TEXT: RakeHE l L
  thE cHimnEys of wHitehAm
  writing & Design
  Gareth Ryder-Hanrahan
  
  Acknowledgements  &   cRedits
  This Rakehell adventure was produced for Warpcon 2011, by 
  Gareth Ryder-Hanrahan & Edel Ryder-Hanrahan. It is not intended for sale or commercial use. 
  Rakehell is the creation and property of Gareth Ryder-Hanrahan.
  You may reproduce this document for personal use only. Please include all credits in 
  your reproduction. We’d love to hear from you if you do use this adventure - email us!  
  milkyfishpress@gmail.com
  Quote (page 3) from The Chimney Sweeper by William Blake.
  The images contained herein (apart from the image by Glen Moran, which 
  was created for Rakehell) were sourced from open or historical sources on the  
  Internet. On request we will remove any we are asked to. The sources are as follows:
  • 
  Regency Fireplace (cover) 
  http://www.artfinding.com/Artwork/Chimney-units/English-Regency-large-carved-
  white-marble-fireplace-mantel-with-Greek-Revival-female-figures/6566.html
  • 
  Bonds - Background page images 
  Bond by Henry Cobden, merchant of London, to Thomas Woolley of Stainfield, Lincolnshire for 
  performance of covenants. 
  (http://library.mcmaster.ca/archives/findaids/findaids/b/Brit.Legal.1.ill.htm)
  • 
  Highwayman 1 (page 3)
  http://oak6j.blogspot.com/2008/09/poetry-highwayman.html
  • 
  Highwayman 2 (page 5)
  Glen Moran
  • 
  Highwayman 3 (page 7) 
  http://www.wilsonsalmanac.com/highwayman_hind.html
  • 
  Ron Moody as Fagin (page 9) 
  http://www.fpp.co.uk/online/04/02/images/Ron_Moody_as_Fagin.jpg
  • 
  Whiteham House Outside (page 13) 
  Hopetoun House http://www.flickr.com/photos/96424614@N00/565987665
  • 
  Regency Necklace (page 15)  
  http://www.antiquehelper.com/item/314078
  • 
  The Gentleman in the Doorless Room (page 16)  
  http://riskyregencies.blogspot.com/2010/06/regency-police-raid.html
  • 
  Hellhound (page 17)
  http://www.srpublications.com/tools/literature_language_arts/page_1/hound_of_the_baskervilles.htm
  • 
  Candle (page 18) 
  Candles: http://www.cheekybee.com/Q/Catalogue.html
  • 
  Whiteham House Floorplan (page 19) 
  Floorplan for Hopetoun House (designed by Sir William Bruce). 
  Edited slightly by Gareth Ryder-Hanrahan
  • 
  Tom Bracknell (page 20) 
  http://faculty.ed.umuc.edu/~jmatthew/naples/scugnizzo.html
  • 
  Paul Conway (page 22) 
  http://madamepickwickartblog.com/wp-content/uploads/2010/04/copperfield3.jpg
  • 
  Sarah Whiteham (page 24) 
  http://www.liverpoolmuseums.org.uk/sudley/collections/diningroom/girl_sketching_raeburn.aspx
  • 
  Nathaniel Huddock (page 26) 
  http://slytherineprincess.files.wordpress.com/2009/12/artful-dodger1.jpg
  • 
  Mary Groves (page 28) 
  http://janeaustensworld.wordpress.com/2009/09/22/little-girls-regency-dresses/
  Copyright © 2010 Milkyfish Press. All rights reserved. 
  http://www.milkyfish.com
  
  The Chimneys of Whiteham
  3
  IntroductioN
  I
  t is the closing years of the 18th 
  century. England has sold its 
  soul. The burgeoning indus-
  trial revolution is, in secret, an 
  infernal revolution. Aristocrats 
  bargain with devils, souls are traded in the 
  financial markets, and dark satanic mills belch 
  sulphurous smoke over the blighted country-
  side. Few dare speak of the corruption openly. 
  It would be impolite to hint that certain streets 
  in London now slope vertiginously downwards 
  into the maw of Hell, or that the clergy now 
  preach a very different gospel in many par-
  ishes. It would be treason to suggest that the 
  wrenching spiritual wound drove King George 
  III insane, or that his son stalks the night and 
  feasts on human blood.
  Souls are the new coin of the realm, more pre-
  cious than gold or rubies. Through infernal 
  arts, a soul can be subdivided, ground down, 
  distilled into inks and tinctures. These are not 
  the primitive nights of Faustus, where a man 
  would sell his soul entire for power. Instead, 
  soul-selling can be done in parts, a little at a 
  time. Only when one’s entire soul is gathered 
  by a single demon are you bound for damna-
  tion. With every transaction, hell takes a little 
  more of you, until the accumulation of interest 
  drags you into the burning pit – but why sell 
  all of your own soul, when you can buy and sell 
  parts of others?
  Wealth breeds thieves, and the highwaymen 
  who prowl by highways and byways of London 
  Town are driven by more than greed. They 
  are damned men, bereft of the greater parts 
  of their souls. Through black criminal deeds, 
  they seek to reclaim that which they lost – or 
  had taken from them. Folklore calls them rake-
  hells – they rake the coals of hell by their mis-
  deeds, making their eventual fate all the worse 
  through their defiance.
  If a rakehell could steal back his soul, if he 
  could reclaim that which he lost or squandered 
  before it is carried away into Hell, then per-
  haps he could redeem himself...
  “A s Tom was a sleeping he had such a sight 
  That thousands of sweepers - 
  Dick, Joe, Ned & Jack 
  Were all of them lock' d up in coffins of black”
  
  Rakehell
  4
  Game System
  The game system is a variation of FATE; if 
  you’re familiar with any of the games using 
  that system (Spirit of the Century, Dresden 
  Files, Diaspora, Starblazer Adventures and so 
  on) then you’ll be able to muddle through.
  Skills
  Your character is defined by a number of skills. 
  These skills are rated from Mediocre to Legen-
  dary, as shown on the Ladder on your character 
  sheet. Any skills not listed are assumed to be 
  Poor (-1).
  • Agility
  • Alertness
  • Brawl
  • Charm
  • Courage
  • Deception
  • Endurance
  • Fencing
  • Intimidate
  • Legerdemain
  • Might
  • Oratory
  • Pistols
  • Riding
  • Science
  • Secrets
  • Stealth
  Aspects
  Aspects are things associated with your charac-
  ter – personality traits, contacts, possessions, 
  parts of your backstory, descriptive elements 
  and so on. 
  Firstly, there is your Concept. Who are you? 
  What sort of person are you? 
  Concept Aspect Examples
  • Former pirate
  • Murderous rogue
  • Wrongly accused
  • Uncouth footpad
  • Fallen clergyman
  Secondly, there is your Goal. What do you 
  want? Revenge against the bastard who took 
  your soul? Infernal power? Redemption?
  Goal Aspect Examples
  • Die a good death
  • Social justice for all! Down with the 
  aristocrats!
  • Find my missing sister
  • Kill the devil
  Thirdly, you have Aspects for your Garb, your 
  Weapons and your Horse.
  Finally, you have up to five Soul Aspects. 
  A Soul Aspect can be earthly or infernal. Earthly 
  bonds are connections between you and the 
  mortal world, usually positive associations. 
  They carry no special benefit, but if you have 
  no Earthly aspects, then you’re damned. They 
  are the tethers that hold your soul out of the 
  abyss.
  Examples of Earthly Aspects
  • My horse, Midnight
  • In love with Bess, the innkeeper’s 
  daughter
  • Falsely accused of the murder of Trevallion
  • Trustworthy face
  • Loves poker 
  Each infernal aspect brings you closer to hell, 
  but also gives you a supernatural power as the 
  hellfire floods the void left in your truncated 
  soul. A character who has four infernal aspects 
  possesses four matching infernal powers. 
  
