Traits: NoneComplications: Show OffDamage: Punch (3), Club (4), Blunt & Syms 0.32pepperbox (7)

    ACT 1

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    THE DEVIL IN THE DARK

    Sharpshooter SamAn ancient Huldu in his fties, Sharpshooter Sam should,

    as typical for his race, already be dead. Those that knowhim simply shrug and say hes too stubborn to die. He

    claims to have fought in all the major battles for Texanindependence (he still refers to himself as a Texian) and

    no one dares challenge his claim. He is a friend to severalNative American chieftains and carries a bark-carved runegiven to him by a medicine man.

    Sam wears a frontiersman outt that incorporates American,

    Mexican and Native American motifs. He wears a raccoonhat that should have been replaced a decade ago. Perhapsmost interestingly, Sam is a Tejano and often resorts to his

    native Spanish when frustrated or upset. His preferred

    weapons are the Whitworth revolvers and ries, which use

    hexagonal bullets.

    Indira Hollingsworth - The Snake LadyIndira Hollingsworth is an enigmatic soul. She is the

    daughter of an East India Company civilian and an Indianwoman. Largely ignored by her father growing up, Indira

    learned the secrets of snake-charming from her maternaluncle Sanjay. Her father left her and her mother in Indiawhen he returned to England. Not long thereafter her

    mother died, making Indira promise to see her father. Indirafullled her promise and joined many travelling circuses to

    pay her way to England. Once she got here, she discoveredthat her father wanted nothing to do with her. So far, Indirahas remained with Fanques circus, her latest employer, but

    she wonders whether she should go back to India.

    Totte Tottie ParpolaHuman Tightrope Wa lker

    Physical: 12 Initiative: 7Mental: 7 Health: 12Social: 10 Quintessence: 12

    Armour Value: 0Special Traits: Clairvoyance (aura reading)Complications: Narcissist, SecretDamage: Kick (6), Staff (10)

    Sharpshooter SamHu ldufol k Mark sman

    Physical: 12 Initiative: 11Mental: 8 Health: 12Social: 6 Quintessence: 12

    Armour Value: 0Special Traits: Nahuatl Hunting Sigil (+3 dice tosharpshooting)Complications: Show-offDamage: Whitworth .45 (11), Whitworth Rifle (13)

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    Indira keeps a number of snakes and always has one or two

    draped about her. Some whisper that she is an Apophid(or its Indian cousin, the Naga), but there is no truth to the

    rumours. Despite Indiras Indian heritage, Pablo encourages

    her to don Egyptian costumes as he feels that most patrons arefamiliar with Ancient Egypt (she drew the line at renamingherself Cleopatra). Indira has many trust issues and keepsher thoughts to herself. She speaks to her snakes more than

    other sapients. She is loyal to the circus and would aid itwhenever necessary, although she knows that shes likely to

    be one of the rst targets due to her background.

    Scene 4: The Smith ResidenceAfter stopping at the circus, Burke leads them to the Smi

    residence, a large house that, in addition to the adventure

    houses several circus workers as guests. Mrs Smith iskindly Gnome whose husband passed away three winteago. They ran the closest thing to an inn that Bremerstoke hand Mrs Smith continues to run it after his death. She avoi

    talking about the situation in town and the mines. Burke wnot answer any questions now, saying he will do so later

    the sanctity of his own house.

    The Snake LadyHuman Snake Char mer

    Physical: 9 Initiative: 7Mental: 8 Health: 10Social: 8 Quintessence: 24

    Armour Value: 0Special Traits: Conjure (animal companion, cat nimble,liken shape, sleep)

    Complications: NoneDamage: Kick (5), Katar (punching dagger, 8)

    Snake

    Initiative: 6 PC: 6MC: 6 Health: 8Armour: 0 Damage: Bite (2 +poison)

    Adelaide SmithGnome Innkeeper

    Physical: 6 Initiative: 7Mental: 6 Health: 8Social: 6 Quintessence: 12

    Armour Value: 0Special Traits: NoneComplications: NoneDamage: Broom (2)

    ACT 1

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    THE DEVIL IN THE DARK

    Scene 5: The Wise WomanIts possible that the adventurers may want to meet Moriah

    after theyve settled in at the Smith residence. They may even

    want her guidance later in the adventure. In any case, theylikely nd her at her home.

