I was doing some checking and discovered the link to the Coaldust Pixie write-up was broken. No wonder there wasn't any activity! It's fixed now. If you ever notice a broken page on this blog, please send me a message so I can fix it quickly.
Another announcement: As Christmas falls on a Friday this year, I will not be writing content for that week. I will probably say a little something about "Merry" and "Christmas" and a reference to "Being the Dickens" but nothing fancy.
Tuesday, December 15, 2015
Thursday, December 10, 2015
I hope you wanted Monsters for Christmas! - Coaldust Pixies and The Knucker
Continuing the Monstrous Christmas Blessings, this week I am again adding two monsters the Resources page. All the monsters are stated for 2nd and 3rd edition Victoriana, and ready to add a little more fantasy to your adventures.
The two monster this week are The Knucker and Coal Dust Pixies. One is a legendary serpentine lake monster, and the other is an original industrial infernal imp. Enjoy.
The two monster this week are The Knucker and Coal Dust Pixies. One is a legendary serpentine lake monster, and the other is an original industrial infernal imp. Enjoy.
Friday, December 4, 2015
I hope you wanted Monsters for Christmas! - Giant Spiders and the Shagfoal
This month, I’m bulking up the Resources page with some home-brew Victoriana Monsters. Every week in December I'll add two more monsters to the Bestiary to add some fur, fangs, and festivity to your sessions.
This week’s monsters are Giant Spiders and the Shagfoal. One is a creepy fantasy staple that will fit in rural and urban settings. The other is more spectral and will certainly be bothersome to an adventuring party even after its defeat. Enjoy.
This week’s monsters are Giant Spiders and the Shagfoal. One is a creepy fantasy staple that will fit in rural and urban settings. The other is more spectral and will certainly be bothersome to an adventuring party even after its defeat. Enjoy.
Friday, November 27, 2015
What's in Its Pockets?- Pick-pocketing Odds and Ends Table
The single scenario on the blog's Resources page (formerly the Scenarios page) looks a bit sad, so I will be adding to it for the next few Fridays. I'm starting with a table inspired by an article in Dragon magazine 104 called "Was it worth the risk?" by Bruce Barber. It's a fantastically flavorful piece full of random items a pickpocket could steal from a stranger's pockets.
I loved it so much I made a version for the Victorian world. My player characters tend to have sticky fingers, so the this chart has seen a lot of use in my Victoriana games. The item are arranged by class in case a Gamemaster just needs a few random, period items for a specific person.You can find the chart here or on the Resources page.
Enjoy.
I loved it so much I made a version for the Victorian world. My player characters tend to have sticky fingers, so the this chart has seen a lot of use in my Victoriana games. The item are arranged by class in case a Gamemaster just needs a few random, period items for a specific person.You can find the chart here or on the Resources page.
Enjoy.
Friday, November 20, 2015
London’s Dungeons- Occupants
For six weeks, we’ve looked at prime locations in London large enough to hide lairs, laboratories, and secret headquarters for your Victoriana villains. This week I’m listing some secretive groups likely to use London’s dungeons, their agendas, and their henchmen.
Theses conspiracies don’t all have to be antagonistic to the players. While these dungeons are described to be infiltrated, explored, and house exciting battles (preferably with period specific monsters), they could instead house resting places, bolt holes, the headquarters of an allied organization or even a parties’ association.
Here are some ideas:
Very organized river pirates/smugglers store their hoard in a hidden place.
Hook: The River Police offer a substantial reward for the location of the Hideout/ Something important was stolen from a barge.
Plan: Keep stealing and avoid the law
Fight: Foreign nautical creatures infest the warehouse.
A group of anarchists fight against the status quo through detective work, research, and bombs
Hook: A number of public events have been canceled due to a wave of anarchist attacks/why are a number of influential men suddenly all dropping their support to an upper class contact?
Plan: The removal of key politicians by blackmail, kidnapping, public opinion, and murder.
Fight: Scrappy halfling newsies, printers, and typesetters, all with bizarre tattoos hidden under their clothes
A cadre of discharged army officers moonlights as thieves because of lost fortune, blackmail, revenge, or the thrill of stealing.
Hook: A rash of imaginative brilliantly planned crimes plague the precious stone exchanges of London.
Plan: To execute, through cunning and forethought, the crime of the century.
Fight: Loyal batmen (personal servants of commissioned officers) armed with stolen military prototypes.
Order of disgraced scientists and engineers has a secret laboratory for thaumaturgical experiments.
Hook: Some easily overlooked locals have gone missing after being hired by academic-looking gentlemen to do some light labor.
Plan: They explore dangerous and illegal magical practices to purify the polluted air of London
Fight: Fanatical but nonviolent civil servants armed with marvels guard their secrets.
A group of night beat constables have been possessed by the spirits of Roman soldiers.
