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StokerVerse
DRACULA’S EMPIRE
The StokerVerse QuickStart
discussion and storytelling or with the use of dice. The
Introduction Author (often called the GM or gamesmaster in other
roleplay games) is a critical part of an RPG, as it is their
Welcome to the StokerVerse: a dark looking glass through responsibility to lead the story. In many respects they are
which we view a world similar to our own. It is, however, analogous to the director of a movie and the players are all
a place which is touched by the shadow of evil as was
the actors; between them, they develop and drive the story
envisioned in the works and notes of Bram Stoker.
and what happens.
i ng
many, with an effervescent and attractive
character that draw the attention and
desire of many.
Va n H el s
4 StokerVerse Roleplaying Game
Dracula’s Empire
SCENE ONE
The Knights of the Round Table
Describe the house and staff only lightly as they play little
Overview role in this current adventure serving only to suggest that
Mina has gone missing. Shortly after docking in London, a safe haven, secure from almost all threats to them, is to
her absence was noticed. Van Helsing is concerned that she be found within its walls. We include only a outline of the
still may be under the malign influence of Dracula, even house for now, its details and significance will come into
though he is dead. His concerns were raised by piecing play in further adventures.
together the aspects from the missing wooden stakes (from
the original Dracula novel) and her strange behaviour on The Helsing house
the ship home. He has called a meeting in London.
As the PCs approach they will find a grand three-story
As the act progresses bodies are discovered drained of dwelling standing in its own grounds with a modest garden
blood and badly mutilated. Initially this appears to be more to the front and sides. Through its many rooms and attics,
Ripper/Torso murders but the Ripper-esque mutilations servants and tradesmen swarm like bees as they repair
have been made to hide bite marks on the body. damaged cornices and clear the cobwebs that still adorned
it. Long grass and tall thick hawthorn hedges conspire
A mysterious woman has been seen in high society and
with old exotic trees to vex the newly hired groundskeeper,
there is talk of unusual parties and gatherings. Might these
who, with muttered curses, drags a rusted mower over the
be linked to the murders and disappearance of children in
grounds.
the area?
The stabling, such as still stands, is to the rear of the house
JACK THE RIPPER where it shares space with a walled kitchen garden, lush
with overgrown herbs and a long low storeroom freshly
In the late Victorian period London was the locale supplied with coal, fire wood and root vegetables.
of many gruesome murders. The most notorious
of these were the ‘Torso’ murders, where heavily As the PCs arrive they are met by a tall well dressed
mutilated body parts washed up on the shore of the gentleman, who is not the butler as would be expected. He
Thames. These were allocated to the infamous Jack shows them into the library where Van Helsing is already
the Ripper. awaiting them.
The identity of the Ripper has never been discerned, FOR THE AUTHOR: Unseen, the house occupies a
leading to fantastical ideas of who and even what he unique position geographically. It is located on the site
was. Although not a part of Bram Stoker’s writing, he of a former Roman shrine - a Temple of Mithras - and
fits perfectly in this adventure. its basement rests with its floor as the former building’s
roof. The house is also technically an island - five
Introduction underground streams now covered over with roads,
parks and houses still run in their courses, their paths
Gathered in a new London home, arranged for Van Helsing isolate the house fundamentally on all sides by running
by friends in the Brotherhood, the adventurers have had little water.
time to rest and recoup. Since landing, every waking moment
has been spent pursuing any clue as to the whereabouts of The house presently has 10 servants including a butler,
Mina and the Professor has drawn on local contacts for cook, and groundskeeper. These servants won’t bother the
further aid. He has summoned the group together as he feels PCs and the Author is free to describe them however they
time is drawing short on a favorable resolution to Mina’s fate. see fit.
Though other events that have filtered to him are pushing
Van Helsing has wasted no time in organising his effects.
him to consider darker forces at work.
His books and papers are stacked throughout the drawing
Your Drive:
Lucy? It can’t b e, but then mayb e
H elsing was wrong, Holmwood
seems interested enough. Admiration
for Lucy and the chanc e she might
b e aliv e after all, has rekindl ed
your heart. Cl early here is the b est
plac e to b e if there is ev en a slight
hop e to re-discov er her. But what
hav e you got yourself into? Chaos
seems to b e encircling London these
days.
Dear Doctor, your own work has increased Were it not for the entreaties of Van Helsing and
steadily of late, the Purfleet Asylum has been Art you would almost certainly not be here, at
seeing a steady increase of maladies from your least that’s what you tell yourself. From what the
own borough and yonder, mild afflictions and others are saying there’s a dangerous lunatic on
strangeness of mind and manners. Normally the loose and Mina’s gone missing. You wish you
nothing more of note to pique your interest than didn’t feel a sense of duty when it comes to such
the frequency and the fact people of all walks things but alas, you do and truth be told, your
of life seem to be inflicted. One of the central curiosity is piqued.
London hospitals (Whitechapel) has asked you For Helsing you have admiration, but you firmly
to attend at some point as they have had a spate think science and medicine account for much of
of amnesia victims. You have had some modest what is affecting the world today.
success with such cases in the past.