  The Chimneys of Whiteham
  5
  Examples of Infernal Aspects 
  • My nightmare, Midnight
  • Hell-forged blades
  • Haunted by the ghost of Trevallion
  • Gazed into the abyss
  • Devil’s Own Luck
  Changing Soul 
  Aspects
  Giving up or selling part of your soul for power 
  turns one or more Earthly Aspects to Infernal 
  ones. This means that, at any time, you can gain 
  a new Infernal power. (However, there’s no way 
  to turn these back into Earthly Aspects.) The 
  new Aspect should ideally be a hellish twist on 
  the original one.
  If you have one or more Infernal aspects, you 
  no longer own your soul - when you perish, you 
  are bound for  Damnation.
  If you have no Earthly Aspects left, then you 
  are instantly Damned; you’ll be dragged to 
  Hell at the Devil’s earliest convenience. A mer-
  ciful GM will give you a crowning moment of 
  awesome before consigning you to the flames 
  below..
  Shadow Roads
  There are hidden paths behind the world, lead-
  ing to a shadowy version of London. Highway-
  men and smugglers know these roads, and use 
  them to avoid the authorities. One of these 
  roads leads to Hell.
  The Borderlands: The Borderlands are the 
  territory between Earth and Hell. The half-way 
  point is marked by a crossroads. If a Rakehell 
  crosses this border, he may be unable to return 
  to the Mortal World. To escape the clutches of 
  Hell for a time, he must make a Courage roll 
  to ride back.
  No Infernal Aspects: No Roll needed
  1 Infernal Aspect: Minimum Fair needed
  2 Infernal Aspects: Minimum Great needed
  3 Infernal Aspects: Minimum Fantastic
  4 Infernal Aspects: Minimum Legendary
  5 Infernal Aspects: No Escape
  
  Rakehell
  6
  Infernal Powers
  Any Infernal Powers you possess at the start 
  of the game are listed on your character sheet. 
  There’s also a sheet with suggested for more 
  powers. These are just suggestions, though – 
  if, on the spur of the moment, you need your 
  character to grow bat wings and fly, then burn 
  an Earthly Aspect and go for it.  
  All Powers consist of a passive, always-on por-
  tion and a more powerful form of the ability 
  that costs one Fate point to activate.
  Examples of Infernal Powers
  Spectral Rider
  • Armour 3 against 
  missile attacks 
  when riding
  • 1FP: Ride 
  through a solid 
  wall or barrier
  Hellish Steed
  • A demonic steed 
  that gives you 
  +2 to Riding.
  • 1FP: Summon 
  your steed.
  Inhuman Might
  • +2 to all Might rolls. 
  • 1FP: Use Might 
  instead of Fists 
  for a scene.
  Devil’s Charm
  • +2 Charm. 
  • 1FP: Make 
  someone trust you.
  Moonlight Blade
  • You can wield 
  moonlight as a 
  rapier; you always 
  have a weapon to 
  hand at night
  • 1FP: +2 Fencing 
  for the scene.
  Inhuman Senses
  • +2 to all 
  Alertness rolls. 
  • 1FP: See in the 
  dark for a scene.
  Inhuman Agility
  •  +2 to all 
  Agility rolls. 
  • 1FP: Leap or 
  dodge in an 
  impossible fashion, 
  automatically 
  avoiding an attack
  Devil’s Luck
  • You have the 
  strangest good 
  fortune
  •  1FP: For the rest 
  of the scene, roll 
  5DF and pick 
  the best four.
  Devour Soul
  • Gain a Fate Point 
  when you kill an 
  important NPC
  •  1FP: When you kill 
  someone, you gain 
  one of their Earthly 
  Aspects. You don’t 
  get the Fate Point 
  back until you give 
  up the Aspect.
  Devil’s Ride
  •  Your steed can ride 
  over water, mud, ice 
  or other normally 
  impassable surfaces.
  • Your steed can 
  fly for a scene.
  Regeneration
  • Automatically heal 
  -4  Consequences 
  between scenes.
  • 1FP: Gain 
  two more -2 
  Consequences
  Hellfire Sermon
  • You can speak 
  the secret tongue 
  of flames. 
  • 1FP: You can speak 
  words that conjure 
  flames, attacking 
  with Secrets +4.
  Shapeshift
  • Your animalistic 
  features give you a 
  +1 to Intimidate
  • 1FP: Take on 
  the shape of an 
  animal such as a 
  rat, fox, or crow. 
  Spook Horses
  • Your presence 
  unsettles horses, 
  giving you a +1 
  bonus in Riding 
  contests 
  • 1FP: Scare another 
  person’s horse.
  
  The Chimneys of Whiteham
  7
  Other Stuff
  Stress & Consequences
  Rakehell uses the faster conflict system; damage is applied to the Stress track on a 1-for-1 basis (a 
  three point hit=3 Stress) and Consequences reduce damage. 
  -2 Consequences heal after a scene
  -4 Consequenes heal after a night or two of rest and recuperation.
  -6 Consequences need medical attention and take weeks to heal.
  -8 Consequences never heal naturally.
  Pistols
  If you’ve one pistol, it takes a round to reload. If you’ve got ‘a brace of pistols’, you can keep shoot-
  ing until the aspect’s compelled to run out of ammo.
  