Hook: A neighborhood’s criminal elements are being stabbed to death with alarming frequency while working at night. Historians say the wounds are caused by very old style short swords.
Plan: The soldier’s souls are trying to find their lost army and regain control of the Londinium settlement.
Fight: Disciplined and well trained policemen that do not succumb to wounds.
The Guild elite of London gather for what is known as “The Auction” where the most incredible magical items and most exotic thaumatergical ingredients can be bought. If you have to ask where it is, you’re not invited.
Hook: “The Auction” is the only place in London that has it.
Plan: Keep out the riffraff, and acquire or create valuable collections to be sold to the highest bidder.
Fight: A series of busts of famous magicians have been enchanted to talk and levitate. Answer their questions about thaumaturgical trivia and you can go in. Otherwise, they will berate and hurl themselves vigorously at intruders.
An ancient hibernating Dragon lies dormant under London.
Hook: Terrible smelling fires break out in the Square Mile. Each Fire is also the location of a daring daylight crime roughly a week earlier or a lecture by an ascetic criminologist.
Plan: The dragon’s dreams physically manifest as a devious overlord taking over the London’s criminal underworld and as an observant genius detective determined to thwart the overlord.
Fight: Symbiotic magical birds that clean the Dragon’s scales of parasites.
The Empire’s worst criminals held in a secret prison.
Hook: You Need to Escape!/There’s only one person who can help but he’s disappeared
Plan: Keep all the prisoners under lock and key or are the lunatics running the asylum?
Fight: The few remaining descendents of an ancient knightly order led by a rotting bodiless skull watch over the prison.
After weeks of research and report based posts, it was nice to just write some crazy ideas. I will definitely go back to some of these ideas (HIBERNATING DRAGON!?) soon.
There are many places in London that could hide a secret and provide a backdrop for a boss fight. I just chose a few that caught my eye. For more of London’s Dungeons check out Subterranea Britannica.
Theses conspiracies don’t all have to be antagonistic to the players. While these dungeons are described to be infiltrated, explored, and house exciting battles (preferably with period specific monsters), they could instead house resting places, bolt holes, the headquarters of an allied organization or even a parties’ association.
Here are some ideas:
Very organized river pirates/smugglers store their hoard in a hidden place.
Hook: The River Police offer a substantial reward for the location of the Hideout/ Something important was stolen from a barge.
Plan: Keep stealing and avoid the law
Fight: Foreign nautical creatures infest the warehouse.
A group of anarchists fight against the status quo through detective work, research, and bombs
Hook: A number of public events have been canceled due to a wave of anarchist attacks/why are a number of influential men suddenly all dropping their support to an upper class contact?
Plan: The removal of key politicians by blackmail, kidnapping, public opinion, and murder.
Fight: Scrappy halfling newsies, printers, and typesetters, all with bizarre tattoos hidden under their clothes
A cadre of discharged army officers moonlights as thieves because of lost fortune, blackmail, revenge, or the thrill of stealing.
Hook: A rash of imaginative brilliantly planned crimes plague the precious stone exchanges of London.
Plan: To execute, through cunning and forethought, the crime of the century.
Fight: Loyal batmen (personal servants of commissioned officers) armed with stolen military prototypes.
Order of disgraced scientists and engineers has a secret laboratory for thaumaturgical experiments.
Hook: Some easily overlooked locals have gone missing after being hired by academic-looking gentlemen to do some light labor.
Plan: They explore dangerous and illegal magical practices to purify the polluted air of London
Fight: Fanatical but nonviolent civil servants armed with marvels guard their secrets.
A group of night beat constables have been possessed by the spirits of Roman soldiers.
Hook: A neighborhood’s criminal elements are being stabbed to death with alarming frequency while working at night. Historians say the wounds are caused by very old style short swords.
Plan: The soldier’s souls are trying to find their lost army and regain control of the Londinium settlement.
Fight: Disciplined and well trained policemen that do not succumb to wounds.
The Guild elite of London gather for what is known as “The Auction” where the most incredible magical items and most exotic thaumatergical ingredients can be bought. If you have to ask where it is, you’re not invited.
Hook: “The Auction” is the only place in London that has it.
Plan: Keep out the riffraff, and acquire or create valuable collections to be sold to the highest bidder.
Fight: A series of busts of famous magicians have been enchanted to talk and levitate. Answer their questions about thaumaturgical trivia and you can go in. Otherwise, they will berate and hurl themselves vigorously at intruders.
An ancient hibernating Dragon lies dormant under London.
Hook: Terrible smelling fires break out in the Square Mile. Each Fire is also the location of a daring daylight crime roughly a week earlier or a lecture by an ascetic criminologist.
Plan: The dragon’s dreams physically manifest as a devious overlord taking over the London’s criminal underworld and as an observant genius detective determined to thwart the overlord.
