Friday, August 7, 2015

Victoriana Monster- Fear Gorta the Hungry Man



Left destitute, homeless, and slowly dying from the Great Famine, countless Irishmen immigrated to the industrial centers of Great Britain, looking for work and food. They brought with them stories (or more than stories) of Fear Gorta, the Hungry Man. 

Fear Gorta is a boney Limbed, sunken eyed, and thin skinned emaciated specter that ask for food or funds from strangers. Dressed in rags, it looks like a man dying of starvation. It may knock on doors or ask for charity from people passing in the street. If it treated kindly it will bless the household with good fortune and prosperity, but if mistreated Fear Gorta brings hunger, pain or destruction. 

The Fear Gorta may also hold the secret for making Fear Gortach, the Hungry Grass. Any person walking across a patch of Fear Gortach will have a sudden sensation of ravenous hunger. They are not actually starving, but the sensation is so overpowering, victims may overeat to the point of death. The blades of hungry grass are crumbly and dry like old leaves, and patches of it are usually shaped like the silhouette of a man lying down.

What is the Fear Gorta? 
Here are three different explanations for the Fear Gorta. Each explanation shares the base attributes (Physical, Mental, etc) but has special rules that customize it’s abilities to match the back-story. 
All incarnations of Fear Gorta have the following special attack: 
Withering Blight 
The Fear Gorta makes an opposed Mental Competence roll against his targets Fortitude. If the Fear Gorta wins he reduces his opponents Fortitude, and his opponent must pass another Fortitude check to remain conscious. If his target wins the opposed roll, there is no effect.
The target of this attack will remain unconscious until their mouth is full of food, and their lost Fortitude will be restored by a large meal.

The Fear Gorta 
Physical: 8 Initiative: 6 
Mental: 7 Health: 16 
Social: 6 Quintessence: 36
 
The Fear Gorta is an ancient fey creature so fascinated by human need it masquerades as a beggar to experiment with generosity. It may make a simple request for a few pence or it may ask for enough food to feed eight people. Its desires may be capricious, but the rewards and judgments on its subjects are reliable (if unsubtle). 
Armor Value: 3 
Special Traits: Face Change, Fear, Life Drain, Wall-Crawler 
Complications: Fascination (generous and miserly behavior), Vulnerability ( Iron), 
Damage: 6

The Fear Gorta is a lesser demon of greed, and covetousness. It followed the hungers of the Irish to the cities and now it wallows in the needs and hatred of greedy men. If a man is kind to the Fear Gorta it blesses him with cursed prosperity leading to his inevitable corruption and greater need for more. If a man is rude to the Fear Gorta it takes what he has and leaves him with only his hunger. Rich or poor all feed the Fear Gorta’s desire to their inevitable destruction. 
Armor Value: 5 
Special Traits: Air of Festering Decay (Damaging Body), Fear, Insubstantial, Hand of Pestilence (Life Drain), 
Complications: Hunger (must cause prosperity or devastation to a person every Friday at least), Damage: 7

The Fear Gorta is the ghost of Irishmen that died of hunger in the great famine, pitifully fumbling for justice in the afterlife. They drift into the paths of those connected to their families to test their generosity, and try to provide anonymously for their loved ones. Their wrath for societies’ injustices is terrible, but their ability to recognize their targets is negligible. 
Armor Value: 0 
Special Traits: Ghost (cannot be killed, but can be put to rest), Fear, Insubstantial, Flight, Complications: Bound to the Welfare of its Loved Ones, 
Damage: 5

Potential Hooks 
Rumors have spread through the local taverns of mysterious deaths at a nearby mill. A number of local extortionists have been found dead, their bodies emaciated and filthy. All signs show that the men died of starvation, but witnesses state they looked healthy just the day before.

The Society for the Aid and Benefit of the Destitute, a charity led by a number of upper class ladies, crusades for cleaner safer streets, alms for the poor and to get rid of the Irish. They meet regularly in a private room at a very exclusive restaurant. Who replaced the garnish on their plates with Hungry grass?

Friday, July 31, 2015

More Portraits- Orcs!



This week's post is fanged and misunderstood. I added four portraits to the gallery. One is a pretty halfling, and the others are something new: three tough and craggy orcs.This is my favorite batch so far. The orc-y style was very simple to do, and all three are very obviously orcs.
So if you plan on playing an Orc, feel free to use these as character portraits.

Friday, July 24, 2015

Adventure Idea- the Skeletons in Benjamin Franklin’s Closet Are The Bodies In His Basement.