  Rakehell
  8
  The cHimneys
  oF wHitehAm
  T
  his continues the development 
  of the Rakehell setting. It’s an 
  experiment to see if the game 
  setting can support characters 
  other than the desperate, mad-
  dened highwaymen of the Gaelcon game. The 
  characters this time are orphaned chimney-
  sweeps, penniless and oppressed; into their 
  hands falls the key to Hell. 
  Damn’d London 
  The setting of the game is London, in the 
  1780s. Don’t sweat the historical details – it’s 
  the era of Dick Turpin (fifty years too late, 
  but still...), of revolution, of the Scarlet Pim-
  pernel and the Regency (and, if all else fails, 
  Blackadder III). History has taken a turn for 
  the strange, though, so anachronisms are to be 
  expected. 
  The primary haunt for highwaymen in London 
  is along the roads to Exeter and York, in Houns-
  low Heath and Shooter’s Hill. There, highway-
  men operate alone or in small bands, preying 
  on travellers, especially wealthy aristocrats and 
  merchants, and on carriages and couriers. If 
  caught, they can expect a show-trial in the Old 
  Bailey followed by a swift hanging. 
  Beneath the city, there is another London, a 
  hellish shadow where the streets are warped 
  and lit by hellfire. There, demons walk openly. 
  A road leads from this shadow London all the 
  way down to Hell. Highwaymen prey on traffic 
  on this road, too.  
  Running the Game
  This is a pre-first draft test run of the game. 
  It’s by no means complete, balanced or fin-
  ished. It was originally written as a one-shot 
  for a convention (Warpcon XXI), and it’s still 
  in development. 
  Keep the pressure on. The feel should be a mix 
  of real-world occultism and Matrix-style flint-
  lock wushu and stunting.
  The Characters 
  The five player characters are all young, aged 
  between 8 and 15. They’re all in the employ of 
  Mr. Sidney Huddock, a sinister sweep. He’s 
  actually a thief; he uses his young charges to 
  case the houses of the rich, and then sends 
  other agents back to steal the valuables identi-
  fied by the sweeps. As the characters discover 
  over the course of the scenario, he’s also dab-
  bling in the black arts of magic.
  Tom Bracknell
  One of Huddock’s older thieves, Tom dreams 
  of being a highwayman. Huddock’s already 
  given Tom supernatural powers.
  
  The Chimneys of Whiteham
  9
  Paul Conway
  Another thief, Paul is tormented by dreams of 
  damnation.
  Sarah Whiteham
  The cousin of the Whitehams, her father was 
  ruined by his brother. She’s out for revenge.
  Nathaniel Huddock
  Sydney’s son, here to prove himself in his 
  father’s eyes.
  Mary Groves
  A young orphan girl, innocent and doomed.
  Sydney Huddock
  The main antagonist of the game. The ‘crimi-
  nal mastermind’ behind the PCs exploits; he’s 
  a cheap sorcerer who got himself in debt to the 
  devil, and now sells children’s souls to save his 
  own skin.
  Sydney Huddock
  Skills
  • Superb Deception (+5)
  • Great Stealth, Legerdemain (+4)
  • Good Occult, Charm, Pistols (+3)
  Aspects
  • Fagin ()
  • In Hock to the Devil ()
  • Hard Bastard
  • Winning Smile
  Powers
  • Steal Soul
  Can pay his own debts 
  with the souls of others.
  • Summon Demon
  Can conjure demons 
  with a ritual.
  1 FP: Call a minion demon.
  Body
  ❏ ❏ ❏ ❏
  Will
  ❏ ❏ ❏ ❏ ❏ 
  3 Consequences  (-2, -4, -6)
  The Servants
  Barnabas
  A workman and gardener. He’s in charge of the 
  PCs while Huddock is away. He’s a cruel, crude 
  man; his main job is to make sure that Hud-
  dock doesn’t dump a bunch of grimy orphans 
  on the Whiteham house and run away, or that 
  the PCs don’t steal the silverware. Play him as 
  a bastard. He’s drunk half the day anyway.
  “Y ou brats shut up, or I’ll give you 
  summat to yammer about!”
  
  Rakehell
  10
  Barnabas
  Skills
  • Great Intimidate (+4)
  • Good Brawl, Alertness, 
  Strength (+3)
  Aspects
  • Drunken Sot
  • Quick With His Fists
  • Grubby Gardner
  Body
  ❏ ❏ ❏
  Will
  ❏ ❏ ❏ 
  2 Consequences (-2, -4)
  Lucy
  A kind-hearted chamber-maid, she slips the 
  PCs the occasional plate of left-overs. She’s one 
  of the servants who attends Phillipa White-
  ham, and can pass the characters gossip about 
  the family. Play her as sympathetic.
  “I          
  must attend to milady. I beg 
  you, stay out of trouble and 
  don’t be bothering anyone.”
  Lucy
  Skills
  • Good Charm, Craft (+3)
  Aspects
  • Kind-Hearted
  • Fingers Worked to the Bone
  • Nightmares About Ghosts
  Body
  ❏ ❏ ❏
  Will
  ❏ ❏ ❏ 
  1 Consequences (-2)
  Molly Tonbridge
  The cook. A tyrant in the kitchen, but soft-
  hearted outside her domain. She’s terrified of 
  losing her job, so she runs her kitchen like a 
  workhouse.
  “Get those filthy beasts out of my clean 
  kitchen, or I’ll chop you up for 
  sausages!”
  Molly
  Skills
  • Great Craft (+4)
  • Good Brawl, Intimidate, 
  Might (+3)
  Aspects
  • My Kitchen, My Rules
  • Fat Old Biddy
  • Red-Faced and Roaring
  Body
  ❏ ❏ ❏
  Will
  ❏ ❏ ❏ 
  2 Consequences (-2, -4)
  Will the Stable Boy
  The stableboy. In charge of the horses. Has 
  airs about being the servant in a grand house, 
  and will bully the chimneysweeps if they cross 
  his path.
  “L
  ittle gutter-snipes think they can 
  ride, do they?”
  
  The Chimneys of Whiteham
  11
  Will
  Skills
  • Great Stealth (+4)
  • Good Brawl, Intimidate, 
  Riding (+3)
  Aspects
  • Bully
  • Knows the House Inside-Out
  • Arrogant
  Body
  ❏ ❏ ❏
  Will
  ❏ ❏ ❏ 
  2 Consequences (-2, -4)
  Mr. Graves
  The butler and head of the servants. Old, stern, 
  does not suffer fools gladly. The PCs may never 
  encounter him directly, but everyone else in 
  the household is terrified of him. 
  “T
  his is not in accord with the 
  proper running of the house. 
  Remove them!”
  Mr. Graves
  Skills
  • Great Charm (+4)
  • Good Stealth, Intimidate, 
  Oratory (+3)
  Aspects
  • Cadaverous
  • Gentlemen’s Gentleman
  • Figure of Terror
  Body
  ❏ ❏ ❏
  Will
  ❏ ❏ ❏ ❏
  The Family
  Lord Whiteham
  Elderly and almost insane, Whiteham was one 
  of the first diabolists in England. His family 
  wealth comes from his bargains with the Gen-
  tleman in the Doorless Room. He talks to him-
  self and believes everyone in plotting against 
  him. He has a particular dread of devils.
  “I
  hear them...rats in the walls... 
  rats with books, and scrolls, and 
  philtres, and poisoned daggers!”
  Lord Whiteham
  Skills
  • Great Occult, Courage (+4)
  • Good Oratory, Fencing, 
  Alterness (+3)
  Aspects
  • Lord of the House ()
  • Secret Occult ()
  • Mad as a Hatter
  Powers
  • Summon Demon
  Can conjure demons 
  with a ritual.
  1 FP: Call a minion demon.
  • Blast
  Can attack with Occult.
  1 FP: Blasts do +2 damage 
  for the rest of the scene.
  Body
  ❏ ❏ ❏
  Will
  ❏ ❏ ❏ ❏
  3 Consequences (-2, -4, -6)
  