Your Drive:
You have consulted the cards, the runes and
You hav e known Van H elsing for meditated - walked the streets following the
energies and your spirit guides. Even without
many y ears, he did not summon word in the papers you have stunned Enshaw
you, but you knew you should by accounting locations where bodies have been
found. Street names where the missing children
come, for the spirits told you. Your were lost. The spirits are out of step. You share
visions sp eak of dark times ahead Primrose’s concern over the Ripper, yet do not
vocalise this as the cards tell you there are other
and for now you know your plac e players in this game.
is here. You have seen the blood stained man in visions
too, and feel he is in possession of a magic you
are not familiar with. An ancient magic not seen
in eons. Your dreams are a torment of writhing
serpents and a beautiful voluptuous woman of
pale skin, dark hair and eyes of crimson fire. A
woman that smiles at saving you from the pit of
vipers only to widen her maw as fang like teeth
opens from her belly to devour you screaming.
You have also seen on occasion the children
huddled and fearful, but this confuses you
because despite their fear she feels an air of love
about them.
Your reading frequently shows dancing & jesters
and death & war. The jester is nearly omnipresent,
yet you cannot reconcile their joviality and
gaiety with the blood soaked conclusion, the
tower always falls. Of late, for some reason, you
have developed a phobia of spiders and recoil
instinctively at their sight.
SCENE TWO
The Coat of Arms
There are two paths the investigation of the coat of arms family, request a letter of accommodation from the proper
may take. The PCs might check with the College of Arms authorities prior to beginning.
to learn who owns the coat of arms or they might seek out
Should the PCs roll a muddy success they will spend the
a carriage company, as they might add a coat of arms prior
better part of the day chasing down “Alternative vendors”
to a final varnishing.
before getting to Lawrence Tinker, though if Enshaw is
The College of Arms could, in theory, provide a lot of present he will be able to look at the list, recognise the
details about the coat of arms. Alas an interview with one name and suggest they start there.
of their librarians will soon reveal that there are lots of
coats of arms with the described birds of prey. Without
having more specific details, other than pointing vaguely
The Tinker gang
into the Austro-Hungarian Empire, they will be unable to If you stop a bone grubber and ask them the worst person
help. They will be exceedingly polite and offer vast libraries to deal with they’ll point you in the direction of Lawrence
of coats of arms but unless a player thinks to ask directly, Tinker and yet he thrives. With a small warehouse he
then only a character that takes the better part of a day hoards scraps and parts till he has enough of them to
perusing the books and makes a Difficulty 10 Education: pretend that he has a whole. A fence and thief when
Classical (KNOW) Skill Test will be able to place the opportunity arises, the only thing of actual value in his
poor descriptions of the coat of arms to Transylvania. warehouse is the expensive varnish that he uses to cover
Every additional success rolled will halve the time taken to up the dry rot and glue. His gang consists of his two adult
research. “sons” adopted long ago from the street children, and
whoever he throws a farthing at when he needs.
TRANSYLVANIA 1890 Tinker is simply the worst human being the PCs have ever
In 1890 Transylvania was firmly split between met. The Author should use whatever description they
Hungarian and Ottoman rule. Neither of the powers feel is suitable in describing this shabby corrupt miser.
is particularly sympathetic to local powers, and Don’t step over the line with your players but be utterly
displaying a Transylvanian coat of arms would be unpleasant in describing him.
considered a noteworthy political act. Tinker will speak with the character’s but he’ll place his
hand in front of him after every question the PCs make.
Buying a carriage is not a common activity. Few have the PCs can make a Difficulty 10 Diplomacy Skill Test using
money to do so and fewer still the space to house it. It the favour rules (see page 54) Note that Enshaw gains a +2
is much more convenient, even for the wealthy, to call a on this Test. Should the PCs fail the test Tinker will extort
hansom cab and motor vehicles are still very rare. That a guinea from the PCs in addition to those offered as part
said, a carriage is a definite status symbol, particularly for of the test.
the up and coming careerists of London.
Respectable carriage makers will not disclose their FOR THE AUTHOR: Knowing the date that the
clientele, but will be more than willing to assist both the carriage left the Tinkers enable the players to track it
police and aristocrats in their enquiries. A Difficulty 7, to both Kensal Green Cemetery (Scene 6) or William
Diplomacy (CHA) Skill Test (see page 46) will reveal that E. Mooreland and Sons or indeed all three of the
while there is a six month waiting list on new carriages, addresses should the players really try to follow it
there is a market on refurbished carriages. A list of around London. (Scene 3). Depending on how the
several “alternative vendors’’ can be easily procured at players proceed with this investigation, use this scene
this point. They will also confirm that while they would to springboard them to the next location.
almost certainly paint the carriage to meet any reasonable
request they would, unless for a well established London
SCENE THREE
Shall We Dance
If the players choose to follow the lead to high society in of past guests, gain psychic impressions offering warnings
their search for Mina the following will occur as will the about the ball.
discovery of New Mina. Below is some guidance on how to Enshaw: While Enshaw is not without his own senior
handle the investigation: connections, he will only really be able to confirm the
investigations of others. While there are no official records
PROFESSOR VAN HELSING of these balls, several officers have given guests verbal
Helsing is a natural introvert and will have some cautions for lewd activities after the events. Nobody wants
difficulty inquiring into the affairs of the English to arrest an aristocrat, but it’s an open secret that the
upper crust. At best he will hear rumours and stories goings on sometimes spill out into the street and need to
of excess and indulgence, but mention will be made be quietly contained.
of a notable beauty recently joining these parties, Holmwood & Steward: In addition to the same rumours
quite the eyecatcher and seems to be the latest that Van Helsing hears, Holmwood & Seward are perfectly
‘interest’ of the host or hostess. The description will placed to investigate these balls. With some small effort
carry some degree of similarity to both Mina and Holmwood can (see Club Tie on page 52) gain names of
the dead Lucy. This fact alone should prick their some regular attendees, these attendees are easily tracked
interests. Where possible this lead should not be down and under the cover of confidentiality will provide
used. It is better for the PCs to do the investigation, some details about the affairs. As the balls are quite
but if they hit a brick wall in their enquiries it can scandalous they will couch it in terms of “We’ve heard that…”
always be brought out later. or “We were warned that…” Seward can use his contact at the
Reform club to learn similar information, though it will be
harder for Seward and the Author should consider increasing
Player investigations: the difficulty of his Diplomacy tests by +1.