Recently it was brought to my attention that in 1998, 10 skeletons were found in the basement of a house in London. All of the bodies had tool markings on the bones. The skeletons dated to the mid 1700s when American statesman Benjamin Franklin rented the house. 
After wondering why I hadn’t heard of this already, my second thought was that this discovery would be great for a Victoriana scenario.

A Bit of Background
Between 1757 to 1762, and from 1764 to 1775, Franklin lived in a London home rented from a woman named Mary Stevenson.  His mission in England began with the politics of Pennsylvania and expanded, with the threat of Rebellion, into his becoming the colonies’ spokesman to the British Government. 
During his years in the Stevenson home, Franklin grew close to Mrs. Stevenson’s son-in-law, William Hewson.  The bodies found in the basement were probably the remains of dissections performed by Hewson, who was an anatomist. Hewson later died because of an infected cut suffered during a later dissection in 1774. 
Franklin’s house would have been the perfect spot for Hewson’s illegal scientific exploration. His mother-in-law owned the property, the current tenant was a friend of his known for scientific curiosity, and a gallows on one end of the street and a wharf on the other provided easy access for the deliver off specimens.

As creepy and morbid as that is, in Victoriana we can nudge that in a number of directions. Here’s an explanation for the skeletons, and an adventure

Skulls and Shovels
Benjamin Franklin, William Hewson and a team of anatomists and resurrection men (criminals who stole bodies to sell to dissectors) waged a secret war against necromancers across the graveyards of London. The bodies buried in the basement are captured zombies that were dissected in an attempt to find clues pointing to the identity of the necromancers. After bringing the chief necromancer to justice, the macabre cadre split up. 

One Hundred years later, the player characters find evidence of new zombies being made with a familiar technique. The necromancer is back with a sickly plot of revenge if he can get his hands on the remains of his old enemies, or their ancestors. 
Investigators can look into old newspaper reports with chilling similarities to the day’s headlines, find the group’s abandoned headquarters under Franklin’s house, fight body snatching minions in London’s cemeteries, and recover equipment to handle mobs of the undead.

Alternatively, the concept of a secret society of criminal medical practices hunting zombies would make for a great association. Perhaps the group did not disband and the players are the next generation of the grave digging conspiracy.  Depending on Benjamin Franklin’s race, he could be alive to recruit the investigators into the adventure or serve as the villain. An eldren Franklin is in his later years, a dwarven or gnome Franklin is very long lived.

Saturday, July 18, 2015

More Portraits

This week's post is very photogenic. I've added a Portrait Gallery to the Navigation Bar. You can find all the Victoriana portraits on one page, arranged by subrace. Feel free to use them in your games as PCs or Npcs.
All of these portraits start as images from two very special Flickr pages: the British Library and the Internet Archive Book Images. I smush and scrunch the images (and add the occasional deer head or fangs) until I get the effect needed to identify the face with a Victoriana race. Enjoy!


Friday, July 10, 2015

Skullduggery in Motion- Deleted Content from Saltwater Tears

Now that all the synopses of Saltwater Tears and Istanbul Intrigue have been added, I thought it might be helpful to illustrate a flaw of my campaign preparation. I tend to overthink my campaigns and I get far too ambitious for the amount of time I have to run the game.In this case, I had to cut a number of side plots, encounters and even the main plot line.
As a warning for others (and to remind myself of this foible), here is some of the content cut from the campaign.

Deep at the bottom of the Mediterranean Zat, a powerful Efreet, lies trapped in a prison of bubbles and currents. A rogue French admiral leading a crew of pirates on a legendary ship, the  Poisson Rouge, is searching for Zat in the hope of enslaving him to power his ship.
The admiral was going to be an Eldren who served under Napoleon and refused to surrender. He terrorized English shipping in the Mediterranean with a magically enhanced ship. My intent was to have the player’s encounter a wreck caused by the  Poisson Rouge, later have to run from the Rouge, and at the climax fight ship to ship over Zat’s prison.
If the players released Zat and set him free, the efreet would grant them 3 wishes (there were 5 players). I wrote up a few rules for the wish such as cannot use the words “and” and “or”, cannot change past or future, and no wishing for more wishes.
Additionally, with a successful Lore roll I would give a little advice for dealing with djinns. The simpler the wish, the less the interested the djinn will be in corrupting the wish. Djinn love a challenge, so the more a petitioner tries to make an ironclad wish that cannot turn out wrong the harder the djinn will try to find loophole.