  Rakehell
  12
  Lady Whiteham
  Dead; her body is entombed in the family crypt 
  in the gardens, and her soul is kept in a jar in 
  Philippa Whiteham’s bedroom. She intends to 
  possess her own daughter, and when Philippa 
  sleeps, she makes her daughter sleepwalk to 
  the Monas and work on the translation of the 
  requisite sections.
  Lady Whiteham
  Skills
  • Great Stealth, Occult (+4)
  • Good Courage, Occult, 
  Deception (+3)
  Aspects
  • Ghost
  • Hungers for a Body
  • Vain
  Body
  Will
  ❏ ❏ ❏ 
  George Whiteham
  A drunken fop, the shame of his father. He’s 
  an excellent duellist. He’s bored, and eager to 
  cause trouble.
  “L
  ittle beasts! I’ll thrash you!”
  George Whiteham
  Skills
  • Great Fencing (+4)
  • Good Brawl, Intimidate, 
  Riding (+3)
  Aspects
  • Drunken Fop ()
  • Skirt-Chaser
  • For Shame
  Powers
  • Enchanted Rapier
  Does +2 damage and 
  Hungers for Blood.
  (+1 per previous 
  successful attack).
  Body
  ❏ ❏ ❏ ❏
  Will
  ❏ ❏ ❏ 
  Phillipa Whiteham
  Vain and under the thumb of her domineering 
  dead mother. She’s trying to seduce Caspian, 
  the son of a neighboring wealthy family, who 
  live at Ashborn Abbey. As the scenario begins, 
  she’s waiting for an invitation to a ball at Ash-
  born Abbey.
  “T
  his boredom is agony. Where is my 
  Caspian? Perhaps his charms 
  will while away this endless Autumn?”
  Phillipa Whiteham
  Skills
  • Great Charm (+4)
  • Good Deception, Dance, 
  Alterness (+3)
  Aspects
  • Belle of the Ball
  • Spoiled Little Rich Girl
  • Seductress ()
  Powers
  • Shapeshift
  1 FP: Can take on the 
  form of a black cat for 
  the rest of the scene.
  Body
  ❏ ❏ ❏
  Will
  ❏ ❏ ❏ 
  
  The Chimneys of Whiteham
  13
  The Scene is Set
  T
  he characters are all at White-
  ham House, a huge country 
  house with more than a hundred 
  rooms and dozens of chimneys, 
  all of which have to be cleaned 
  by climbing up inside them. The characters 
  have been given a pantry as a living quarters 
  while they work through the house’s chimneys, 
  a task that takes several weeks. While they’re 
  cleaning the chimneys, they’re to look for jew-
  elry and other items to steal, but the real prize, 
  as Huddock makes clear to them, is a Book.
  Secret Blasphemies
  Both the Whitehams and Sydney Huddock are 
  diabolists. 
  The Whitehams used the Book to bind a devil 
  to their service. Their influence and fortune 
  are based on its power. Whiteham’s brother 
  (Sarah’s father) threatened to reveal this blas-
  phemy, and Lord Whiteham destroyed him. 
  Huddock stole the secret of diabolism years 
  ago, and called up a devil without thinking. 
  He’s managed to stave off damnation by pass-
  ing other souls onto the monster, but he’s run-
  The House
  Whiteham House is a rambling country house in the middle of vast estates. The central part of 
  the house was built some twenty years ago, but it’s attached to crumbling older buildings and 
  surrounded by outhouses. The cellars, too, date back in some cases to the 1400s. The gardens 
  are especially famous; they are filled with statuary and small monuments brought back by Lord 
  Whiteham from his days on the Grand Tour of Europe. 
  The characters are children and have no standing whatsoever within the house. They’re less than 
  the servants. Their room is in the western wing of the house, near the boilers.
  
  Rakehell
  14
  ning out of time. The devil’s bargain extends 
  to his children; if Nathaniel is to be spared, 
  Sydney needs the Monas.
  The PCs start off being used as pawns by Hud-
  dock; to triumph, their need to seize control 
  of their destiny to survive, or they will be con-
  sumed by Huddock’s demon.
  Events in the Scenario
  1. The Chimney-Sweeps: The characters 
  arrive at Whiteham Hall to rob the place. 
  Their main target is a book, the Monas 
  Hieroglyphica. 
  2. Exploring the House: The PCs explore 
  the house. Huddock leaves unexpectedly, 
  citing ‘business’. 
  3. Thieves in the Walls: The PCs start 
  sweeping chimneys and casing the house.
  4. The Gentleman in the Doorless Room: 
  The characters discover a strange gentle-
  man in a walled-up room. The Gentle-
  man is a devil bound by the Whitehams; 
  he wants the PCs to free him by splashing 
  Whiteham blood across the binding circle 
  that restrains him. 
  5. Stealing Blood: The PCs have to find a 
  way to acquire the blood of the Whitehams.
  6. Huddock’s Return: Huddock returns, 
  pursued by his demon.
  7. Unbinding: The PCs use the Blood to free 
  the Gentleman in the Doorless Room.
  8. A Devil Rides In: It all goes to hell.
  The Chimney-Sweeps
  The characters arrive at Whiteham House, led 
  by Huddock. They’ve been walking for days 
  to get here. Pausing at the gate to the house, 
  he explains that the characters are to look for 
  anything valuable and mark its position, but 
  what he really wants is a book for a ‘learned 
  cove’ in London. The book is an old leather-
  bound tome called the Monas Hieroglyphica. 
  It’s somewhere in the house; he wants the PCs 
  to search the house and find the book..
  Playing Huddock
  • Play him as a Fagin-style thief. All cheery 
  good humour, you’ve got to sweep a chim-
  ney or two
  • He brings up the Monas Hieroglyphica 
  almost as an aside; he doesn’t want the 
  PCs to attach too much importance to it
  • He says he’s got to go away on business, 
  but will be in touch. Don’t worry – the 
  PCs will get food and board at Whiteham 
  House. 
  The PCs and Huddock meet with Barnabas. 
  The manservant sneers at the PCs, but puts 
  them to work. They’re given rooms near the 
  boiler. 
  Claiming he has ‘urgent business’, Huddock 
  departs. He’s actually off preparing for his next 
  tithe to Hell, where he will sacrifice one of the 
  children to his demon patron. 
  Barnabas explains who the key individuals in 
  the house are (Mr. Graves, the family) and 
  what the characters’ responsibilities are. In 
  short, most of the fireplaces are in use at night, 
  so the PCs need to finish the sweeping during 
  the morning and early afternoon. They’re not 
  to disturb the family or the other servants 
  unduly; servants will cover relevant rooms in 
  sheets to protect them from soot and filth.
  
