Bright Gallows

Gallows with single/multiple scaffolds, sex animations & no/short/long drops.


The Bright Gallows is a modular and highly configurable gallows system for Second Life roleplay.

Rez a single stairway, next to which any number of scaffolds may be rezzed to form a continuous platform. A single executioner controls all the scaffolds rezzed on the same parcel of land, and the fate of all the victims on them.

You may therefore create a gallows with a single noose, or with many, and if many victims are standing on trap-doors, you may execute them individually, or all at once.

It also offers a choice of execution styles. A "no drop" execution opens the trap-door, but doesn't play out slack rope, meaning that the victim will not fall, but struggle as they slowly asphyxiate before dying. A "long drop" lets the victim fall over 2m, breaking their necks and guaranteeing instant death. A "short drop" drops them only 80cm, and leaves a 50% chance of strangulation or immediate demise.

A system of ratchets and rollers also allows the gallows to leave the trap-door closed, and instead pull the rope up, dragging the victim off their feet to asphyxiate.

While the victim is struggling, the executioner may optionally "reprieve" them, lowering their feet to the trap-door once again and allowing them to breathe. They may then start the hanging again, and torture the victim by repeating this cycle as often as they wish.

The executioner has their own menu of actions and poses, allowing them to stand, sit, pace, and even dance. And they may also have sex with any victim on a scaffold, giving or receiving oral, or having intercourse from front or rear, and changing poses at will.

All the executioner's actions, the sexual positions, or the hanging styles, may be removed, replaced, or added to, simply by dropping appropriately named animations into the gallows. Similarly, the length of drops, and the probability of instant death versus asphyxiation, are all configurable.

The gallows will also play sound effects: the crack of the trap-door opening, a rope creaking loudly under the strain of a struggling victim, to the quieter rasp of a rope supporting a body, swinging slowly. These sounds too can be removed, or replaced with other Second Life sound items, without scripting.

A menu driven texturing system allows textures to be chosen individually, or any of eleven "schemes" of textures to be applied all at once. The gallows can therefore have a rough, wooden "wild west" appearance, a cold, dystopian all steel construction, or whatever fits in best with your venue and sense of immersion.

In all, the Bright Gallows is an immensely flexible and scalable toy, suitable for anywhere from a town from the old American west, to a dark BDSM themed dungeon. Whether you are looking for a piece of atmospheric site dressing, or a tool for dark sexual roleplay, the Bright Gallows can be configured to provide it.


Begin by finding the object "Bright Gallows boxed" in your inventory, and dragging it onto the ground to rez it.

Right-click the box to show its pop-up menu, select "Open" to display its contents window, and click the "Copy To Inventory" button at the bottom. This will create a new folder in your inventory, also called "Bright Gallows boxed".

In this folder, you will find three objects:

Bright Gallows - Base
Bright Gallows - Scaffold
Bright Gallows - Walkway


Rez the base. This is a stairway leading up to a small platform. You should only rez *one* base, regardless of the number of scaffolds you wish to rez for victims.

Now, rez a scaffold to the right of the base (as seen from the front of the stairs).

To line up the base and the scaffold perfectly, right-click the base to open it's pop-up menu, and select "Edit" to display its properties window. Click the "Object" tab, and you will see X, Y, and Z numbers giving the base's position in region coordinates. Make a note of these: for the sake of example, let us imagine these coordinates were X=96.2, Y=24.0, Z=35.8.

Then right-click and "Edit" the scaffold. Change its Y coordinate to be exactly 3m bigger than that of the base, and give it the same X and Z coordinates. So in the case of the example above, the scaffold should be positioned at X=96.2, Y=27.0 (as this is 3 more than 24), Z=35.8.

You may now rez as many scaffolds as you wish, each 3m to the right of the last. They will form a continuous platform, so after walking up the stairs, victims may walk along the scaffolds and stand on any vacant trap-door.

The walkway object is optional. If you are only rezzing one scaffold, or are rezzing more than one but are happy to have them in a line, it is not needed. However, if you would like to lay out the scaffolds in an L shape, or a U, or even formed into a square, you can do this by using walkways to connect them, as each walkway creates a corner in the layout.

Rez the walkway, and position it exactly 5m to the right of the last scaffold. You can then rez another scaffold, change its Z rotation to 270, and rez it 5m further along the X axis from the walkway. You can then rez more scaffolds, increasing their X coordinate 3m at a time.

This description may make the process sound more complicated than it is. When you see the objects in front of you, you should find that arranging them becomes simple. The key point is that the scaffolds are 3m wide, and the walkway 5m, so by setting them all to the same height, and spacing them exactly these distances apart, they will line up perfectly.


