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Hounds
Hate
A Penny Dreadful for Victoriana by Chad Bowser
The
of
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The hounds
of hate
A Penny dreadful for Victoriana
by Mr Chad Bowser
Illustrated &Engraved by Mr Fufu Frauenwhal
Cover Engraving by Mr Fufu Frauenwhal
Layout & Edit by Mr John Tuckey
The Victoriana Game World ©1992-2005, The Hounds of Hate © 2004, Heresy gaming.
All Artwork is the property of the artist and used with permission.
FUZION™ is the Fuzion Labs Group™ trademark for its Multigenre game system.
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“...an enormous coal-black hound, but not such a hound as mortal eyes have ever seen. Fire
burst from its open mouth, its eyes glowed with a smouldering glare, its muzzle and hack-
les and dewlap were outlined in flickering flame. Never in the delerious dream of a disor-
dered brain could anything more savage, more appalling, more hellish be conceived than
that dark form and savage face which broke upon us out of the wall of fog”
Hound of the Baskervilles, Sir Arthur Conan Doyle
What has Come Before
Ten years ago, Victor Johanssen was a young surgeon
just beginning his career and looking for a quick journey
to the top. Unfortunately, his journey resulted in several
murders. At the time, he thought nothing of it, because
his ‘practice cases,’ as he referred to them, were from the
lower class and science had a right to know how the body
worked. If they went missing, he reasoned, nobody impor-
tant would miss them. Now, however, one of his practice
cases is back for revenge, in the form of a skriker. Start-
ing tonight, the skriker is going to make Johanssen regret
his earlier moral flexibility when it came to his patients.
Ironically, Johanssen has become a Bolshevik sympathizer
and champion of healthcare for the unfortunate. He be-
lieves he has atoned for his patients’ deaths by providing
free healthcare for the poor and donations to charities.
medical aid and they hit it off; they belong to some of
the same revolutionary circles; or they saved his life
at some point and to repay the players, he offers to in-
troduce them to his circle of influential friends.
Other than the characters, there will be a few other
people present; Johanssen wanted this to be an in-
timate party. Major players are detailed below, but
the GM should feel free to introduce as many as he
wants to make the party seem bustling, but still pri-
vate. By the time the party is over, the characters
should know all the partygoers detailed below.
Scene 1: A Glorious Career
An unnatural portender of death, the skriker appears to
be a large black spaniel with saucer shaped eyes. As the
skriker approaches its victim, all that the victim can hear
is sound of dripping and splattering mud – the sound of
charnel ground sloughing off the skriker’s legs and paws.
The party opens with Dr. Johanssen toasting his ca-
reer and guests, thanking them for their support
throughout the years. He then encourages the guests to
mingle and enjoy the various food courses laid out.
The skriker has been watching Johanssen for several
weeks, and has determined how it will best strike fear
into his heart. All of Johanssen’s closest friends and
acquaintances will be attending his 32 nd birthday cel-
ebration tonight, and the skriker plans on eliminating
the guests after they trickle away for the evening. To
achieve the ultimate terror, the skriker will kill several
guests per night over the course of the following week,
leaving Johanssen for last. Each death will bring the
skriker one step closer to Johanssen, and revenge.
Integrating the Players
The Partygoers: Listed below are each of the party go-
ers and what’s foremost on their thoughts. Rather than
provide the exact words of each partygoer in a conversa-
tion with the characters, the GM should use the info be-
low as a cue and tailor the language for the characters.
Dr. Victor Johanssen. An athletic man going prema-
turely bald, Johanssen will talk to the characters about
any subject they want. If given the chance to steer the
conversation, he will tell the players about the new
clinic he’s opening in a month. He hopes to be able to
serve over two hundred patients a month. Johanssen
will not charge for his services, but will ask for dona-
tions. While he and his backers provide the majority
of the money necessary to keep the clinic open, any
little bit will help, and he’s no longer too proud to ask.
The adventure begins innocently enough at a dinner
party at the residence of Dr. Victor Johanssen, a Bol-
shevik sympathizer. Given his political leanings, it’s
a matter of course for him to have members from all
strata of society present, and should be no problem
getting each character invited. The players are good
friends of Johanssen. Perhaps they’ve visited him for
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Vivian Glazier. An attractive older dwarven woman,
Vivian is one of Johanssen’s primary backers, but she
doesn’t like to make that fact public. Glazier’s fam-
ily earned its money the dwarf way – mining. As a
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child, Glazier saw how many of the poor min-
ers died early, violent deaths, and hopes to pre-
vent other unnecessary deaths by supporting
Johanssen’s clinic. She is a very pleasant dinner
companion, and when drunk may slyly inti-
mate to a male character that she is a widow.
Peter and Stephanie Tillinghast. Bol-
sheviks through and through, the Till-
inghast twins want nothing more than
total revolution. These fraternal human
twins arrive at the party dressed in
worker’s clothes and spend the entire
party urging everyone to join their cause
and overthrow the oppressive regime.
They were treated by Johanssen af-
ter a failed bombing, and introduced
him to the world of Bolshevism.