Harker: While not a part of the upper crust, Harker is
LUCY?
more than capable of investigating rumors in those social
circles. He straddles the Upper and Middle classes and this The significance of the description matching Lucy
places him in a somewhat unique place to unearth scandal. should not be wasted, this matter must be impressed
Should Holmwood or Seward not pick up the trail, this upon the Doctor and Holmwood who both dearly
could provide the party with another way forward. loved her and mourn her loss. It will be alarming
Ms Primrose: Possessing lesser occult talents than De and be a matter they cannot afford not to investigate
Villiers may also serve this function, but like Harker, despite an embitterment to anything of the
Hampden is somewhat an outsider amongst the supernatural. When these men realise that it is not
aristocracy. Servants might be more willing to speak with Lucy they will be equal parts hurt and relieved.
her and this could provide another way forward.
Seawood: In this context, Seawood is rather a fish out TO THE AUTHOR: Depending on your timescale
of water, not used to the aristocracy nor the service and preferences, the investigation into the society
underclass. His position of apprenticeship to Van Helsing events can just be rolled for - just note that it takes
may allow him to see things the others will not be looking hours or days of meeting and chats over sherry to
for. acquire the information. So the group can easily be
Lady Lisa De Villiers: With her occult secrets De Villiers led to pursue other lines of inquiry during this time.
can function in much the same way as Enshaw. In addition Alternatively you can role play out in set pieces several
to confirming what others uncover she may, in the presence encounters to establish how well they do and just what
they learn.
SCENE FOUR
24hr Party People
DRUGGED DELICACIES
The house If any players consume any of the food and drink
The house on Mornington Crescent is bedecked in they will discover them enhanced by the hosts with
lanterns and lights. Coaches drop off anonymous guests any number of opiates, euphorics and hallucinogens.
who elegantly ascend a luxurious red carpet lined with There is a high chance of falling foul of these effects.
flaming torches.
PCs that imbibe must make a STR resistance check
Attending the guests’ whims are twenty servants wearing against a difficulty of 8. Failing this test will cause
powdered wigs and Venetian masks atop freshly pressed the character to suffer a -2 modifier on all Skill Tests
black suits. Every effort is made to create the illusion that till they can sleep off the effects or another character
the servants are one and the same, though small differences makes a Difficulty 8 Medicine (KNOW) Skill Test.
in their chins and mouths occasionally spoil the illusion. Succeeding on the Resistance Test means that while
The party begins as any such gathering might, the guests the character will be euphoric, they can keep their
mingle and drinks are served from trays freely, a sharp senses for the most part. PCs that fail this test and
bubbly champagne. Little Hors-d’œuvre are a mixture of have the First Impressions Effect will find it activating
mushrooms and caviar, salmon and spices. It soon becomes at random offering terrible premonitions and vivid
apparent that there are upwards of 60 guests in attendance, hallucinations. PCs that roll a 1 on the test will pass
as well as ten performers breathing fire, performing out, only to be collected by the servants and placed in
conjuring tricks or dancing in a beguiling and sultry manner. a private bed chamber out of harm’s way.
Skills Skills
Athletics: 1 Firearms: 1 Athletics: 4 Firearms: 1
Fisticuffs: 1 Intimidation: 1 Fisticuffs: 1 Intimidation: 1
Occultism: 3
Equipment
Clubs: Melee Damage 1 Equipment
Shadowdagger: Melee Damage 1
TO THE AUTHOR: Use 1 per PC. For simplicity,
at 0 Hit Points the Servant Guards & Ghouls will Special Skills
surrender or flee. Haunting Shadows that are forced
BANE to come into contact with a light
source disappear from the scene.
Drugged Guests & Bystanders
Characters struck by a
STR DEX KNOW CONC shadowdagger take damage to
1 0 0 0 GHASTLY Willpower instead of Hit Points.
CHA COOL LUCK Initiative PHANTOMS
For simplicity at 0 Hit Points the
1 4 0 0 shadows cease to attack.
Hit Points Willpower PV Movement
4 N/A 1 2 TO THE AUTHOR: Use 2 Hunting Shadows per PC.
For simplicity, at 0 Hit Points the Shadows cease to
Defence attack.
Melee Ranged Occult
7 6 6
Skills
Firearms: 1
Equipment
None
Assessing Mina’s state uncovers use of a dark and old magic, it confirms Helsing’s fears of the wider
vampiric society at work and that new tools and a new approach will be needed to ever combat their plans.
Once Mina has been returned to the house a deeper ease seems to come over her. (It is quite unknown
to the players at this stage, but the house itself is protected. Situated on an island, five streams, now
underground, segment it from London in ways and means long lost to most except practitioners of
particularly ancient craft. The Brotherhood painting the property and its staff are all members in one way
or another. The basement of the house rests itself upon foundations that are the walls and roof of a former
temple. Built in Roman times on ground sacred to the druids).