Any avatar clicking a scaffold will hear the following message:

Right-click this scaffold and select 'HANG ME' to be hanged.
Right-click the stairs and select 'HANG THEM' to be executioner.

Right-click the scaffold, and you will see the usual "Sit" option on the pop-up menu has been replaced with "HANG ME".

Select this, and you will be asked if you grant permission for a noose to attach itself to your avatar. Click "Yes".

You will now be moved onto the trap-door, with your arms bound behind you, and a rope running down to the noose around your neck.

You will hear this message:

* Click 'Stand' to leave the gallows.
* Click your scaffold for a menu.
* Use option 'ADJUST' to raise/lower your feet to the trapdoor.

Click the scaffold to display the following menu.

[ADJUST] Move your avatar up or down
[DISMOUNT] Get off the gallows
[HANG] Execute yourself

Avatars are different shapes and sizes, and so when animated, some may stand with their feet slightly above the trap-door, and some with their feet embedded into it. It causes no problem, but if this visual glitch disturbs your sense of immersion, you can click the [ADJUST] button to move your position up or down. The following menu will appear:

Click to adjust your vertical position.
(Current offset: 0cm)

[<BACK] [DOWN 1cm] [DOWN 5cm]
[RESET] [UP 1cm] [UP 5cm]

Your avatar will move up or down in response to the buttons you click, and the adjustment you make will be applied to all animations you play until you leave the gallows.

Click [HANG] to display the hanging menu.

Ways to hang Toni Doe:
[RAISE] Drag up and asphyxiate
[NO DROP] Fold trap and asphyxiate
[SHORT DROP] 80cm drop/50% breakneck
[LONG DROP] 2.5m drop/100% breakneck
[RANDOM] Apply random method

What happens next will depend on which style of hanging you choose. You will hear the sound of the gallows working, and either the rope will pull you up into the air, or the trap-door beneath your feet will open. If the hanging does not break your neck, you will struggle for breath, and hear the sound of the rope creaking as your avatar kicks. Finally, you will fall still, and the sound of the rope will become quieter, as your body swings.

Note that you have been "sitting" on the scaffold throughout, and have therefore seen the Second Life "Stand" button displayed at the bottom of your screen. Any victim can click this at any time - while waiting, during sex, or before, during, or after hanging - to dismount the gallows and stop all animations.

Also note that the [HANG] option will only be accessible to the victim if no one is acting as executioner. If someone is, the victim will not see this button, as when and how they are hanged will be in the executioner's power.


If an avatar clicks the base, they will hear the following message:

Right-click this gallows and select 'HANG THEM' to be the executioner.

Right-click the base, and you will see the usual "Sit" option has been replaced by "HANG THEM". Select this, and your avatar will be positioned at the top of the stairs, and you will hear this message:

* Click 'Stand' to leave the gallows.
* Click your platform for a menu
* Use option 'ADJUST' to raise/lower your feet to the floor.
* Click any scaffold to move there
...or have sex with or hang its victim.

Click the base to see the following menu:

[ADJUST] Move your avatar up or down
[ACTION] Perform an action
[DISMOUNT] Get off the gallows

The [ADJUST] option works for the executioner as described above for the victim.

Clicking [ACTION] displays the following menu:

[STAND] Stand and wait
[DANCE 1] Power dance
[DANCE 2] Booty dance
[DANCE 3] Teasing dance
[MAST. (F)] Female sit and masturbate
[MAST. (M)] Male sit and masturbate
[PACE] Pace back and forth
[POSE] Adopt poses
[SIT] Sit on the platform

Select any of these options to trigger the corresponding animation, which will play until you choose another action. So for instance, if you click [SIT], you will sit on the platform.

Now click a scaffold with a victim standing on it:

[MOVE HERE] Stand on Toni Doe's scaffold
[SEX] Have sex with Toni Doe
[HANG] Execute Toni Doe
[HANG ALL] Execute all victims
[REMOVE] Remove Toni Doe from scaffold
[ADJUST] Move your avatar up or down
[ACTION] Perform an action
[DISMOUNT] Get off the gallows

Clicking [MOVE HERE] will move you to the chosen scaffold.

(Note that though the executioner can move to any scaffold, technically they will remain "sitting" on the base at all times, their body being moved between scaffolds by the base's scripts. Linden Lab's documentation specifies a limit which prevents scripts moving a seated avatar more than 50m, so you should normally keep each scaffold within this range of the base. However: in testing, we have found the executioner can reach scaffolds considerably further away. Your mileage may vary, so test each new scaffold as you add it.)

