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Castle BlackbirdA Dark 19th Century Game by GremlinLegionsTM
Based On:Lady Blackbird by John HarperBlackbird Pie by Jamie FristromRavenloft and Masque of the Red Death for AD&D 2nd Edition by TSR
With Inspirations:Manga/aniMe
Soul Eater by Atsushi OkuboBerserk by Kentaro MiuraPriest by Min-Woo HyungLe Chevalier D'Eon by Tou UbukataHellsing by Kouta HiranoKoudelka by Yuji Iwahara
CoMiCsHellboy and B.P.R.D. by Mike Mignola, from Dark Horse ComicsGotham by Gaslight and The Doom That Came to Gotham by Mike
Mignola, from DC ComicsGotham Central from DC ComicsKnights of Pendragon from Marvel Comics
Television/MoviesBram Stoker's DraculaDark ShadowsDemonsBeing HumanDoctor Who, classic episodes State of Decay, The Talons of Weng-
Chiang, Image of the Fendahl, and Ghost LightTorchwood, episodes Small Worlds and CountrycideThe Adventures of Sherlock HolmesThe Murdoch Mysteries
Roleplaying gaMesCall of Cthulhu and Cthulhu by Gaslight by ChaosiumTrail of Cthulhu by Pelgrane PressWarhammer Fantasy Roleplay by Games Workshop/Fantasy Flight Games
WoRks of liTeRaTuReBram Stoker Mary ShellyRobert Lewis Stevenson Edgar Allen PoeH.P. Lovecraft H.G. WellsJules Verne Arthur Conan DoyleOscar Wilde
Fonts:Benighted TimesHeraldic Crests Medieval DingbatsKallot PR AstroPR Compass Rose PCOrnamentsDoujinshi
Image Resources:Split Eye Productions spliteyeprod.comoldbookillustrations.comclipart-history.comcommons.wikimedia.org
To Play, You Will Need: These rules. Copies of the dramatis personae provided in this document for
the players, or copies of the blank character sheet if they wish to make original characters.
Writing utensils, and plenty of blank paper to write notes, sketch maps, or to wad into balls and throw at the dog.
Six-sided dice in three colors white Story dice, and red and black Effort dice. The players each start with one Story die, and seven black Effort dice. Pools of additional dice should be within easy reach of the players.
Red Experience tokens. The Game Master will have a pool of them for later distribution six or eight per player should be sufficient.
Plenty of imagination and enthusiasm.
And These May Be Helpful: Markers or miniatures to represent the characters and their
adversaries. While normally we'd discourage their use for a narrative game, they can be handy sometimes to show relative distances and positions.
Old atlas and city maps, Victorian-era photos, costume books, and other visual references.
A book of names. This is useful for both GMs and players alike, who may need to come up with names of friends, contacts, and enemies on the fly, and wish to avoid a slew of NPCs all named Sven or Hershel. Baby name books are good, cheap, and readily available, though perhaps a little embarrassing at the game table. We prefer Gary Gygax's Extraordinary Book of Names from Troll Lord Games, which guarantees you'll never have a duplicate name, ever again.
Version 05.20.11
This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/3.0/
or send a letter to Creative Commons, 171 Second Street, Suite 300,
San Francisco, California, 94105, USA.
Europe by GaslightThe late 19th Century is a time of prosperity for the civilized world, after the chaos and upheavals of the past century. During the height of Victorian England and Europe's Belle Epoque, the older nations expand and fortify their territories in the New World, Asia, and the dark continent of Africa, while younger, upstart nations like the United States and Japan grow in power and prominence.
The affluent classes of this time enjoy prosperity and amenities that make their lives increasingly comfortable. The Industrial Revolution introduces great advances in technology and conveniences become more accessible to those with wealth and power, such as telephones, electric lighting, and improved health care and medicines. The elite are able to travel in comfort aboard luxury steamships and locomotives, live and work anywhere within Europe, and explore and gallivant to their heart's content.
Things are not so pleasant for the working classes and the poor, and society's rapid modernization becomes a curse. Entire neighborhoods become slums and stately homes become row houses, in some cases with as many as fifteen people residing in a single room. Life is difficult and unrewarding, and the average person barely earns enough to sustain themselves, much less their families. Both children and adults work long hours under terrible conditions. The criminal classes fare only a little better, but more opportunities are available through cunning and deceit. Knowing what to steal, when to kill, and who to blackmail becomes a path to power and prosperity for the most devious.