However a full recovery is not at all likely. The good doctor will compare her state to that of typical mental
disorders as understood at the time. On occasion she seems semi-lucid and sleeps peacefully. At other
times, she cries out as if some unseen spectre haunts her and babbles of spiders and children and some
accursed woman ‘Queen, queen of the damned keep your children away
from me...you fiend’
Really only when the players have obtained the fragments
from ‘a grave concern’ are they even able to begin to help
Mina. The children of the night will equally assist.
Knowing it is a crude bastardised blood magic spell
used on Mina, Seawood/Van Helsing and De
Villiers can ensure the ritual is broken in two ways.
Geographically removing Mina far from London
itself, as that is where it was cast, will over time
lessen, then break its hold. Scotland might
suffice, though America wouldn’t hurt.
If they have raided the crypt (see scene 6) of the
woman posing as Lucy, the players should be
allowed to rationalise one of her ritual circles
there is for the control of Mina. Ensuring all
such are destroyed will expedite Mina’s return.
Checking on Mina while she is ill, will show her
attempts to leave the house, being eventually tied
to the bed and the windows barred and locked
will be required.
She will mumble about children, spiders, not her
face, not her face, wicked witch. You’re not him,
pretender, oh you poor poor thing, aww poor baby, no
not down the pit please! Make them stop crying! among
other random and unsettling gibberish.
SCENE FIVE
A Grave Concern
Should the Players elect to commence with following recovered bodies and ample work space for the coroner to
the leads on the missing and rumours of blood drained examine them for information and clues as to their identities
bodies, Police cover ups and other macabre tales suggested and causes of death.
to Primrose, then the trail will lead them to the district of
Paddington. If this is undertaken before the Rescue of Mina
then you will need to alter slightly any discovery of the
The cover up
blood magic ritual fragments. While the Commissioner can ill afford the scandal, for once
the powers that be are in agreement with him. Nobody in
If the party has already rescued Mina, they will have the
power wants the extent of the murders to become common
quandary of her condition to attend to. Helsing will suggest
knowledge. Despite their machinations Fleet Street has
they continue to follow up these other concerning matters
gotten wind of several cases. As is the nature of such a gross
while he attempts to deal with Mina’s condition. If players
discovery in the nation’s capitol the press are making much
are reluctant, he will point out the condition, and the need
of what little they have. The truth is worse. Dozens of bodies
to have a cause related to this ‘woman’. He needs more
have already been discovered, truth be told many more have
information so that he might aid her plight and only the
been missed, lost to the Thames or in dark corners of the
players can gather it.
city, yet to be found.
TO THE AUTHOR: Players are inventive souls and A select team of police are aware of the site and the plan,
may decide to circle back to the next party and try to with money, promotions and threats used to ensure the
confront the vampires there. If they choose to do so silence of all involved. Even the Cemetery staff are unaware
the only change is that when midnight chimes there is as the police have called in retired attendees to assist them
no such procession. The vampires simply attend in the under the cover of darkness.
guise of regular guests. Security is more obvious with The Officers detailed to these macabre duties are hardy and
large doormen greeting guests and several discreetly simple men. Selected for their ability to break heads, keep
placed armed guards standing just outside the party. their mouths shut and follow orders. Indeed without the
But the gathering is noticeably reduced with only thirty uniform one might well take them for ruffians themselves.
attendees. Once the players have concluded their raid, A squad of fifteen and five support staff make up the detail
Helsing will be no further forward with Mina but will working in five man shifts with 2 extras sent for three hour
have heard her crying out for “the children’’ in her sleep. stints randomly. They have other tasks around the city but
act like resurrectionists when bodies are discovered, spiriting
Paddington Old Cemetery was chosen to store the glut of them away to the White Lion.
bodies recently plaguing the city. The Commissioner and his
superiors chose it for its close proximity to the city and ease The coroner is a well experienced older man called Doctor
of access. Furthermore it’s access to a crematorium was ideal Anders Brun; a foreign gentleman whose service and silence
for the disposal of the cadavers, in effect sweeping away the are assured due to incriminating material the police hold on
concerns of those walking the corridors of power. him. He currently sleeps in a cot in the attic of the ‘Lion’,
he keeps the doors and windows locked. An officer cooks
The location couldn’t be more ideal. It’s a good distance simple meals for everyone in the back kitchen and a plate is
from common haunts, and is less crowded than other more taken up to Brun when he is not working. Though in truth
populated areas. Recent evictions, orchestrated to aid the he has hardly touched his food in days. Once a week he
clandestine plan, have left a fully empty terrace row only takes some of the money paid to him to a second hand book
a short cart ride away. At the end corner of these disused shop a few streets away where he buys and requests books on
houses is a closed public house named `The White Lion’. blood disorders and diseases of the flesh. He has bought over
The area was already run down and plans afoot for its twenty such volumes, yet only five books sit on the small
redevelopment. In the meantime however, with no tenants table unit in his room.
or landlords to deal with the police have taken charge. The
pub’s cellar, which provides a temporary store room for the
SCENE SIX
Children Of The Night
Perhaps it was interrogating the ghouls, perhaps it was IS IT DAY OR NIGHT?
following the carriage, perhaps Mina muttered something It matters not to this adventure if the players over
in her fevered state. However the PCs got here, this leads confidently investigate at night, or wait till morning.
to a chilling encounter with the possible Ripper, revelation The guard can be renamed or shifted to whatever
of darker forces as yet unknown and the discovery of the shift is needed, and the fog makes everything dark
4th brides macabre secret. anyway. Just reply to the player’s decision with “ok, if
As with many of her kind, the grave is a home to the bride - you’re sure” and let their own paranoia do the heavy
she has made hers deep within a magnificent but neglected lifting.
family crypt in the labyrinthine Kensal Green Cemetery.