  The Chimneys of Whiteham
  15
  Exploring the House
  The PCs can move through the servants’ quar-
  ters without too many problems; some of the 
  more important servants will shout at them 
  if they track soot into the kitchen or other-
  wise interfere with the running of the house, 
  but otherwise they can move freely. The PCs 
  cannot enter the ‘good’ parts of the house; if 
  spotted in the public areas or in the family 
  rooms, they’ll be caught and beaten. Call for 
  Stealth rolls when the PCs try to get into 
  somewhere they’re not supposed to be.
  To get to the restricted parts of the house, the 
  characters can use the chimneys. There are 
  seven different chimney ‘networks’, but there 
  are also secret passages and attic connections 
  that let the characters get from one section 
  of the house to another without being seeing. 
  Make travelling through the chimneys a dan-
  gerous and claustrophobic experience – even 
  when the fires below are out and the chim-
  neys aren’t filled with smoke, it’s still lightless, 
  cramped and dan-
  gerous. Call for 
  Athletics rolls to 
  move through the 
  chimney; anyone 
  who fails either 
  falls or gets stuck. 
  If the fires below are 
  burning, 
  then 
  moving 
  through the chimneys is 
  e ven 
  harder and more perilous. Characters in a 
  smoky chimney need to make Endurance rolls 
  to avoid Stress.
  Possible Hazards/Encounters
  • A black cat (Philippa, wandering the 
  house bored)
  • George deliberately lighting a fire to tor-
  ment the children
  • Finding rats in the walls
  Thieves in the Walls
  The Whitehams are immensely wealthy; 
  there’s plenty of stuff to steal. Remember, at 
  this point, the PCs’ job isn’t to steal, it’s to case 
  the place and look for things to steal. Let the 
  characters decide how they’ll case the house 
  – they could creep into rooms at night and 
  poke around, 
  or use their 
  chimney-
  sweeping 
  as 
  cover, 
  or cause a 
  distraction, 
  or befriend 
  the staff. 
  While explor-
  ing the house, 
  the characters 
  may spot one section 
  o
  f 
  the house where a door has 
  b e e n 
  bricked up and painted over. 
  This is 
  the room to the upper left of A on the map. 
  There is no way into this room except through 
  the chimneys. This is the Doorless Room (see 
  below - The Gentleman in the Doorless Room).
  Looting the House
  Key targets include:
  • The Dining Room: Silverware, plates etc.
  • The Library: Rare books, money
  • The Grand Bedchamber: Jewelry and 
  personal effects
  • The Gunroom: Pistols, riding equipment
  • The Tower: More books, Lord White-
  ham’s personal effects.
  
  Rakehell
  16
  Looking for the Book
  The Monas Hieroglyphica is not in the house; 
  it’s locked in the tomb of Lady Whiteham, 
  which is in the gardens in the middle of a hedge 
  maze. There’s no way for the characters to 
  find the Book without help; run The Gentle-
  man in the Doorless Room about 1/3 to 1/4 the 
  way into the game.Checking the family library 
  turns up several books on the occult, including 
  a discussion of the Monas. It is said that the 
  book discusses a magical symbol, called the 
  Monad, which Dr. Dee claimed contained all 
  the knowledge of the universe.
  The Gentleman in the 
  Doorless Room
  While the characters are sweeping chimneys 
  or sneaking around behind the walls, one of 
  them makes a strange discovery – a doorless 
  room. Inside, the room is sumptuously deco-
  rated; the walls are lined with books, there is a 
  writing-desk and a comfortable armchair and 
  lots of paintings, but no way in or out except 
  through the fireplace. The floor is inlaid with 
  a complex occult symbol drawn in gold – if the 
  PCs ever find the Monas Hieroglyphica, they 
  recognise this symbol as the Monad. 
  Sitting in the armchair is a well-dressed young 
  man. He is supernaturally pale, with bone-
  white skin, pinkish albino eyes, and hair of 
  white gold. This is the Gentleman in the 
  Doorless Room; he is a devil called up by Lord 
  Whiteham decades ago, and magically bound 
  to serve the family. Instead of being paid in 
  souls, the devil was trapped by Whiteham’s 
  magic and locked in the room.
  The Gentleman explains his plight to the 
  player characters. He knows of the Monad 
  Hieroglyphica; it was used by Whiteham to 
  bind him. He can help the characters find it, 
  but at a price. His offer is as follows: if the 
  PCs weaken the binding that holds him, Lord 
  Whiteham will be forced to bring the book 
  out of its hiding place and repeat the spell. The 
  characters can steal the book; the Devil will 
  have its freedom. It offers the characters the 
  chance to take supernatural powers by con-
  verting Aspects if that will help them.
  To weaken the binding, the devil needs the 
  Blood of Lord Whiteham. Either the Lord 
  himself, or one of his children. (Sarah White-
  ham’s a niece of Lord Whiteham; her blood 
  won’t do, at least in a small quantity. Perhaps 
  if the characters were to slit her throat and 
  drown the floor in her blood...
  Playing the Devil
  Be restrained; don’t be too pushy. Lure the PCs 
  in instead of demanding they serve you.
  Devil’s Bargain? No Thanks! 
  Cautious players may reject the devil’s bargain, 
  or search for some other way of convincing the 
  Whitehams to hand over the Monad – say, by 
  finding out that Lady Whiteham’s soul is kept 
  in a jar in her daughter’s room, and kidnapping 
  that. That’s fine – the pressure will ramp up 
  when Huddock comes back anyway.
  
  The Chimneys of Whiteham
  17
  The Theft of Blood
  So, how do the characters get the Blood they 
  need? Possible options:
  • Breaking into one of the rooms at night 
  and stealing the blood with a knife.
  • Setting up a duel between George and 
  another young buck, or having one of the 
  PCs challenge him to a duel (normally, the 
  thought of a chimneysweep challenging a 
  nobleman to a duel would be laughable, 
  but George is massively overconfident 
  and easy to provoke).
  • Waiting for George or Lord Whiteham 
  to cut themselves while shaving.
  • Stealing horses, disguising themselves as 
  highwaymen, and attacking Phillipa when 
  she is en route to Ashborn Abbey.
  Huddock’s Return
  While the characters are plotting how to 
  get the blood, Huddock returns to White-
  ham. (Optionally, he can show 
  up in the middle of the big 
  storm 
  in 
  Unbinding). 
  He’s 
  wounded 
  and 
  exhausted; his demon 
  is hungry and did 
  not take kindly to 
  him not providing 
  a suitable tithe. 
  He 
  intends 
  to 
  sacrifice one of 
  the player char-
  acters to the 
  demon when 
  it comes for 
  him. 
  In the mean time, he wants the PCs to hide 
  him from the authorities, and to get him the 
  Book. Huddock should be a more sinister 
  figure here than in his earlier appearance; he’s 
  desperate to get the Book and complete the 
  binding of his own demon. He encourages the 
  PCs to go through with the Devil’s suggestion.
  Unbinding
  Spilling blood across the Binding Circle in the 
  Doorless Room weakens the binding spell, and 
  causes a tremendous storm strikes Whiteham 
  House. Lightning strikes the house, collapsing 
  some of the chimneys. Cue mass panic. 
  In the midst of this chaos, the second devil 
  approaches – the one bound to Huddock. This 
  fiend manifests as a huge hound, as big as a 
  pony, with coal-black hair and eyes of burning 
  yellow fire.
  A Devil Rides In
  Lord Whiteham (or Phillipa Whiteham in a 
  possessed trance, if Lord Whiteham is dead 
  or otherwise incapacitated) heads out to the 
  hedge maze to retrieve the Monas. At this 
  point, all bets are off. The warring factions 
  in this scene are:
  • 
  The Whitehams, eager to use the 
  Book to rebind their demon.
  • 
  Huddock, who wants to use the 
  book to bind his demon. For this, 
  he needs the book and a sacrifice.
  • The Gentleman in the Doorless 
  Room, who is struggling to free 
  itself of the binding.
  • The Hound, which just wants to 
  consume Huddock
  Both devils want the Monas destroyed. 
  