    Moriah Bartlewick lives just outside the village in a modest

    home with a thatched-roof that looks straight out of theTudor era. Many different types of herbs and plants grow

    around it with no apparent organisation , although Moriahknows it so well that she can retrieve the herbs she needs inseconds. A small, winding stone path leads through the ora

    to her home. Theres always something cooking in Moriahspot, and the smell emanating from her chimney is as often

    horrid as it is delicious.

    Moriah Bartlewick is an old woman whos lived inBremerstoke valley for all of her 77 years. Moriah is anenchanter and has been the de facto healer, pharmacist, and

    guidance counsellor for the villagers for most of her career.Only the recent hiring of Dr Philmont Pepper by Mr Burke

    has slowed the pace of villagers coming to her for cures.Even Father Nathan Danvers, the Aluminat parish pastor,

    leaves Moriah to her craft.

    Moriah is slightly bent in her old age and calls for the

    adventurers to come in while shes hunched over herreplace, stirring something into a cooking pot. The walls

    of the room are lined with shelves of ingredients, cookwareand instruments. Without turning Moriah asks them why

    theyve come. She assumes they are villagers looking for

    a cure; when its obvious they are not, especially if theyidentify themselves as working for the Company, she putsher stirring spoon aside, grabs her walking stick, and spins

    around, giving them a sinister glare. She then demands toknow why Mr Burke wont let the dead lie.

    As a practitioner of the Old Ways, Moriah nds the concept ofmining the lifeblood of the earth to power infernal machines

    demonic. She also believes that the valley is the nal restingplace of fallen warriors of many cultures, and that digging

    tunnels risks disturbing the peace of the dead. The sightingsof the Devil in the Dark have only conrmed her beliefs, and

    now that Devil has claimed its rst blood price.

    Moriah is a bit of a red herring, as she seems an obvious

    choice for the power behind the Devil. In truth she is just as

    mystied as everyone else but allows her beliefs to colourher judgment. In Morias mind the Devil is either an oldspirit of the deceased or an agent of an old archon, possiblyWoden. Moriah had nothing to do with the Luddites either;

    she sympathised with their cause but would not endorseviolence. All the Luddites got for their trouble was a hanging,

    except for John Bremerstoke. Moriah explains that severalLuddites implicated him when they were interrogated, as

    the young man wanted the mines to fail. Only his young ageand his fathers position kept him from being implicated.

    While she has nothing to do with the Devil or the Luddites,

    Moriah can be a source of charms or healing poultices for theadventurers.

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    Moriah BartlewickMoriah is a bent goatwoman that leans on a gnarled walkingstick for support. She wears too many layers for the weather

    and still shivers as if her bones are frozen. She carries a

    number of charms on her person and makes no attempt tohide them, even if one of the adventurers is a hermeticist.She lives in a ramshackle hut on the outskirts of the village,where she has many cauldrons brewing outside.

    Thunors Anger (Enchantment)

    Ritual Cost: 1Difficulty: 0Ritual length: 2 hrsActivation range: TouchActivation cost: 1Duration: Rounds

    To enact this ritual, the conjurer must collect rainwaterfrom a raging thunderstorm. The water must begathered into a small sheepskin bag about the size of ahand. The conjurer then sings hymns to Thunor (or anyappropriate storm god) and at the end of 2 hours theritual is enacted.

    Once activated, the bag explodes into electrical energywhen touching its target (this may be a melee attack orthrown; it can be combined with another weapon). Theelectricity itself does 8 dice damage. Once the hit issuccessful or the duration ends (whichever is sooner)the enchantment is dissolved.

    ~

    ACT2

    ~TROUBLEINTHEMINE

    The adventurers breakfast with Burke and learn a bit moabout the goings-on at the mine. When the adventurers tothe mine the Devil strikes. The adventurers enter the min

    to search for it, only to follow it back to Bremerstoke VillagThey soon discover that it seems to be Tupp, a simple-mind

    Ogre who doesnt appear to have an angry bone in his bodUnfortunately, he is captured and sent to Lord Bremersto

    for judgement.