The graveyard
Elaborate tombstones almost randomly rank between
winding paths and twisted trees and within a few metres
the ground begins to swirl with a chill mist. The PCs will
feel a growing unease and it will increase as they press on.
Within a few yards, the mist is to eye level and indeed
almost like smoke, it does not shift even in the breeze
The watchman McAuley that seems to constantly blow. Once the PCs are within
As you approach the cemetery, the gates are closed and the mist they will need to succeed in a Difficulty 6 Cool
a watchman rests in a small guard hut akin to a poor Resistance Test or suffer the loss of 1d5 Willpower.
man’s sentry box at the palace. Arthur McAuley, his Irish The Atmosphere is intense and the deeper into the area
accent thick and slow, will doff his cap, but otherwise the PCs press the more oppressive it will become. The
seems unmoved by your arrival. He is strongly opposed Author should feel free to call for a second test should
to permitting entry, and PCs demanding deference due the PCs cease moving for any reason. Progress through
to class and entitlement will find this expressed in uncivil the graveyard is slow, and if PCs keep to the path they
terms. He has no fear for his low job, as no one else will will find it dips in and out of the worst of the mist. Clever
take on the nightwatch hereabouts. A letter from Scotland players will realise that this indicates a central point which
Yard or indeed a request from an officer will cause him to they can reach if they go off the road. Alternatively a
change his tune. He has no desire to run afoul of the law. Difficulty 8 Observation Skill Test will provide the same
McAuley, if handled correctly, is a very useful person to information, with extra successes allowing character to
talk to. A Difficulty 8 Diplomacy check will be adequate hear faint whispers in the trees, the soft grunting of a horse
to gain his co-operation, though even failing this will at or tracks of a carriage driven uncaringly over the graves.
worst cost a guinea. If questioned on the cemetery or why PCs that go off road will eventually find themselves at the
no one else works here, or indeed, why it’s locked up at chapel, though the way is paved with broken headstone
night, he will light a pipe and gleefully relate the tales of slabs. Players should make a Difficulty 5 (DEX) Resistance
shifting figures, crying in the dead of night and of missing Test to avoid coming a cropper on a loose stone suffering
children in the neighbourhood. So too will he speak of the 1d5 damage if they fail. Once they have journeyed through
never lifting fog that now plagues the south eastern most the graveyard they will come to the chapel.
quarter of the property. Once securing his co-operation,
if the PCs ask to enter he will look around, open the gate
and lock it as soon as the PCs are inside. If asked to come
inside the cemetery he will flatly refuse regardless of threats
or inducements.
SCENE SEVEN
The Crypt
Nestled between the stone walls and the Chapel’s interior
fresco is a ramped corridor. It bends around the chapel The chapel
turning at the corners in exaggerated coffin sized arcs until The Crypt is a large stone room adorned with grand
it descends below the soft earth and opens into the crypt. carvings that hark of Grecian and Egyptian design. To any
serious academic, while majestic in its own way, it seems
to be a haphazard merging of misremembered concepts
aesthetically thrown together and left to the mercies
of neglect. In the centre of the room is a magnificent
tomb carved and decorated as befitting a pyramid and
surrounding it are niches waiting for relatives of the
READOUT OR OUTLINE TO THE PLAYERS: founder to be added over time. Peering into the darkness
beyond the tomb are beast headed statues in carved robes
As you round the passage’s first corner, the light dances
holding aloft a stone and brass sun.
sending shadows like pirouetting stick figures along the
smooth featureless stone. Faint sobbing echoes in the Alas all this is mired by misuse. The niches are torn open
darkness, the shallow cries of a child. Though the ghostly with stone seals smashed and reduced to debris on the
sound grows close upon you there is no sign of a child, nor floor. Occult symbols are painted in blood across the crypt,
any alcove where one might hide. Water drips from above and the magnificent tomb is reduced to little more than a
and as you turn another blasted corner you raise your eyes
table covered with alchemical contrivances and discarded
as torch light illuminates a pink bloated form stuck to the
roof with some sort of obscene webbing. books. Even the gods themselves are pressed into rude
service standing watch over a simple clerks desk kept level
At first it seems to be an infant, though its balding with the judicious use of an old tome on geography with ill
forehead is blistered with a dozen weeping eyes dripping
matching lamps hung from their robed arms.
a watery yellow puss upon the stone. As you stand before
it, its body bloats and tears as raw lesions burst to reveal The room, as the PCs delve deeper, is awash with sound,
eight albino limbs. The limbs catch on the stone with light and shadows. A peculiar musty odour fills the sooty
spider-like claws though the short coarse hairs of these air. A wet oppressiveness and sense of guilt and failure
claws cease midway to reveal emaciated paper thin flesh assail all who press onwards and it will take significant
covering bones and protruding veins. resolve to push through what appears to be a veil of misery
Its pink face gazes down at you with its pure black pupils and despair about the entranceway. PCs proceeding suffer
and it emits an ear piercing wail and skitters down the the loss of 1d5 Willpower, 2d5 if they fail to succeed on a
corridor. As it drops to the ground it quickly picks up Difficulty 4 COOL Resistance Test.
speed, turns the third corner into the darkness and is gone.