  Rakehell
  18
  If the Gentleman is unbound, then it takes the 
  Whitehams and all the power and wealth it 
  gave them. The fires of Whiteham Hall begin 
  to burn with infernal power, and the house is 
  set alight and dragged to hell.
  If the Hound remains 
  u n b o u n d , 
  and Huddock 
  doesn’t get 
  his 
  sacri-
  fice, then it 
  grabs Hud-
  dock 
  and 
  rides off to hell 
  with the crook in its jaws.
  Binding a Demon
  This requires the Book, a circle, and a blood 
  sacrifice.
  How to Run This 
  Game In 5 Minutes
  It’s 18th century England, with occult powers 
  lurking in the wings. The characters are young 
  chimney-sweeps in the employ of Sydney Hud-
  dock, a trickster and thief who’s in hock to a 
  devil. Huddock gives the children infernal 
  powers so they can steal for him, and then sac-
  rifices them to his devilish master. To save his 
  son, Nathaniel, from such a fate, he’s in search 
  of a book, the Monas Hieroglyphica. 
  The book allows a sorcerer to bind a demon 
  instead of entering into a compact with one; 
  the demon becomes the magician’s slave. The 
  book is in the possession of the Whiteham 
  family, a wealthy family of aristocrats whose 
  power and influence is based on their bound 
  devil, the Gentleman in the Doorless Room.
  The PCs are:
  • Tom Bracknell: One of Huddock’s older 
  thieves, Tom dreams of being a highway-
  man. Huddock’s already given Tom super-
  natural powers.
  • Paul Conway: Another thief, Paul is tor-
  mented by dreams of damnation.
  • 
  Sarah Whiteham: The cousin 
  of the Whitehams, her father 
  was ruined by his brother. 
  She’s out for revenge.
  • 
  Nathaniel 
  Huddock: 
  Sydney’s son, here to prove him-
  self in his father’s eyes.
  • Mary Groves: A young orphan 
  girl, innocent and doomed.
  In short, they show up at Whiteham Hall, 
  search for the book, and find the Gentleman 
  who explains that the only way to get the 
  Monas is to weaken his binding with White-
  ham blood, then steal the book when the 
  Whitehams reveal its presence. 
  This plan is further 
  complicated 
  by 
  Huddock’s devil 
  showing up to 
  consume 
  his 
  soul.
  
  The Chimneys of Whiteham
  19
  Whiteham House
  Key to Plan
  A: Entrance Hall
  E: Drawing Room
  B: Family Rooms
  F: Library
  C: Garden Parlour
  G: Dining Room
  D: Grand Bedchamber
  H: Ballroom
  
  Rakehell
  20
  W
  hy, they will speak your name 
  in every tavern and assembly 
  room in England when you are 
  done! Today, you may only be 
  a humble chimney-sweep, but 
  one day soon you will be the most fearsome 
  highway-man who has ever ridden the roads by 
  night. All you need is a horse. And a mask. And 
  a brace of pistols. And perhaps a good name.
  You come from a small village in the midlands; 
  your parents apprenticed you to a London 
  blacksmith, but he beat you, and you ran away. 
  You found employment with Sidney Hud-
  dock, a sweep and a rogue. He’s put you to 
  work as a thief; you spy on the houses by day 
  when clearing them of soot, and come back 
  by night to clear them of coin. You’re growing 
  too big now to clamber up chimneys or steal 
  through windows, so you have set your heart 
  on becoming a highway robber. 
  You dream of thundering down the Great 
  North Road in pursuit of some rich noble-
  man’s carriage, and seducing his beautiful wife 
  even as you take his gold. You will be a legend, 
  even if that legend ends at Tyburn Gallows.
  Your Fellows
  Young Paul Conway is closest to you in age, 
  but not in temperament. He’s weak and lily-
  livered. There’s also Nathaniel Huddock, the 
  son of your employer. 
  You secretly desire Sarah – she’s a pretty 
  thing – but she scorns you. Maybe she’ll change 
  her tune when you’re a famous highwayman. 
  Finally, there’s young Mary Groves, a mere 
  child.
  Our Tale Begins
  Mr. Huddock has brought you to a great coun-
  try house called Whiteham. You’ve never 
  seen such a mansion, and can only dream of 
  the wealth that it contains. Why, they’ve got 
  horses and guards – and a carriage, and rich 
  nobles. Perhaps it is time to begin your career 
  as a highwayman here...
  Tom BrackneLl
  
  The Chimneys of Whiteham
  21
  Tom Bracknell
  Concept
  Would-be Highwayman
  Goal
  Find Your Fortune
  Skills
  • Great Might, Alertness (+4)
  • Good Brawl, Agility, 
  Endurance (+3)
  • Fair Charm, Stealth, 
  Pistols, Riding (+2)
  • Average Courage, Fencing, 
  Intimidate, Legerdemain (+1)
  Body
  Will
  ❏ ❏ ❏ ❏ ❏
  ❏ ❏ ❏ ❏ 
  Consequences
  -2  ________________________
  -4  ________________________
  -6  ________________________
  -8  ________________________
  Fate 
  Points
  o o o o
  Clothing
  Weapons
  Horse
  Earthly 
  Aspects
  • Blacksmith’s Apprentice
  • Sinews of Steel
  • Never Actually Sat on a Horse
  • Growing Lad
  Infer nal 
  Aspects
  • Long Service to Sydney Huddock
  Powers
  Shadow Step
  +2 Stealth 
  1FP: Teleport from one shadow to another, as long as you 
  know your destination well enough to visualise.
  • Spend a Fate Point & invoke an Aspect to get a +2 or a reroll
  • Spend a Fate Point to compel someone else’s aspect
  • Spend a Fate Point to resist a compel
  • Put an Aspect on someone else and tag it for free!
  • Make an Aspect Infernal and gain a new power. Choose either one of the 
  suggested new powers or make up your own – but if you have five Infernal 
  Aspects, you’re inescapably damned!
  • Legendary +8
  • Epic +7
  • Fantastic +6
  • Superb +5
  • Great +4
  • Good +3
  • Fair +2
  • Average +1
  • Mediocre +0
  • Poor -1
  • Terrible -2
  