Fight: Symbiotic magical birds that clean the Dragon’s scales of parasites.
The Empire’s worst criminals held in a secret prison.
Hook: You Need to Escape!/There’s only one person who can help but he’s disappeared
Plan: Keep all the prisoners under lock and key or are the lunatics running the asylum?
Fight: The few remaining descendents of an ancient knightly order led by a rotting bodiless skull watch over the prison.
After weeks of research and report based posts, it was nice to just write some crazy ideas. I will definitely go back to some of these ideas (HIBERNATING DRAGON!?) soon.
There are many places in London that could hide a secret and provide a backdrop for a boss fight. I just chose a few that caught my eye. For more of London’s Dungeons check out Subterranea Britannica.
Friday, November 13, 2015
London’s Dungeons- Millbank Prison 2
In crowded Victorian London, where can a conspiracy get some privacy? What building has the square footage necessary for a fiendish plot? The answer is surrounded by an octagonal wall seventeen feet high.
For the roughly thousand prisoners in Millbank Penitentiary, life was simple, quiet, and regimented. At 6:30 the prisoners woke up, cleaned their cells, and ate breakfast (sweetened cocoa and bread). The prisoners worked until 10 when the warders let them out of their cells and escorted their charges to the prison’s chapel for a sermon and a hymn sing. Then back to the cells for more work until lunch (Beef, potatoes and bread) was served through the cell doors. An hour of walking and pumping water in the yard, a bit of schooling and supper (gruel sweetened with molasses and bread) broke up the afternoon’s work.
Convicts ate their meals and worked in their cells unless work required them to be elsewhere. Cell’s gaslights were even specially positioned for certain trades. Inmates skilled in detailed work (like tailoring) had gaslights low on the wall close to their projects.
A prisoner’s labor helped recoup the considerable costs of housing and aided rehabilitation. If a prisoner worked a trade as a free man (such as cobblers, carpenters or tailors) they were assigned work familiar to them. Prisoners without training made hammocks and sacks or tore apart oakum.
Part of the reforming process envisioned by the penitentiaries’ designers was to guard the inmates from bad influences. In other words keep them from talking to each other. Many inmates were only allowed to talk after half of their sentence had been served. Small wooden booths separated the inmates during chapel, and prisoners spent almost all their time in their cells.
The prison even had a system for the prisoners to communicate silently with their guards. A small hole in the wall of the cell let prisoners poke a small wooden stick out to the hall. The stick was painted black on one end and red on the other. If the black end showed it meant the prisoner was ready for more work. Red meant he had a more personal need such as going to the bathroom or infirmary.
Reports of gross inefficiency and disease soured the reputation of Millbank. In 1843, Millbank’s role as the National Penitentiary shifted to a new prison in Pentonville. Millbank became a depot for convicts waiting to be transported to the Empire’s colonies.
With the practice of transporting prisoners fading in the 50s, Millbank became an ordinary jail then a military prison in 1870. Millbank closed down in 1890. Demolition of the prison continued occasionally until it was completely gone in 1903.
Millbank prison’s short life has been documented by many reporters and memoirs. There is no shortage of details to add to an adventure or use to snag a player hook. Here are a few interesting bits of Millbank’s history to color a campaign:
Cholera Outbreak
The filtered (but filthy) Thames water drunk by Millbanks inmates brought an epidemic of cholera in 1849. Prisoners had to be transferred to other prisons around London. Dr. John Snow studied Millbank’s epidemic in his research on the causes of cholera.
Perhaps the disease sweeping through the inmates is part of a larger experiment. Could different wards could be separate control groups, or even separate experiments? Or is the disease a cover for the largest jailbreak the world has ever seen!?
The Darks
If an inmate persisted in troublemaking, the warders sent them to the “Darks”. The Darks were underground cells with no windows or sources of light except the warder’s candle. The inmates lived on bread and water. Guards checked the inmate every hour and a doctor visited once a day to make sure the prisoner didn’t harm themselves. Isolation in the Darks could last from two days to twenty-eight depending on the punishment’s effect.
Many inmates were unaffected by their time in the dark. Some took pleasure in annoying the warders sleeping in the nearby barracks by screaming and singing at the top of their lungs through the night.
Although inmates said they could spend a month in the darks without a sweat, a few of them must have been affected by their time in complete pitch black. What else is down there in the dark?
Monday, November 9, 2015
Map of Millbank Prison
As wonderful as my description of Millbank Prison in the previous post is, I think a detailed map will be more useful.
Map of Millbank Prison
One of the bonuses of using a real location in your games is having access to actual maps a google search away. Each of the dungeons I've written up have terrific maps that can be printed out if you are so inclined.
Map of Millbank Prison
One of the bonuses of using a real location in your games is having access to actual maps a google search away. Each of the dungeons I've written up have terrific maps that can be printed out if you are so inclined.
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