The laboratory
TO THE AUTHOR: PCs witnessing this sight must
The centre of the room is dominated by a large plinth
make a Difficulty 8 (COOL) Resistance Test or suffer
which is clearly also a tomb. It is rather like an altar table,
the loss of 2d5 Willpower. PCs that succeed the test
but anyone with KNOW 3 or Occultism 2 will recognise
still lose 1d5 Willpower.
it as an enlarged representation of a pyramid’s outer
sarcophagus box. This remains sealed though the surface
As PCs approach the crypt with their eyes now sharpened is lined with an eccentric mix of scientific paraphernalia.
by the fright they will find an ornate tomb now remade Anyone with the Education: Science skill can plainly
into an alchemist’s nightmare. assess it as a jumbled collection of beakers, vases, dishes
and tubes from various sources opportunistically cobbled
together. Makeshift efforts have been made to combine
its constituent parts giving it a ramshackle appearance.
OPTIONAL During the day (from sunrise to sunset) The 4th Bride
The oldest children are the first caught and most sleeps in the inner chamber. She rests on dry earth taken
badly altered, with pincers, claws and snapping jaws. from one of several opened crates kept inside. At night she
The most recent are all more infant and baby-like. usually roams the land either attending grand balls, adding
They are less fully altered, but they attack to smother more victims to her steadily increasing body count or
or try to force limbs down throats and suck at eyes or engaging in vile experiments.
mouths to suffocate prey. To simulate different and Consequently the adventure works well enough during
distinct spider babies, use the following table. If you the day as her slumber allows the PCs to investigate and
wish you could go as far as personalising the attack to confront her. Should they investigate at night, she will
mirror the description. not be present when the PCs arrive. Once the players
have investigated the tomb she will return with her two
Roll Description servants. The servants will stow the horse and carriage and
disappear into the night as she descends the ramp with a
Its spider leg-like fingers are perfect
1 victim for her children to feast on. Short of turning off the
for piercing and burrowing under skin.
stove or slaughtering all her children, she will not notice
It has a mouth filled with teeth on all any intrusion. This will allow the PCs to ambush her,
2
sides like a Lamprey. should they hang around.
3 Its throat is filled with venomous fangs.
4 It has a spiked tongue like a hagfish. CLEANING UP & SETTING A WATCHFor some
It has two exaggerated fangs that distend reason, when exploring a tomb some parties may
5
the jaw and permanently sit above the lip. elect to leave a member behind to keep a lookout.
It has a gummy smile that hides needle- The mist doesn’t make this particularly easy but
6 it’s not like there are a lot of horse drawn carriages
like spikes hidden under the gum.
Its tongue is bone hard and flicks out driving through the graveyard. Have the character
7 on watch roll a Difficulty 5 Observation (CONC)
like a flick knife.
test. Each success will grant the PCs below 1 round
It's melted lips & gummy mouth are of preparation. PCs that want to hide spider baby
8
dripping with acidic fluids. corpses can make a Difficulty 5 Athletics (STR) Skill
Rows and rows of emerging human teeth Test with each success moving one of the bodies.
9
cover the whole body.
10 It shrieks so loudly ears bleed.
The arrival
Confronting the Countess When the Countess arrives her first instinct will be to put a
glamour upon herself. PCs must make a Difficulty 8 Cool
Resistance test or be deceived.
READOUT OR OUTLINE TO THE PLAYERS:
☞ If deceived, PCs that know Lucy will see her stride
‘Within the similarities to Lucy, the natural elegance and
stature. Holmwood remarked to Seward that the form into the chamber. At her breast a ragged looking child
seemed different. There was a greater cruelty suggested on that suckles upon her feeding happily. Held in her
her lips, even more than was present at the awful moment wrist is a poor battered wretch that is barely conscious.
at the crypt. The stomach appears bloated and her arms ☞ PCs who resist will see holes in the glamour. This
and hands seemed elongated as if stretched unnaturally.’
might be a realisation that something is wrong about
The Countess
STR DEX KNOW CONC
2 2 1 2
CHA COOL LUCK Initiative
3 5 0 +3
Hit Points Willpower PV Movement
20 15 10 4 Victory conditions
Defence When the Countess is decidedly losing the fight, she will
Melee Ranged Occult attempt to escape. As she is an NPC demoralising her is as
10 8 9 good as shooting her and may in fact be an easier option.
Of course, attacking a vampire is not a good idea and the
Skills PC who’s antics inflict the greatest loss of Hit Points will
certainly be the target of her next attack.
Athletics: 2 Firearms:1
Fisticuffs: 2 Intimidation: 2 ☞ Every spider baby disabled causes her to lose 1 Hit Point.
Occultism: 3 Tactics: 2 ☞ Destroying the stove, alchemical apparatus or
scattering her library will cost her 1d5 hit points each.
Equipment
☞ Collapsing the ghoul tunnel will cost her 1d5 Willpower.
Savage Teeth: Melee Damage 1
☞ The loss of the last spider baby will cost her 1d5 Hit
Special Skills Points.
On 3 or more successes the Once the countess is reduced to 0 Hit Points she will
SAVAGE BITE
Countess's bite damage becomes 3. turn to mist and escape. If a barrier has been set up in the
chamber she will collapse it, showing an incredible force of
Once the Countess is reduced to 10
SUCKLING will and escape into the night. PCs that pursue her will see
Hit Points the child is killed, this
CHILD her carriage, pulled by gray phantom steeds, drive into the
will reduce her Willpower by 1d5.
night.
Vampires have a PV of 20 against
VAMPIRE
bullets.
SCENE EIGHT
Aftermath
Once the war is raged and the battle won, the PCs can
retire to the Van Helsing house. While the spider babies
& ghouls rapidly decay, samples can be taken from the
shattered remnants of the alchemical lab. Alas the various
spills both alchemical and bodily have rendered any tomes
not secured completely illegible.