  Rakehell
  22
  Y
  ou are most assuredly damned. 
  You feel the hot breath of the 
  Devil on your neck, and know 
  that your death cannot be far 
  away now.
  You were sent to London to study. Your par-
  ents intended for you to become a clergyman 
  or a clerk, and paid for your place in a boarding 
  school. You learned your letters, can write pass-
  ably well in English, French and Latin, and can 
  read a little Greek too. You seemed set upon a 
  righteous path – and then you were cast out. 
  The headmaster’s purse was stolen, and it was 
  found in your satchel. You pleaded innocence, 
  but to no avail. You were thrown out of the 
  school and found yourself penniless and alone 
  on the streets of London. You could not return 
  home with such shame; you resolved to starve.
  A man – no gentleman – took pity on you. He 
  was Sidney Huddock, a chimney-sweep and 
  a thief. He gave you food and shelter, but at 
  a cost. He put your education to work; his 
  urchins stole letters and legal documents and 
  you read them in search of useful material for 
  future crimes or blackmail. Later, he promoted 
  you to thief. You would spy on houses while 
  sweeping their chimneys, then return at night 
  to steal.
  Your Fellows
  The leader of your band is Tom Bracknell, a 
  strong and brave young man. 
  There’s also Sarah, close to you in age and 
  breeding. She will not speak of her past, but 
  you guess there’s tragedy in it. Young Mary 
  Groves is little more than an infant; you 
  feel greatly protective of her. Finally, there’s  
  Nathaniel Huddock, Mister Huddock’s son. 
  Our Tale Begins
  Mr. Huddock has brought you to a great coun-
  try house called Whiteham – no doubt to rob 
  it, and to compound your sins. You’ve begun 
  to dream of damnation, of devils and burning 
  fires and being pursued by horrors. You fear 
  your soul, already imperilled, is doomed unless 
  you find redemption.
  Paul coNway
  
  The Chimneys of Whiteham
  23
  Paul Conway
  Concept
  Harrowed Student
  Goal
  Save Your Soul
  Skills
  • Great Secrets, Oratory (+4)
  • Good Stealth, Agility, 
  Alertness (+3)
  • Fair Deception, Legerdemain, 
  Charm, Science (+2)
  • Average Riding, Fencing, 
  Pistols, Brawl (+1)
  Body
  Will
  ❏ ❏ ❏
  ❏ ❏ ❏ 
  Consequences
  -2  ________________________
  -4  ________________________
  -6  ________________________
  -8  ________________________
  Fate 
  Points
  o o o o
  Clothing
  Weapons
  Horse
  Earthly 
  Aspects
  • Well-Educated
  • Highly Strung Nerves
  • Honest Face
  • Dreams of Damnation
  • Protective of Mary Groves
  Infer nal 
  Aspects
  • Dreams of Damnation
  Powers
  Shadow Step
  +2 Stealth 
  1FP: Teleport from one shadow to another, as long as you 
  know your destination well enough to visualise.
  • Spend a Fate Point & invoke an Aspect to get a +2 or a reroll
  • Spend a Fate Point to compel someone else’s aspect
  • Spend a Fate Point to resist a compel
  • Put an Aspect on someone else and tag it for free!
  • Make an Aspect Infernal and gain a new power. Choose either one of the 
  suggested new powers or make up your own – but if you have five Infernal 
  Aspects, you’re inescapably damned!
  • Legendary +8
  • Epic +7
  • Fantastic +6
  • Superb +5
  • Great +4
  • Good +3
  • Fair +2
  • Average +1
  • Mediocre +0
  • Poor -1
  • Terrible -2
  
  Rakehell
  24
  T
  wo years ago, you slept in a 
  feather bed in a mansion. Last 
  night, you slept in a cowshed. 
   
  You were born Sarah White-
  ham. Your father, John Whiteham, was the 
  younger brother of Lord Whiteham. You’ve 
  met your uncle three times. Once was at a 
  Christmas when you were four; once was when 
  he ruined your father in court, and the last was 
  at your father’s funeral. 
  Lord Whiteham destroyed your family. You 
  suspect your father threatened or insulted 
  his brother in some way, but no offence could 
  merit the devastation wrought by your uncle. 
  He humiliated your father and broke his spirit. 
  It drove your father to suicide, your mother to 
  the madhouse. You should have gone to live 
  with your aunt, but instead you ran away. You 
  wanted revenge.
  You fell in with a band of thieves led by 
  Sidney Huddock. He masquerades as a chim-
  ney-sweep, and has his urchins steal from the 
  houses he cleans. It’s filthy, dishonest work, 
  but you don’t care. You’re not a young lady any 
  more – all you want is revenge on your uncle. 
  Your Fellows
  There’s Tom Bracknell, the oldest and tough-
  est of the sweeps. You’ve done things you’d 
  never dreamed you were capable of, but you’re 
  not a fighter. Bracknell is.
  There’s Paul Conway – he’s the best educated 
  of the group, but he’s weak. You don’t think 
  much of Huddock’s son Nathaniel either. 
  Finally, there’s little Mary Groves; it breaks 
  your heart to think of such an innocent child 
  in such straits, but you have your revenge to 
  think of.
  Our Tale Begins
  Finally, Huddock’s listened to the hints you’ve 
  dropped about your uncle’s wealth. You’ve 
  arrived at Whiteham House. The others are 
  here to rob it – you’re here to find a way to 
  ruin Lord Whiteham. 
  Sarah wHitehAm
  
  The Chimneys of Whiteham
  25
  Sarah Whiteham
  Concept
  Wronged Girl
  Goal
  Destroy Lord Whiteham
  Skills
  • Great Charm, Deception (+4)
  • Good Oratory, Courage, 
  Science (+3)
  • Fair Secrets, Agility, 
  Stealth, Legerdemain (+2)
  • Average Fencing, Riding, 
  Alertness, Endurance (+1)
  Body
  Will
  ❏ ❏ ❏ ❏ ❏
  ❏ ❏ ❏ ❏
  Consequences
  -2  ________________________
  -4  ________________________
  -6  ________________________
  -8  ________________________
  Fate 
  Points
  o o o o o
  Clothing
  Weapons
  Horse
  Earthly 
  Aspects
  • Gently Born
  • Blood for Blood
  • Memories of my Father
  • The Whiteham Look
  • Fear Will Get You Killed
  Infer nal 
  Aspects
  Powers
  • Spend a Fate Point & invoke an Aspect to get a +2 or a reroll
  • Spend a Fate Point to compel someone else’s aspect
  • Spend a Fate Point to resist a compel
  • Put an Aspect on someone else and tag it for free!
  • Make an Aspect Infernal and gain a new power. Choose either one of the 
  suggested new powers or make up your own – but if you have five Infernal 
  Aspects, you’re inescapably damned!
  • Legendary +8
  • Epic +7
  • Fantastic +6
  • Superb +5
  • Great +4
  • Good +3
  • Fair +2
  • Average +1
  • Mediocre +0
  • Poor -1
  • Terrible -2
  