    Scene 1: Breakfast with BurkeIn the morning, the adventurers awaken to the smell

    fresh biscuits and eggs. Skeet appears outside Mrs Smithhouse to guide the adventurers to Mr Burkes residenc

    Burkes house is a nicely apportioned two storey on the edof town. While the general decrepitude of the town behinthem dampens the overall image, it is still clear that Bur

    has money and likes to spend it. Skeet takes the adventure

    Moriah Bartlew ickBea stfo lk (Goat ) Wi se Woman

    Physical: 6 Initiative: 8Mental: 12 Health: 10Social: 12 Quintessence: 36

    Armour Value: 0Special Traits: Entropy 2, Conjure (all, includingThunors anger), Perth Sigil (+3 to Conjure rolls)Complications: NoneDamage: Staff (9), Thunors Anger (8)

    ACT 2

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    THE DEVIL IN THE DARK

    to a study, where they can wait for breakfast. The study walls

    are covered in framed engineering drawings and maps of thesurrounding land. Anyone looking at the maps can easily

    locate the mines. The books are all technical works which

    would be of interest only to engineers and others of theirilk. On the desk, should an adventurer look, is a proposalfor expanding the mine. Comparing the proposal with themaps on the wall requires a Difcult (3 black dice) Wits +

    Perception roll (Navigation can be used as a complementaryskill). A success reveals that the new shaft will undercut part

    of Lord Bremerstokes land.

    After about ten minutes, Skeet returns and says that breakfast

    is served. He leads them into a large dining room where Burkeis seated at the far end in a clean suit, looking incredibly well

    manicured. He rises and invites the adventurers to sit. Skeettakes up a seat at the opposite end. A Dwarf serving maid

    brings plates heaped with eggs, cold chicken and severalother dishes. A Difcult (3 black dice) Wits + Perceptionroll allows an adventurer to notice that Burke and the maid

    exchange several knowing glances, and the maid smirksbefore scampering back off through the kitchen door.

    If the adventurers try to ask questions about the mine, Burke

    shushes them and tells them to enjoy breakfast before gettingdown to business. There will be enough time later to askquestions. Once the meal is concluded, Burke looks at the

    adventurers and asks them to re away with the questions.Any answer that Burke gives stresses the importance of

    technology and advancement over tradition. It is technologythat will break the workers free from their bonds as chattelsof the landed gentry.

    Burke thinks Lord Bremerstoke is behind this. The town

    was dying when Burke found the coal seams and nowthe workers are growing wealthy because of Burke, and

    not wasting their time toiling for the lord on his farms.

    Any mention of ghosts, demons or anything else

    supernatural is pshaw-ed away. Burke feels the agencybehind his tragedy is wholly corporeal.

    If the workers strike, he will have no choice but to callin the army. That will lead to nothing but deaths and

    the closure of the mine, at least temporarily. The localconstabulary is too small and under equipped to deal

    with an uprising of that magnitude.

    The mine is one of the most advanced and safest inEngland. He designed it and oversaw the constructionhimself.

    The construction was hampered by some Ludditeswho continually tried to undermine the construction.

    He believes the constabulary rounded all of them up,however. Besides that was years ago. He doubts theyd

    be back.

    Theres only one way into or out of the mine, and he has

    that watched all day every day.

    He cannot think of anyone in the town, other than theBremerstokes, who would want to see the mine fail. Themajority of the town earns its livelihood either directly

    or indirectly from the mine. If it were shut down, thetown would almost have to shut down as well. As he

    muses, he recalls Moriah Bartlewick and believes thatshe may have ties to the Luddites, as she is very vocal

    around the miners. The judge in the Luddite case 5 years

    ago dismissed her involvement, but that may have beendue to the witchs curse or some-such.

    Noted circus proprietor Pablo Fanque is building a

    circus in the village. Burke saw no harm in allowingit, as his workers could use the entertainment. With

    the strange happenings in the mines, though, Burkewonders whether the exotic circus troupe has somethingto do with it.

    There are three Bremerstokes: Lord Arthur Bremerstoke

    and his two children, John and Margaret. Of the three,

    Margaret is the easiest to deal with, perhaps because sheis the youngest and seems to take an interest in the plight

    of the workers. John is angry at Burke because Burke isslowly taking away Johns inheritance. Every piece of

    land the Bremerstokes have to sell to Burke to remainsolvent is one piece of land John cannot inherit. Come

    to think of it, he would not be surprised to nd out thatJohn is the real culprit behind the problems at the mine.