In the days that pass it will be discovered that all of the
ghoul tunnels have been sealed from within. Police
investigators that venture below the streets to investigate
them are quietly retired on the back of sealed letters from
Whitehall.
For the parents of the stolen children, little trinkets and
toys are found in a chest. While these can be used to give
some parents closure, some sit awaiting any clue as to
who to deliver them to. Sadly for many of the dead their
families are no more, with parents killed or robbed of any
memory that they had of a little one at all.
The unknown woman is known to be linked to Dracula
at this stage. Worse is the unsettling aspect of her necrotic
pregnancy and worst yet the prospect that she is an avid
experimenter and practitioner of blood magic. Looking
into the darkening London sky he muses “What other
horrors might we yet find”.
EPILOGUE
The Red Death
Just as the adventurers are set to celebrate the saving of Follow Nightfall Games and Stoker & McAuley
Mina and putting largely the immediate fears and threats Productions on Facebook to keep abreast of future
to bed, word arrives of a sickness breaking out in London, StokerVerse Roleplaying game projects:
the docks are in riot and the army is being called in to
contain it. As the curtain closes it is over an uncertain
future. one danger has been passed perhaps it was a
distraction. A call for aid must go out. Perhaps muses
Helsing now is the time to seek out the Priests of Set.
RULES
Part 1: Character Components
and ability to retain vital information. A character’s
Stats Knowledge stat is an indication of their overall
Stats represent the core capabilities of a character - how intelligence.
smart, strong, fast or lucky they are. The different stats CONCENTRATION (CONC): A character’s
that characters possess are Strength (STR), Dexterity Concentration stat is considered for complex tasks
(DEX), Knowledge (KNOW), Concentration (CONC), that require both dedication and study, as well as their
Charisma (CHA), Cool (COOL), Luck (LUCK). ability to hone their senses to spot and detect threats or
Each stat has a range from 0 to 6, with 0 representing an clues. Concentration is used for a range of technical and
underdeveloped capability in that area and 6 representing professional skills as well as identifying threats.
an utterly unholy capability. Each step is referred to as a CHARISMA (CHA): Charisma is a measure of a character’s
rank, e.g., rank 2 in Strength represents that a character likability, communication skills and persuasive nature.
has above average capability in that area. The ranks are as The Charisma stat is used when diplomacy is needed or
follows: when haggling, seducing, or leading others.
Rank Description Bonus Damage COOL (COOL): Cool represents a character’s willpower
and ability to resist the effects of fear. It is used when
0 Underwhelming 0
interrogating and torturing subjects or when survival
1 Average 0 instincts take over.
2 Above Average 0
LUCK (LUCK): A character’s Luck stat is a measure of just
3 Noteworthy 1 how lucky they are in the line of duty. Sometimes a little
4 Regional Champion 2 blind luck makes all the difference to the outcome.
5-6 National Champion 3
USING LUCK
Assigning Starting Stats
Luck is not normally used for Skill Tests in a direct
All stats begin at 0 and are improved through character fashion but can instead be used in much more
creation. interesting ways. All the following Luck spends can
STRENGTH (STR): A measure of how physically strong be activated at any point.
and fit the character is, as well as their capabilities in ☞ A wee bump – Characters can spend a point of
close combat. Strength can be considered a measure Luck to increase a Stat by 1 for 1 Test.
of overall fitness and is used when running, climbing,
throwing, or fighting in hand-to-hand combat. ☞ Another day at the office – A character can
substitute the values of a skill dice for the value
DEXTERITY (DEX): Dexterity represents a character’s of the success die.
speed, agility, and hand-eye coordination. Dexterity
comes into play when considering the use of ranged ☞ Duck! – Characters can spend a point of Luck
weapons like pistols or rifles, as well as when hiding, before damage is rolled to transfer the damage
sneaking, or performing an acrobatic manoeuvre. of a successful attack to themselves. If this would
impair the intervening character they are instead
KNOWLEDGE (KNOW): Knowledge is the core thinking reduced to 1 Hit Point.
power of a character, representing not only their level
of education in academic subjects, but also their wit ☞ First off the mark – Characters can, after rolling
initiative, spend a point of Luck to set their
initiative to 20.
Skill ranks
Each skill has a maximum of four ranks. If a character
does not possess a certain skill, then they are ‘unskilled’ in
that area. Being unskilled does not mean that a character
Skills is incapable of performing a task, but that they will find
themselves unable to complete tasks quickly and will be
Skills represent the capabilities gifted to a character
more likely to make mistakes along the way. Unskilled
through their life experience and formal training.
characters roll the success die and the Chance Dice.
Where stats represent the intrinsic strength and mental
capabilities of a character, skills show the technical For example, being unskilled in Athletics does not mean
capabilities and specialist knowledge gained from an that a character can’t swim, rather that they will quickly be
education or hands on experience with a particular task. outpaced by those that are skilled.
Skill Rank
MAKING AN ACTIVE SKILL TEST
1 Skilled
The most important thing to know about the S5S
2 Experienced
system is how to take a basic skill test. Once you
understand this you understand 80% of the game. 3 Expert
The process for a skill test is at its core very simple. 4 Specialist
The player declares an action. The Author calls the
skill and stat combo to be rolled to adjudicate its
success, along with a Difficulty.
Part 3: Combat
out of fairness, decide this stat openly prior to the Initiative
Determining Initiative roll though Knowledge is often a good tiebreaker to use.
At the start of a combat, all player characters roll initiative.
