Victorian Era
Birmingham burns as the French vie for war, witness it all in this Dark Victorian Narrative-RPG.
Author's Note:
- 46 unique locations, 8 bosses, and 22 characters.
- A city bogged down by industrialisation.
- A royal conspiracy that threatens the fate of England.
- Engage in tense gameplay as a betrayed noble turned highwayman. Raid estates, hold up and rob people on the road, or act as a mercenary against the French as King Richard flirts with war.
- Slice-of-life options: become a master thief, burgle houses as a chimney sweep, attend noble galas, or assist a troubled journalist in deciphering a cryptic letter that threatens the fate of England....
I strongly recommend starting your campaign with ''Generate Points of Interest'' and ''Generate Areas'' disabled. With these options toggled off, Franz will make use of the areas as intended.
Played | 319 times |
Cloned | 16 times |
Created | 51 days ago |
Last Updated | 43 days ago |
Visibility | Public |

HP Range80 - 90 (Avg: 85)
AC15
XP1800
Description
Lurking among the ruins of Birmingham, the Lone Highwayman haunts the ashen roads, seeking out travelers to hold up. With a swift horse and a deadly lance, he embodies the terror of the Victorian era, striking fear into the hearts of those who dare to travel after dark.
Details
Size | Medium |
Type | Humanoid |
CR | 5 |
XP | 1800 |
Languages | Common. |
Defenses
Armor Class | 15 |
HP Range | 80 - 90 (Avg: 85) |
Damage Vulnerabilities | Radiant |
Damage Resistances | Piercing, Slashing |
Damage Immunities | Poison |
Condition Immunities | Frightened |
Actions
Lance Attack
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) piercing damage.
Ride Them Down
The Lone Highwayman can use his action to dash towards a target. If he moves at least 20 feet straight toward a creature and then hits it with a wooden lance attack on the same turn, that target takes an extra 10 (3d6) piercing damage.
Terrifying Presence
Each creature of the Highwayman's choice within 30 feet must succeed on a DC 15 Wisdom saving throw or be frightened until the end of their next turn.