Dr. Gregory Hollingsworth. At 2’4”,
Hollingsworth is short for gnome, and
probably older than any gnome has a
right to be. He was Johanssen’s men-
tor when Johanssen was learning the
medical trade. He knows of Johanssen’s
earlier murders, and is still disgusted
by them. He’s never forgiven Johanssen for the
deaths, but game tonight to support the clinic, which
he’s serving at. If the characters talk to Hollingsworth,
they’ll find a cantankerous gnome who speaks highly
of the clinic. If they ask about Johanssen’s early career,
Hollingsworth will pull no punches and explain about
the murders in the name of science. He feels Johanssen
should have gone to prison, but the two police who inves-
tigated were not interested in pursuing the matter at the
time, largely from the influence of Johanssen’s money.
laundering it. No one at the party is aware of his true
purposes. He pretends be a great supporter of the
poor and is friendly towards everyone at the party.
Scene 2: Entertainment
Throughout the party, the GM should sprinkle the
following events. The characters should be allowed
to overhear or witness these events. These are de-
signed to make the players suspicious of everyone.
Andre Montena: A French Eldren ex-patriot, Andre
is another financial backer who wants to help Holling-
sworth, but believes Johanssen to be a pretentious snob
who is acting benevolent toward the poor to appear
inline with Bolshevik thought, but has no real love of
the masses. He will laud Hollingsworth, but talk deri-
sively about anyone else at the party. He feels Glazier
is a rich snob who should be removed from her wealth
and the wealth redistributed among the poor. The Till-
inghast twins, according to Montena, are a joke who
couldn’t carry out a revolution without a guidebook.
Sebastian arrives at the party and rapidly becomes
drunk. He hits on any female characters in the party,
as well as Stephanie Tillinghast and Vivian Gla-
zier. The characters overhear Tillinghast telling Caul
to bugger off and see Caul grab her by the shoulders
and tell her she’ll be sorry, but he still thinks she’d be
better than any woman at the Fox. At this point, Pe-
ter walks over and shoves Caul back, calling him an
aristocratic fop who’ll regret angering the proletariat.
At that Caul moves off and takes another drink.
Sebastian Caul: Sebastian is the third backer of the
clinic. While his family made most its money through
shipping, Sebastian has mastered the art of marry-
ing well and then surreptitiously becoming a widower.
He’s providing the money to the clinic as a means of
The players overhear Johanssen telling Hollingsworth
to keep quiet and not tell anybody about that. If
the players approach Johanssen, he’ll laugh and say
that the old gnome found out that Johanssen has his
eye on Stephanie. If they approach Hollingsworth,
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embarrassed by the turn of events and sin-
cerely apologizes to each of the guests
as they collect their coats and leave.
When the characters leave, they find the
London fog even thicker tonight than normal.
They’re only able to see a few feet in front of
them, but sounds echo clearly through the fog.
They can hear the shouts of people,
the clatter of hooves and carriage
wheels and the baying of hounds.
As they fumble their way through
the streets, have them make Listen
checks against a DV 18. Successful
characters will hear the sounds of
water dripping and mud slurp-
ing from the next street over,
as though someone were wad-
ing through deep, wet mud
he’ll tell them about Johanssen’s early mistakes.
If they investigate, they find
little piles of mud that seem-
ingly stop in the middle of
the street. Now, have them
make Listen checks against a DV 18 . Those
who succeed hear the same noises, com-
ing from the street they were originally on.
At some point, Peter will saunter up to the play-
ers, open his coat and show them a large bottle. “It’s
ether, chaps, and it’s for the rich bastards here. We’ll
take ‘em down and rob ‘em blind.” He then claps
a player on the back, stumbles over to a divan and
slumps down, falling asleep in a matter of minutes
If they investigate, they find more little piles of
mud that pick up on this street at coordinates
that coincide with where the drops left off on the
other street. The drops continue for a few hun-
dred yards and seemingly stop in the middle
of the street. By this point, the fog is rolling in
even thicker, limiting their vision even further.
This event should be the last one the players witness:
The players overhear loud shouting in the foyer and wit-
ness Montena and Glazier shaking fists at each other.
Montena tells Glazier she needs to give up her riches
to the poor, or she’ll fall under the feet of the prole-
tariat. Glazier responds with rising on her tip-toes and
informing Montena in a matter of fact voice that he’s a
hypocrite. If he’s going to rile the dogs, he’d better be
prepared to lay with them. To which Montena responds
that he’ll sick his dogs on her and that’ll be the end of it.
After they continue for a few more minutes, have
them make a third Listen check against a DV
18 . If a character succeeds at the check hear the
slurping/dripping noises coming from right be-
hind them. When they whirl around, there are
more droplets of mud that stop about two feet
behind the characters. If they follow the drop-
lets back down the street, the trail only contin-
ues for about thirty feet before it disappears.
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At this point, Glazier storms into the room, of-
fers her apologies to Johanssen and says she’s
leaving. She then storms out of the house.
Scene 3: Fond Adieus
Any sensate medium character who makes a suc-
cessful Sense the Supernatural check against
a DV of 14 feels a deep, penetrating sense of
foreboding doom. Any channeling medium
character who makes a successful See the Su-
pernatural check against a DV of 14 cannot
see the skriker, because it’s already teleported
Glazier’s leaving deflates the mood for the party and
the remaining guests quickly trickle out. Johanssen’s
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