Roll 1d10 and add your Initiative bonus. Actions in a Initiative and NPCs.
combat are resolved in order from highest to lowest with Occasionally the player characters will face a gang of
players being able to voluntarily decrease their character’s near-identical NPCs. While the Author can choose to roll
initiative at the start of their turn should they wish to do initiative for every single scarab crawling out of a tomb this
so. PCs always trump NPCs in the case of a draw. is usually over kill, instead the Author may choose to roll
Should a character wish to delay their action they can for each type of NPC involved in combat and have them
reduce their initiative to any number they see fit. This act all at the same time.
becomes the character’s new initiative. If this new initiative
score has not been called yet, the character can act What can I do on my turn?
normally when it is called. A character can also opt to skip All characters can move and take an action. Characters
their turn and take an Initiative of 20 on the next turn. are always assumed to be moving tactically, moving metres
Should two player characters share initiative then the equal to their movement in metres. Should the character
players should come to an agreement about the order of wish, they can opt to sprint (See Below). In addition to
actions. If this isn’t possible, they can compare a stat of the moving, all characters gain an action. The character can
Authors choosing and decide that way. The Author should, propose any activity as something they wish to achieve,
most of which will come down to rolling an Active Skill
Test.
Part 6: Equipment
All characters will have some equipment. It’s important
to note that while equipment gained from character Guineas
generation can be occasionally lost, it is usually a simple The Stokerverse RPG tends to ignore cash payments in
matter to retrieve or replace it. Unless there is a good favour of abstracted wealth. Most people in Victorian
reason for it not to be the case, characters are assumed to England have nothing in the way of bank accounts and
begin each adventure with all the equipment gained from while the rich can rely on social contracts to accept
their character archetypes along with any special items payment on credit, the poor must deal with the assurance
they might have obtained from past adventures. that the fierce debtor laws will ensure prompt payment. In
Characters can ask an Author to add equipment, paid a system where the value of a shilling depends largely on
for with Guineas to the characters normal equipment list your customer’s social class, keeping tally of such things
though the Author may require the character to pay for becomes an exercise in frustration.
this with the Extra Equipment Trait. It should be noted The Guinea in this publication is a simplified measure of
that Guineas are never normal equipment. wealth. While an Actual Guinea was 21 shillings, for our
purposes it relates to the number of equipment purchases
a character can make. Characters seeking to use money for
social influence should look at the section on Gifts.
SPECIAL WEAPON RULES Sidearm: This weapon can be used single handed.
Armour Piercing X: This weapon ignores PV equal to When used as a pair of weapons it allows the
its rating. character to make an attack with one of the weapons
and add both of the weapon’s damage modifier to the
Buckshot: This weapon can reroll the success die damage roll. In melee this also counts as an Ally for
should the dice fail to initially succeed. the purposes of Overwhelming force. Alternatively,
Cavalry: This weapon can be used when mounted, or and perhaps foolishly, the character can try to shoot
on a carriage without penalty. Characters using other a second target. If the character does this, they must
weapons when mounted must use the firing one- make 2 separate attacks with a -3 penalty on both.
handed rule and cannot benefit from Braced. Some sidearms are heavy and only particularly strong
Concealed: This item is small and easily hidden. characters can use them as such. If the Sidearm rule
Only active searches will find this weapon if hidden. has a number in brackets this indicates the minimum
It is down to the Author to decide whether NPCs strength that a character must have to use it as a
have motivation to perform such a search, though sidearm. Characters with less than this must use the
characters with 3 ranks in Observation, Stealth, or firing one-handed rule.
Thievery will likely be paranoid enough to do so if
the social setting allows.
Cumbersome: This weapon must be used with some
accuracy to have full effect. Attacks made with a
cumbersome weapon have a damage rating equal to
the number of successes rolled up to the maximum
shown in Damage.
EQUIPMENT
10 Guineas
MENTAL
EQUIPMENT
Library, Pistol, 5 Guineas
(NOTE: Extended wardrobe includes 1 fancy dress costume of poor quality)
MENTAL
Dr John Seward
STR DEX KNOW CONC CHA COOL LUCK
0 0 3 2 2 2 1
DEFENCES ENDURANCE COMBAT
Melee Ranged Occult Hit Points Willpower Initiative Movement
8 8 8 16 17 +0 3
SKILLS* TRAITS
Athletics STR 1 Contact (Inspector Cotford - Police)
Contact (Dr Phillips - Director Purfleet
Diplomacy CHA 3 Asylum)
Driving (Riding) DEX 1 Contact (Dr J. Watson - Colleague)
Education (Classical) KNOW 2 Contact (Lady F. Nightingale RRC - Colleague)
EducatIon (Science) KNOW 1 Extra Equipment (Office)
Intimidation CHA 1 Natural Aptitude (Medicine)
Medicine CONC 2 Natural Aptitude (Physician)
Observation CONC 2 Wealth x2
Profession
(Administrator)
KNOW 1
Profession (Physician) KNOW 3
*NOTE: Other Stats may be useable (see page 46)
EQUIPMENT
Library, Medicine Bag (6 Ammo), 10 Guineas
MENTAL
EQUIPMENT
Handcuffs, Whistle, 2 Guineas, 1 spare Pistol
MENTAL
EQUIPMENT
Art supplies (pencils, paper, paints, etc.), 5 Guineas
MENTAL
EQUIPMENT
Spiritualists Kit (10 Ammo), 10 Guineas
MENTAL
EQUIPMENT
Library, Occult Library
MENTAL
Made in Scotland