Clicking [REMOVE] will simply "unsit" the victim - without hanging or otherwise interacting with them. This option allows the executioner to throw any avatar with whom they don't wish to roleplay off the gallows.

Click [SEX] to have sex with the victim. The following menu will appear:

Forms of sex with Toni Doe:
[FUCK] Fuck victim
[GIVE ORAL] Give oral sex
[ORAL] Have oral sex
[REAR] Fuck victim from rear

Wherever you were standing before - on the base or on a scaffold - your avatar will be moved to the victim's position, and you and the victim will be animated appropriately. While you are having sex, if you click the scaffold you will see the same options above (so you may change positions), plus one extra option:

[STOP SEX] Stop having sex

Clicking [HANG] or [HANG ALL] displays the same menu of hanging options described for the victim above.

If your are standing on their scaffold when you hang a victim, you will be animated pulling the lever: if you are still on the base, you will not.

If you click [HANG ALL], you will be shown the same hanging menu, but all victims will hang. Note that if you choose [HANG ALL], and then choose a [RANDOM] hanging style, the victims may all be hanged in different ways.

If you click a scaffold from which a victim is already hanging, but is still alive and struggling, then instead of [HANG] or [SEX] buttons, you will see:

[REPRIEVE] while Toni Doe still lives

So if, for instance, the victim has been lifted off the trap-door, clicking [REPRIEVE] will lower them back onto it, allowing them to stand, and breathe.

If you wish, you can therefore torture a victim by repeatedly choosing a "raise" style hanging (pulling them off their feet by the neck) and then "reprieving" them each time before they die - even having sex with them between these incomplete hangings.

Once the victim is dead, they will be left hanging from the rope. If you click the scaffold at this point, you will see the following option on their menu:

[CUT DOWN] Toni Doe is dead

Clicking this "unsits" the victim, removing them from the gallows.

Note that the executioner remains "sitting" on the base throughout, and will therefore have the Second Life "Stand" button displayed at the bottom of their screen. They can click this at any time to dismount the gallows. Any victims will remain on their scaffolds, and another avatar may then become executioner by sitting on the base.


To change the appearance of your gallows, click any part of it, and hold down your mouse button until the following menu appears:

Please click [SCHEMES] to impose a predefined texture
scheme, or choose individual surfaces to retexture.


Click [SCHEMES] to display a choice of predefined texture schemes:

Please choose a predefined texture scheme.


Clicking any of these buttons will instantly retexture the entire gallows. The menu will then redisplay, so by clicking each button in turn, you can see which scheme you like best.

Each scheme is made up of four textures - one on the flat platforms, one on the "shafts" or beams holding them up, one on the various joints, braces, and rollers, and the last on the rope itself. You can change the texture applied in each of these areas individually by clicking [<BACK] to return to the main menu, and then clicking (say) [PLATFORMS]. You will see a menu like this:

Please choose a platforms texture.


As the objects making up the Bright Gallows are modifiable, you are welcome to retexture them using the Second Life editor, or just by dragging textures from your inventory onto their surfaces. However, if you do, bear in mind that choosing new textures through the menus above will override your manually applied textures.

Out of the box, the gallows is textured according to the [OPEN MESH] scheme: to return the gallows to the way it looked when first rezzed, simply reapply this scheme.

Note that these texture menus will only appear for you, the owner. Even if other residents long-click, they will not have access to this feature.


This section is a little technical, and you don't need to read it to use your gallows. It is provided for those who wish to experiment with changing the animations the gallows use to position and move the executioner and victims.

All the animations use to pose the executioner are stored inside the base, and all those used to pose the victim are inside the scaffold. To see them listed, right-click the base (or scaffold), select "Edit" from the pop-up menu to display its edit window, and click the "Content" tab.

All the animation names begin with an exclamation mark ("!"), so they are all sorted together at the top of the contents list.

If you wish, you may replace any animation with one of your own. Simply give the new animation the same name as the one you wish to replace, delete the animation to be replaced from the gallows, and drag in the new animation from your inventory. Your new animation will now be played whenever an avatar sits on the base or scaffold in question.

You will notice that each animation has two "vectors" at the end of its name, each a series of three numbers between chevrons. For instance:

!, FORWARD, Pull lever forward, :<-5,-83,0>, :<0,0,180>

The vector :<-5,-83,0> determines the position of the avatar in centimetres along X, Y, and Z axes (relative to its usual position) when the animation is played, while :<0,0,180> determines its rotation around those axes in degrees. (The X axis runs from the back of the scaffold to the front, the Y runs sideways, and the Z from bottom to top.)

So if you wanted the executioner to stand closer to the lever while pulling it forward - say, 2cm closer along the X axis - you could change the first vector to :<-7, -83, 0>.