    Scene 2: Trouble in the MinesBurke and Skeet also accompany the adventurers when theygo to the mines. As they approach, miners burst out of the

    mines, screaming that they quit. The guards and Mr Tibbs,the assistant foreman, are trying to stop the miners to noavail. Burke rushes up to Mr Tibbs and demands to know

    what is happening. Mr Tibbs shrugs and says that the minersheard the Devil below, calling out their sins. They quickly

    fed on each others fears and now Mr Tibbs fears a strikeis imminent. Burke shouts balderdash! and tries to stopsome of the workers, threatening to call in the army, but the

    frightened miners are unmoved. A Difcult (3 black dice)

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    Presence + (Bull or Charm) roll against Burkes (Average)

    Mental Competence roll is necessary to keep him from doingthat right now.

    New Rule : Affecting a Group

    Sometimes an adventurer may wish to affect an entiregroup of people. A peddler may be enticing customersto purchase her wares, an actor may be performingon stage, or a political activist may be trying to swaythe crowd to her side. There are many skills thataccomplish these goals and any of them (seeMAKEMEANOFFERin the VICTORIANACORERULEBOOK) can be usedon a crowd.

    To simulate this, a crowd is the same as a mob.In order to succeed, the adventurer must make anopposed roll using his skill against the mobs mentalcompetence. In some cases, a full success (2 successes)is enough, with the degrees of success modelling howentertai ned or enraptured the mob is. If persuadinga portion of the crowd is significant (such as duellingdebaters), then each success persuades 10 people.

    If there are significant characters in the audience,then they may make separate rolls to see if they areindividually persuaded, rather than being lumped

    in with the mob. This could result in interestingcircumstances where an adventurers impassionedplea causes a criminal masterminds minions to backdown, leaving the mastermind exposed and alone toface the adventurers.

    Once Burke has calmed down, he orders the adventurers

    into the mine with Skeet to look for this creature. After all,what is he paying them for not for having breakfast! He

    conrms with his guards that the hatches to the mine wereclosed after the incident and only opened this morning.

    Skeet ensured that no one remained in the mines lastnight and Mr Tibbs kept an eye on who was going in andcoming out this morning. There is no other way out, so

    Burke logically thinks that whoever killed the boy muststill be in the mines. Burke still dismisses the idea that the

    Devil is a ghost.

    The mine is typically entered by a handcar or ore car that

    goes to an upper assembly area. The mine is vast enough

    that walking its entirety could take a long time. At th

    upper assembly area there is a steam-powered lift cage fthe workers, and another to bring ore up to be dumpe

    into ore cars. A ride in the lift can be disconcerting; it do

    not descend smoothly. It moves in ts and starts and caoccasionally sway from side to side giving the impressio

    that it is getting ready to fall out of control. If anyone genervous, Skeet tries to calm them by telling them th

    it happens all the time; the cage only fell once and sompeople even survived!

    At the bottom of the lift, 200 feet below the surface is thlower assembly area. Here is where the foreman organis

    the ore cars going up and down the various lines and whethe ore is dumped into the lift buckets to go to the upp

    assembly area. There is a little overseers shack in this arewith gas lamps for the foreman. The respective lines run o

    from this assembly area.

    Skeet points out the things of note here: the air hoses th

    are connected to a steam engine on the surface that pumfresh air into the mine and helps keep the water table fro

    rising into the mine. He adds that an unfortunate side effeof the increased quality of air is the lower ashpoint for tcoal gas and dust in the air. A stray spark could result in

    bad explosion. To deal with the risk of unnecessary sparkinfrom the use of picks and spades, water hoses provide

    new method of burrowing the coal out of the walls. Higpressure water knocks down sections of the tunnel wa

    without risking sparks and ashouts explosions causby the coal gas and dust in the air.

    Once into the tunnels, the atmosphere of the place surprisingly warm and damp. The darkness, even wi

    the lamps, is near complete. Adventurers can see no mothan a few feet in front of their light (even Night Visiois of little use down here). The mines are noisy, ev

    with no people or work the groaning of the earth, thcreaking of the support beams, and the crumbling of th

    walls. In numerous places, the walls and support beambow dangerously, making heading down a given shaftdangerous proposition.