  Rakehell
  26
  T
  hievery’s the family business, 
  and this is your apprenticeship.
  Your father’s an arch-rogue 
  named Sidney Huddock. He 
  pretends to lead a band of chim-
  ney-sweeps, but that is a ruse. Rich fools invite 
  your father into their house, and he spots every 
  item of value and every loose window. Your 
  father’s a bloody genius, is he not? They pay 
  him to case their homes, and then his urchins 
  sweep in and steal what they saw earlier.
  You’re one of those urchins. You’ve swept hun-
  dreds of chimneys, crawled through hundreds 
  of windows and into attics and cellars, but you 
  still know little of his methods. He was gone 
  from your mother for years (your mother’s a 
  whore down Cheapside, and sent you out to 
  find Huddock when she couldn’t feed you). 
  Your father’s got strange friends, and you’ve 
  heard him mutter the most curious words 
  when drunk. He holds his secrets tight. Of 
  late, he’s seemed especially worried, with the 
  air of a man whose creditors are closing in. 
  Your father acknowledges you as his own, but 
  there’s nothing more than that. You desper-
  ately want to win his approval, for him to lay 
  his hand on your shoulder and say he is well 
  pleased with you. You’ll prove yourself to him. 
  His blood flows through your veins, and that’s 
  the most important thing. It’s all in the blood.
  Your Fellows
  There’s Tom Bracknell; he’s too big now to 
  be a good thief. No doubt your father will cast 
  him out – whenever a boy grows too big to fit 
  up a chimney, he’s got to go. You’ll miss Tom, 
  but you won’t miss sniveling Paul, with his 
  airs. Sarah, now, you’ve got your eye on – she’s 
  a pretty thing, and well spoken. You sometimes 
  suspect that your father brought her into the 
  crew as a match for you. You’ve heard her talk-
  ing about Whiteham House to your father – 
  how does she know about it?
  Finally, there’s little Mary Grove; little 
  kids like her make good tear-jerkers and 
  maunder-beggars.
  Our Tale Begins
  Your father’s brought you to a great country 
  house called Whiteham. Why, this will be the 
  grandest robbery in history. You’ll show him he 
  can trust you with his secrets.
  Nathaniel Huddock
  
  The Chimneys of Whiteham
  27
  Nathaniel Huddock
  Concept
  Heir to a Thief
  Goal
  Impress Your Father
  Skills
  • Great Stealth, Legerdemain (+4)
  • Good Agility, Alertness, 
  Brawl (+3)
  • Fair Intimidate, Courage, 
  Secrets, Deception (+2)
  • Average Endurance, Science, 
  Pistols, Charm (+1)
  Body
  Will
  ❏ ❏ ❏ ❏
  ❏ ❏ ❏ ❏
  Consequences
  -2  ________________________
  -4  ________________________
  -6  ________________________
  -8  ________________________
  Fate 
  Points
  o o o o o
  Clothing
  Weapons
  Horse
  Earthly 
  Aspects
  • Grew up among Thieves
  • Blood of Sidney Huddock
  • Keep to the Shadows
  • Jealousy Is No Sin
  • Always Keep A Knife Handy
  Infer nal 
  Aspects
  Powers
  • Spend a Fate Point & invoke an Aspect to get a +2 or a reroll
  • Spend a Fate Point to compel someone else’s aspect
  • Spend a Fate Point to resist a compel
  • Put an Aspect on someone else and tag it for free!
  • Make an Aspect Infernal and gain a new power. Choose either one of the 
  suggested new powers or make up your own – but if you have five Infernal 
  Aspects, you’re inescapably damned!
  • Legendary +8
  • Epic +7
  • Fantastic +6
  • Superb +5
  • Great +4
  • Good +3
  • Fair +2
  • Average +1
  • Mediocre +0
  • Poor -1
  • Terrible -2
  
  Rakehell
  28
  Mary Groves
  Y
  ou’re the youngest of Mr. 
  Huddock’s band, and the small-
  est. That means you’re the 
  best at climbing up chimneys. 
  No-one in London’s as nimble 
  as you, you can climb up any flue and cross any 
  chimney-breast. You are eight years old.
  Mr. Huddock takes care of you. You sweep 
  chimneys and keep your eyes peeled for goree 
  (money) and other things to steal. When you’re 
  done with the chimneys, Huddock sends other 
  urchins back to take what you’ve marked. 
  When you’re not sweeping, there’s other work 
  to be done. Begging’s good; you can wail loud 
  enough to wake the dead. 
  Huddock calls you his monkey, his good-luck 
  charm. You laugh and smile even as you steal; 
  you’re still an innocent. One night recently, 
  Huddock took you by the hand and drew a 
  strange symbol in the soot with your finger; 
  since then, the hottest coals have not hurt 
  your skin and you’ve learned to spit fire with 
  your thoughts. It makes you smile to have such 
  a clever trick. He made you swear to keep it 
  secret.
  Your Fellows
  There’s Tom Bracknell. He used to be a good 
  thief, but he’s growing too big to fit up chimneys.  
  You like Paul Conway, he sometimes tells 
  you stories he read in books, and you’re care-
  ful to be nice to Nathaniel Huddock, the 
  master’s son. Lastly, there’s Sarah. You know 
  she was well brought up – she’s twice your age 
  older than you are, but knew nothing about 
  the streets when you met her.
  Our Tale Begins
  Mr. Huddock’s brought you to a big country 
  house...
  
  The Chimneys of Whiteham
  29
  Mary Groves
  Concept
  Innocent Child
  Goal
  Survive
  Skills
  • Great Agility, Legerdemain (+4)
  • Good Charm, Deception, 
  Stealth (+3)
  • Fair Courage, Brawl, 
  Intimidate, Alertness (+2)
  • Average Secrets, Science, 
  Riding, Might (+1)
  Body
  Will
  ❏ ❏ ❏
  ❏ ❏ ❏ ❏ 
  Consequences
  -2  ________________________
  -4  ________________________
  -6  ________________________
  -8  ________________________
  Fate 
  Points
  o o o o
  Clothing
  Weapons
  Horse
  Earthly 
  Aspects
  • Tiny
  • Soot-Covered Urchin
  • Spiritual Innocent
  • Take pity on a poor orphan
  Infer nal 
  Aspects
  • Huddock’s Lucky Charm
  Powers
  Fireproof
  You take no damage from fire. 
  1FP: Set something alight.
  • Spend a Fate Point & invoke an Aspect to get a +2 or a reroll
  • Spend a Fate Point to compel someone else’s aspect
  • Spend a Fate Point to resist a compel
  • Put an Aspect on someone else and tag it for free!
  • Make an Aspect Infernal and gain a new power. Choose either one of the 
  suggested new powers or make up your own – but if you have five Infernal 
  Aspects, you’re inescapably damned!
  • Legendary +8
  • Epic +7
  • Fantastic +6
  • Superb +5
  • Great +4
  • Good +3
  • Fair +2
  • Average +1
  • Mediocre +0
  • Poor -1
  • Terrible -2
  
  Rakehell
  30
  Appendix I: Open Game License Version 1.0a
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