When you change an animation name, the base or scaffold will reset, and anyone sitting on it will be unseated: you will have to use it again to see the effect of your edit.

Adjusting animation positions and rotations is a little fiddly in Second Life, and made more complicated by the fact that avatars come in many different sizes and proportions - no settings will work perfectly for everyone. The values as set will work well with most avatars, but if you wish to experiment with adjusting them, you are welcome to do so. And if you add your own animations, you will naturally need to work out the ideal position and rotation for an avatar to use it.

The lists of buttons on the "ACTIONS", "SEX", and "HANG" menus described above are built from the animation names.

Action animations are in the base, prefixed "!A". You may change their names, remove animations you don't need, or add your own, which will automatically be added to the "ACTIONS" menu. Be careful to maintain the same name format, which consists of exactly five values separated by commas: "!A", the button label, the action description, the position, and the rotation. For instance:

!A, PACE, Pace back and forth, :<30,-25,0>, :<0,0,-30>

Hanging animations are in the scaffold, prefixed "!H1", "!H2" etc. For instance:

!H3, SHORT DROP, 80cm drop/50% breakneck, :<-22,7,-95>, :<0,0,0>

Each of these animates the victim hanging dead from the rope, and will add a button to the "HANG" menu. Some hanging styles will be accompanied by "struggle" animations, which have a slightly different name format:

!H3, #1, 50, 20, 60, :<-30,0,-118>, :<0,0,0>

The "!H3" indicates that this struggle is associated with the "!H3" hanging above. You can add multiple struggle animations if you wish, and the "#1" indicates that this is the first. If there is also a "#2", "#3" and so on, these will be played in order before the final hanging animation.

The number "50" means that there is a 50% chance that the struggle animation will be played - if it does not, the victim will die immediately and the main "!H3" animation will play. If it does play, its duration will be determined by the next two numbers. In this case, it will play for between "20" and "60" seconds.

Note that if there are multiple struggle animations, each has its own probability of being played. For instance, three struggle animations, each with a 30% chance of playing, mean that there is a 34% chance that the hanging style in question will instantly break the victim's neck (as the chance no struggle animation will play is 0.7 x 0.7 x 0.7 = 0.343).

Each button on the "SEX" menu requires two animations: one prefixed "!SE" to animate the executioner and put in the base, the other "!SV" to animate the victim and put in the scaffold.

!SE, ORAL, Have oral sex, :<-53,0,0>, :<0,0,0>
!SV, ORAL, Have oral sex, :<10,0,0>, :<0,0,180>

You may have up to 10 options on each of the "ACTION", "HANG", and "SEX" menus.

One special animation in the scaffold is called "!, WRISTS, Bound wrists". Whenever the victim is posed using one of the animations above, this animation will be played in addition. This ensures that even if the various animations are from different sources, the victim's arms will be bound consistently. If you replace this animation with a different arm-binding animation, ensure that the replacement has the highest priority, and that it only animates the victim's arms, and doesn't interfere with any other part of their body.


There are three sound items in the scaffold:


"$DROP SOUND" is a "clunk" which will play as soon as the lever moves to begin a hanging.

"$STRUGGLE SOUND" is a loud rope creaking which will play while a victim is struggling at the end of the rope.

"$SWING SOUND" is a quiter rope sound which will play as the dead victim swings back and forth.

You may replace any of these items with sound items of the same name, and the new sounds will be played by the scaffold.

If you do not want any sound associated with an event, simply remove the corresponding sound item.


* Remember: only rez ONE base on any single parcel. It will automatically control ALL the scaffolds on the same parcel.

* By all means rez only a single scaffold if one noose is all you wish to see. But if you haven't settled firmly on this, and have space, consider rezzing more. The opportunity for sophisticated roleplay increases greatly between an executioner and multiple possible victims. And consider using walkways to create a more complex layout if you don't wish your scaffolds to be in a single line.

* Spend some time choosing the right textures for your venue. The emotional impact or "vibe" of the gallows can be shifted greatly by changing their appearance.

* If you are confident using the Second Life editor, and like experimenting, add your own favourite animations for executioner "actions" or sex. Let your executioners express themselves by taunting or using their victims. Remember that the arm binding animation is applied automatically and additionally to all victim animations, so the victim's sex animations need not include this feature.

* If you have (or wish to create) struggle animations, remember that you can add *multiple* struggle animations before any hanging. Use the most energetic first, followed by weaker ones, to represent the victim losing strength and consciousness.

* If you do develop new animations to use with the Bright Gallows, do let us know! We would love to see them. Do you wish to share them?

* Have fun!


Shan Bright
Chief Executive Officer