    Scene 3: The First DevilAfter about an hour of searching, Skeet is ready to give uand consign the attacker to the world of the supernatur

    With a Difcult (3 black dice) Wits + Perception roll, adventurer hears something further down the shaft, t

    loud wailing of Sinner! Sinner! If they succeed, they swhat looks like a burly man moving toward them. The G

    ACT 2

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    THE DEVIL IN THE DARK

    should secretly make a Difcult (3 black dice) roll for any

    adventurer with the Clairvoyance skill, if the roll succeeds;the adventurer has a sense of impending, infernal evil (this

    is caused by the actual demon and not related to Tupp).

    If they do not succeed at their Perception roll theysuddenly see a ash of two large red eyes, which dim asthe adventurers nd themselves face-to-face with neither a

    man, nor a ghost...but a massive, burly gure blackenedfrom the coal dust that barrels into them from the direction

    of where the red eyes ashed. There is also an animalisticscreech (Sininen is scared).

    Unbeknownst to the adventurers, Tupp has entered themine through a secret entrance, following Totties cat. In

    his desire to make Tottie happy he continued to followSininen until he nally caught her, accidentally spooking

    miners along the way. The Devil has also been active and,once Tupp nally scooped up Sininen, the Devil spookedTupp. He is now eeing the mines the way he came and the

    adventurers are unfortunately in his way.

    Skeet bolts. He grabs his lantern tightly and runs backtoward the lift. In the fray, a Difcult (3 black dice) Dexterity

    roll is necessary to keep from dropping their lamps. If alamp is knocked from an adventurers grasp, there is a 1 in6 chance of a ashout, causing 6 dice of re damage and

    leaving them to stumble around in the dark for severalrounds because of the blinding ash. Their assailant does

    not attack to kill however; he is merely trying to push hisway through. In the advent of aashout, or two successfulattack rolls by the creature, it pushes its way past the

    adventurers and on into the dark.

    Tupp should make his escape at this point (the Gamesmastercan call a Scripting Die here; its actually not being used by

    Tupp, but the Devil itself!). Characters that make a Difcult(3 black dice) Wits + Tracking roll follow their assailant intoan area where fresh air is coming into the mines. It takes

    approximately half an hour reach this disused series oftunnels, where the coal played out several years ago and the

    shaft forgotten. There is another entrance into the mines!

    They also nd tracks leading back to the village; they are

    massive, indicating that their target is at least eight feettall. Unfortunately, the tracks are too muddled as the

    adventurers get near the village to follow.

    TuppTupp is a large Ogre with a photographic memory, although

    he understands little of anything complex. Born Robert Hilland dubbed the Amazing Eye for his rst few acts, Tupp

    earned his nickname when Pablo began betting people twopennies, or tuppence, that the Amazing Eye could recall

    something quickly seen or recite long poems. His fellowperformers soon dubbed him Tupp and the name stuck.Hes now billed as Tupp, the Amazing Eye.

    Tupp is sweet on Tottie and she treats him like a little brother.

    Its this relationship that gets him into trouble when he runsinto the mines to retrieve her cat. He knows that he cantpronounce Sininens name so he just shouts Sinner! when

    calling for her.

    Arthu r TibbsGnome Assi stant Foreman

    Physical: 6 Initiative: 7Mental: 6 Health: 8Social: 6 Quintessence: 12

    Armour Value: 2 (lined waistcoat)Special Traits: NoneComplications: NoneDamage: Small Club (2)

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    Scene 4: Terror & Tensions in the VillageThere is only one creature of that size in town, and anyone

    asked points the adventurers toward the circus, where anOgre goes by the name of the Amazing Eye. As if by magic,

    or a frightened Skeet, Burke hears about the adventurersndings. Other villagers have spotted Tupp returning to

    the circus and the information is spreading.

    The Amazing Eye, or Tupp, is now back in his wagon,

    removing the soot with a wet sponge and tending to anywounds. Sininen is back with her mistress. He opens the

    door if the adventurers knock; he is quite pleased withhimself for nding Sinners. He admits to going into themines late last night and not coming back until he found

    Sinner. In spite of being of low intelligence, he remembers

    every detail of being in the mines and says that there

    something scary in there.

    Unfortunately, the adventurers dont have much tim

    to clear things up. Within a matter of minutes after tharrive, Burke, Skeet, and several burly miners arrive wi

    chains. Tupp doesnt resist; he thinks hes being arrested ftrespassing in the mines and that Mr Fanque will clear th

    all up. If the adventurers try to intercede Burke reminthem who they are working for and that they can appetheir case to Lord Bremerstoke.