A ship in the convoy, the Penguin, is on a secret mission to look for Zat and has diving equipment to look for the djinn. The crew hopes to capture Zat to empower an experimental military airship.
I wanted to add some mystery to the convoy. The players would notice that the crew on the Penguin is secretive and some odd equipment would be on their deck. During the fight, the Penguin could be distracted by their mission or be able to help if the players come up with any crazy ideas using diving equipment.

The Purser has contacts in every port. He leaves every port with cargo to smuggle. Players may be able to help.
Before the cuts, there was a lot more shore leave. I wanted to give the players lots of time to explore and get into trouble. The ship was going to stop in Algeria, Malta, and Crete on the way to Istanbul. After cuts, Malta was the only stop remaining.
Many of these sub plots would have involved some time in port to find some item needed. I thought a shifty officer could open up some criminal enterprises and give the players a starting goal in every port to lead to adventure.

A midshipmen was a crewmen on a boat sunk by the  Poisson Rouge. He wants revenge and he has a plan.A little bit of this made it in at the climactic fight. I gave the plan to the captain of the Unicorn and he tasked the players to carry it out. They released the Elemental spirit powering the ship and the spirit tore the ship apart.

A sea hag appears to give the sailors fortune and make some money. Careful not to insult her.
No part of this made it in. I wanted to pull in some sailing superstitions through a small nautical curse or blessing. I’ll use it someday.

A fellow crewman has a terrible aversion to crustaceans, too bad he attracts them. Like the sea hag, none of this made it in. I was going to give this plot to an NPC the players liked and would want to help. There were a few candidates, but like the rest it had to be cut.

Looking over this list, it’s not as bad as I thought. Some these ideas are good and I will use them later. Others would have been fun, but I don’t regret their cutting. I am glad the campaign didn't end with the wishes. Who knows where the players would have ended up with that opportunity!
It is obvious I did not learn from my last overambitious campaign as I’m doing it all over again right now, but I suppose it’s better to have a stock of surplus good ideas, than a lack of them.

Saturday, July 4, 2015

Skullduggery in Motion!- Istanbul Intrigue

Synopses for the adventure Istanbul Intrigue have been added to the campaigns page.

At the conclusion of last summer's naval campaign the party came ashore in Istanbul. I didn't have an adventure in mind and seeing as Istanbul was the capital of the Ottoman Empire it was a natural time for a prewritten scenario from the D&D setting: Al Qadim. Al Qadim is a great fantasy setting centered around the tropes and textures of the Arabian Nights.. The exotic flavor fits the expectations of Victorian Englishmen abroad.

I ran the adventure "Twelve Flawed Sapphires" from the book "A Dozen and One Adventures". It's short, simple, and works as a transition to the next campaign.  I had already converted the NPCs and encounters to a dice pool rule set  making conversion very simple.

It ran very well, and worked as a 2 session break between lager stories. I did not change very much, but I did add a Gen that could be indebted to the party, and I kept the entry to the adventure open so I could add it to whatever trouble the player characters looked for in port.
The experience of adapting a written adventure from D&D came in very handy in the next campaign.

Friday, June 26, 2015

Skullduggery in Motion!- Salt Water Tears


I added a record of another Victoriana scenario played by my group to the Victoriana Campaigns page. This was a very experimental adventure with its own challenges.

When one of the first players in my gaming group was leaving to his first year of college I asked him what he wanted to play over the summer. He requested a naval campaign in Victoriana. Loads of research and several Aubrey/Maturin novels later I was ready.

I used several house rules for life on the open sea When the players encountered a new crewmember we rolled their stats together using the character generator. I cobbled together some broadside mass combat rules and combined them with the vehicle combat rules from “Marvels of Science and Steampunk” so the players could participate effectively in ship to ship combat. One of my players enjoys focusing on mundanity, so I built him a fishing minigame.

We transitioned the characters from the running Victoriana game by having them arrested for a minor disturbing of the peace and sentenced to naval service. The players enjoyed the constrained sandbox of life aboard ship, and they all quickly grasped the setting.

This was my least favorite and the most well loved by the players of our Victoriana adventures so far. I was over ambitious with this campaign, not realizing how few sessions we had left before the end of the summer, so a number of adventures and side plots were cut. However this is unnoticeable past the GM screen, and it’s my own fault for over researching and making rules and charts that were never used. I would like to try something similar again, but please don’t tell my players that.