    Pablo Fanque rushes over to protest but Burke intercepts him

    Its obvious that Burke feels embarrassment for inadvertenbringing the Devil to the mines and causing all of t

    trouble. He wants Lord Bremerstoke to see the culprit assuage the hard feelings that have built up over the incide

    and to seek justice for the young boys death. An adventurmaking a Difcult (3 black dice) Wits + Perception roll seTottie petting her cat. Shes obviously upset at whats goin

    on and whispers tearfully to her pet, dont worry, SinineIm sure Tupp will be okay. If approached, Tottie admits

    the adventurers that Tupp had just returned her cat to hboth of them covered in soot.

    If asked about the back entrance, Burke denies anknowledge, telling the adventurers that the Bremerstok

    probably dug it on their own to skim some coal out of himine. He assures them that, once this matter is settled, he

    make sure that shaft is dynamited and shut down forevBurke asks them to accompany him to the nearest thing a justice of the peace Lord Bremerstoke is the Minister

    Parliament for the village.

    ~ACT3~THEREALD EVIL

    The adventurers further discover that Lord Bremerstokedaughter has been looking into ancient creatures and curs

    that have been haunting the area. Suddenly, the true horronce again rears its head and the adventurers must destrit before it claims more lives.

    Scene 1: Stoking the BremerstokesHis lordship is still asleep when the adventurers and th

    angry procession arrive at his grand, gray stone mansioAs soon as a Clairvoyant steps through the gate, he

    Tupp, The Amazing EyeRank 8Ogre Performer (Focussed)

    Physical: 8 Initiative: 0Mental: 3 Health: 28Social: 4 Quintessence: 0

    Armour Value: 0Special Traits: Photographic MemoryComplications: 0Damage: Punch (7), large club (12)

    ACT 3

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    THE DEVIL IN THE DARK

    she gets a drumming headache. The lands are still well-

    manicured, the house clean and neat; a sharp contrast fromthe dirty, dank atmosphere of the village. They are asked to

    wait in the library until Bremerstoke can join them.

    At this point, one of the adventurers should notice anancient wood and leather-bound book on a reading table.It is in sharp contrast to all the other books in the library,

    which are fairly new. If someone opens the book, he seesthat the language inside is an ancient form of Gaelic. A

    Clairvoyant that succeeds at a Difcult (6 black dice)Resolve + Clairvoyance roll detects a palpable aura ofmagic that practically rolls off the pages.

    An adventurer that makes an Average Wits + Lore roll

    recognises it as a grimoire of some sort. An adventurer thatmakes a Difcult Wits + magical skill roll recognises the

    patterns in the writing as some type of evocation ritual.They dont get far before the door opens and MargaretBremerstoke enters the room.

    Margaret is quite upset that Tupp is in chains and demands

    that they be removed. Burke politely declines, claiming thatonly Lord Bremerstoke can exert that privilege. Margaret

    claims that the mines are haunted by an actual spirit and aliving Ogre hardly qualies.

    If directly asked about the book Margaret sighs and slides itback onto a shelf. She explains that Moriah got her thinking

    that maybe an old spirit was haunting Bremerstoke andthat shes been reading about old local legends to see if she

    could uncover anything. So far, she has several ideas butnothing rm (it takes an opposed Empathy roll against her

    Mental Competence to realise that she is lying).

    Any further inquiries about Margaret have to wait as JohnBremerstoke strides into the room, allowing the door to

    crash behind him like a conquering warlord. Hes practicallygloating, as he isnt surprised at all about Tupp. John guredthat the source of the fear had to be something mundane. The

    poor miners were duped by a stupid Ogre! Margaret jumpsto Tupps defence and claims that hed never hurt anyone,

    unlike Johns involvement with the Luddites a few yearsback. This accusation causes Johns cheeks to ush.

    Just as John is preparing a scathing retort the door isthrown open again, crashing into the wall a second time.

    His lordship bellows for both his children to be quiet and

    leave him with the prisoner, the esteemed Mr Burke andhis guests. Both children harrumph and storm for the door.Lord Bremerstoke is obviously hung over, but he managesto be civil to the adventurers.

    Burke demands that Bremerstoke hear the case against

    Tupp, but Bremerstoke refuses. He says that he is neithera judge nor a justice. Perceptive adventurers (an average

    Wits + Perception roll) notice that Bremerstokes constantrefusal of Burkes demand for justice is making the old mansmile. Anything he can do to deny Burke pleasure brings

    Lord Bremerstoke pleasure. He spends a good half hour

    thwarting all of Burkes demands, watching Burke growredder and redder.

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    At the end of the half hour, or if the adventurers intervene,

    Lord Bremerstoke explains that if the Ogre is the guiltyparty, then there should be no trouble this evening if the

    Ogre remains in chains. He then dismisses everyone. If the

    adventurers advocate for Tupp, Lord Bremerstoke saysthat, until a magistrate can get here, the safest place for theaccused to be is in custody; otherwise someone may try totake the law into his own hands.

    As they head down the walk, Tupp in tow, Burke turns

    to the adventurers, saying that events in the mansion justcemented his belief that the Bremerstokes are behind theproblems in the mine. When he nds out exactly how they

    are disrupting his livelihood, he will make them pay dearly.He brags that he will be living in the mansion before the

    summer is over if he gets his way. There is only one wayto prove the Bremerstokes are behind it, though; he needs

    to get the workers back into the mines. Ominously, darkclouds and heavy rain move through the village.

    Scene 2: The Horror of Bremerstoke MinesBurke invites the adventurers to attend the reopeningof the mine tonight. Once that nights shift starts, Burke

    promises to pay the adventurers their fee and arrange fora comfortable locomotive ride to take them back to the city.

    They even have the option of spending one more night atMrs Smiths if they wish.

    As they arrive at the mine, miners are heading through thelarge doors. Burkes men have informed the workers of the

    arrest of Tupp and the miners report for work at six thatevening, embarrassed and angry that they were frightened

    by a circus Ogre. The miners treat the adventurers withgrudging respect. Sure, the adventurers saved their jobs,but they also pointed out that the miners were afraid of

    something mundane.

    If the adventurers inquire to the whereabouts of Tupp,they are told he is being held in a shed near the mineentrance. Anyone who goes near the mine entrance easily

    hears his plaintive cries and sobbing. Occasionally, sob-

    choked cries of What did I do? and I have to performin the show! are heard. He is a pitiful creature and theadventurers should be made to feel sorry for him. Anyone

    who approaches the shed is threatened by a minerwielding a stout hammer.

    As the last of miners head into the mines and Burke reachesfor his purse, the skies nally open and a deluge of biblical

    proportions crashes down on the adventurers. As Burke

    yells at the adventurers to head for his ofce, there a

    screams of terror coming from out of the mine! Miners onagain stream out of the mine, running as fast as they caWhen they hit the rain-slick ground, they begin to slip an

    slide, ending up a muddy pile of people thrashing to gaway. As the adventurers run through the mud to reac

    the mine, they need to succeed at Difcult (3 black dicDexterity + Athletics rolls or end up sliding in the muslowing down their approach. They also need to force the

    way through the throng of miners still pouring out of tentrance.

    Any Clairvoyant is overwhelmed by the feeling of pure ev

    crawling out of the shaft. There is no need for a Medium roll their Clairvoyance skill.

    Inside, they see Skeet at the controls of the steam lift, yellin

    down the shaft for people to get off the lift. There are tmany people on there. The passenger lift is unable to movthe miners have swamped it and the engine cannot lift th

    cage. Skeet looks up as the investigators come running iHe tells them that if they want to go down, they can dso by riding in the coal buckets on the other lift. Riding

    the buckets is a risky proposition. Only two human sizeadventurer can t in a bucket. Three smaller adventure

    or one larger adventurer can ride in a bucket, if the parcontains any Ogres, Dwarves or Gnomes. To add a furthelement of danger, the buckets swing and an Avera

    Dexterity + Athletics roll is necessary to keep them fro

    capsizing and inging the adventurer down the shaft whethey take damage for falling.

    Scene 3: Facing the Devil in the DarkAt the bottom, they nd something no one could expe

    a dark shadowy gure with glowing eyes. Black smorises from the beast as it batters the miners and howin a voice that sounds like it is coming from a thousan

    opened graves. The broken bodies of several miners lcrumpled on the ground at its feet. This monstrosity

    obviously some kind of spirit from the Pale, dragged inthe world. With a successful Very Difcult (6 black dic

    Wits + Lore roll, an adventurer recognises the beast asdemon. They also know that the only way for a demon appear on this place is to be summoned up by necroman

    or demonology!

    They can battle the creature, but it eventually ees throuthe mine and out the entrance that Tupp used. If tadventurers give chase, bystanders can inform them that

    is seen headed for the Bremerstoke residence!

    ACT 3

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    22

    THE DEVIL IN THE DARK

    The Devil in the DarkThe Devil in the Dark looks like a partially manifestedhumanoid with loose, pasty skin and blood red glowing

    eyes. Parts of its body icker in and out of existence and itconstantly wails in pain with a jaw too large for its face (like

    a snake). The demon is wrapped in a smoky haze.

    Scene 4: The Villain RevealedAs the adventurers arrive at the mansion the servants areeeing the building. The screaming and wailing of thebeast echo from all the windows, shattering several of

    them. As they enter, they nd John Bremerstoke, batteredbut resolute, armed with a shotgun. He looks up at theadventurers and yells over the screaming that his sister

    is trapped in the library with the creature. He intends toblow its brains out! His father is outside the library, either

    knocked out cold or dead, a halo of blood around his head.He tried to save his daughter, but the beast was stronger.

    An Average Wits + Medicine roll indicates that he is stillalive and in no danger of dying. They must either force the

    doors with a Very Difcult (6 black dice) Strength + Mightroll to break down the doors. Alternatively, they can sneakaround outside and enter by a window.

    Inside, the library, they nd Margaret, cowering inside a

    hastily drawn circle of protection, trying to desperatelycontrol the monster! As she sees the adventurers, herhair ies wildly as she screams, Keep it busy maybe

    can send it back while she ips through the

    The Devil in the DarkPhysical: 15 Initiative: 9Mental: 9 Health: 20Social: 12 Quintessence: 30

    Armour Value: 6 (aetherial nature)

    Special Traits: Entropy 6, Aethereal Nature, AetherealStrike (Armour ratings are halved against its attacks),Regeneration (4 pips per round)Complications: NoneDamage: Claws (8), Bite (10)

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    book they saw in the library earlier. The spirit is insane,

    angry and hungry; it turns on the adventurers and awayfrom Margaret, who it cannot currently reach because of

    the circle of protection. A sorcerer in the party would be

    able to lend a hand in dismissing the demon if he knows anappropriate spell, such as Quiet.

    As the beast advances on the adventurers, it opens its maw

    and saliva drips out, burning holes in the oriental carpet.The adventurers must distract the beast for ten rounds

    while Margaret nds and casts the appropriate spell. Asorcerer in the party can shorten the necessary time by threerounds. If they are successful, the beast lets out a horrible,

    gut wrenching scream and almost melts into the carpet.

    If the beast is banished, Margaret immediately starts cryingand confesses that she has been playing the demonologist.

    Margaret hated what Burke was doing to her fathers landand the industrialist made matters worse by trying to courther. She called up a demon to spook the miners. Shed

    hoped that a general strike and haunted caves would beenough to make the Company leave.

    Last night, she learned that she could not control the

    creature when it killed the boy. Shes been trying to banishit ever since and must have really angered it this time.Adventurers reading the tome soon discover that the

    creature feeds on death and used the boy to break the bondby scaring him into a fatal accident. With the deaths of

    several miners, Margaret was no longer in control.

    When Lord Bremerstoke is roused (he was only knockeout) he orders Tupp released and his daughter held un

    she can be properly seen to the Guild either sendshermeticist with a Dark Arts licence to take her and the bo

    into custody or requests that any card-carrying membeamongst the adventurers do so.

    ~CONCLUSION~

    The next couple of days are busy as the town returns

    order and things are set right. Tupp is cleared and allowto rejoin the circus. Burke asks the characters to accompanhim as witnesses when he goes to demand restitution fro

    Bremerstoke. It was his family that killed his miner ancaused his mine to be shut down. Bremerstoke hems an

    haws, but sends a servant for his cheque book.

    Burke profusely thanks the adventurers for their derrindo and ensures their free ride back into London in thcomfortable train carriage. They soon receive payme

    from Sir Travis through Cassidy for their services.

    Depending on how the adventurers do they may receivePropriety (Reputation) die, especially given that Sir Travis sure to extol their abilities. Sir Travis will also keep the

    in mind for future services, whether for himself or anyowithin his circles. Of course, should they perform miserab

    then a Notoriety die is probably in order.

    CONCLUSION