Civil UnrestWhile international relations are relatively peaceful, after the horrors of the Franco-Prussian War and the American Civil War, this is by no means a time of social tranquility. New philosophies and schools of thought spread through the intelligentsia and the common classes alike, and some of the most dangerous ideas find purchase with ambitious or fiery individuals. Some take up the banner of social equality and economic empowerment, such as the Feminists, Abolitionists, and Socialists. Others are conservative, such as the Temperance League, fighting against what they see as moral corruption. Others are more extreme, like Communists and anarchists, who use intimidation, violence, and even explosives to wreak terror upon the lives of the public.
The territories are also unstable, as the natives grow restless under the yoke of colonial rule. Rising tensions from being exploited by European businesses and governments eventually turns to discontent and revolt. Across the developing world, colonies suffer setbacks and sabotage, sometimes even rebellion. Foreigners also emigrate to Europe, taking jobs as cheap labor and personal servants. They bring with them their strange traditions, addictive drugs, inscrutable methods and criminal syndicates.
Secret SocietiesThe courts and board rooms are not safe from corruption or influence, often being manipulated by secretive societies and criminal masterminds. These groups have exclusive memberships and guard their plans under the guise of rituals and tradition, while quietly gathering money and power to use for their own ends. Some have actual, esoteric goals, whether the practice of occult arts, the collection of hidden truths, and even the hunting of legendary creatures.
Foremost among these secret societies are the Freemasons and the Hermetic Order of the Golden Dawn. The Masons hold considerable influence in many corners of society, and membership is seen as a secure path to success. While they keep their membership hidden, their power and prominence makes secrecy impossible, and whispers abound about which politician or mogul might be found on their rosters. The Golden Dawn seeks, instead, wisdom and eldritch power, gaining strength through the popularity of spiritualism and mediums. Unlike the Masons, they don't camouflage their existence, and have several prominent and visible members, including entertainers, writers, and eccentrics. Their stranger practices, however, are kept behind closed doors, and would lead to scandal and even persecution if revealed.
Buried HorrorsDespite the reasoning and scientific advancement of this era, superstitions still run rampant, and strange murders, disappearances, and disasters will still be quickly blamed on vampires, wolfmen, ghosts, and Satanists, particularly if sensational claims sell newspapers. However, some incidents will, indeed, have strange circumstances and events which baffle the authorities and investigators, and there are many individuals purporting psychic or magical powers, such as the Golden Dawns own Alestair Crowley.
The gypsies will also tell disturbing tales of reclusive immortals who control beasts of legend, and pull the strings of power in royal houses and radical groups alike. They are called the Seven Lords, described as heroes from a war lost to time who were tasked with guarding mountain crypts of ebony and granite. The passing centuries left their souls vulnerable to the horrors they guarded, causing them to shrivel and die, leaving behind demonic servants in the form of men. They have since turned the stone prisons into massive fortresses and castles where evil things grow. Scholars would label these legends as morality tales, attempts to personify the Seven Deadly Sins of the Bible. Those with close ties to the gypsies claim otherwise.
The RulesWhen your character confronts a Challenge, whether a difficult task, obstacle, or adversary, you will need to roll some dice to see if he succeeds. Take your starting Story die, and add one if you have a useful Trait, and one per applicable Tag related to that Trait. Characters cannot use more than one Trait at a time. If the collected Story dice don't seem like enough, you can spend Effort dice to include applicable Tags from other Traits on a one for one basis. If any of your friends are feeling generous, they can give you one of their own Effort dice to your roll.Take your dice and roll them. Each die resulting in a 4 or greater counts as a Hit, and if the total equals or beats the Challenge, you can describe how the character succeeds. All of the Story and Effort dice used are discarded, with the exception of the character's starting Story die. The GM will describe how this affects the story, particularly if information or clues are uncovered.If the character loses, you discard the collected Story dice, but keeps all of the Effort dice, and add one more to the pool total, to a maximum of 10. The character's goal is out of reach, maybe even lost, and the GM has the opportunity to escalate the situation, such as by introducing a complication, bringing in reinforcements, forcing a difficult decision, taking away an advantage or Tag, concealing information, providing false leads, or inflicting a Condition.
Magical TraitsSome Traits represent a collection of supernatural or arcane abilities. These Magical Traits are marked with a u, and can be used to perform feats or actions that are bizarre or unnatural. If a Magical action fails, replace your Effort with red dice, instead of black. These work normally for mundane Traits, but cannot be used with other Magical actions. When red Effort dice are used in future failed actions and returned to your pool, they can be black again.
Earning ExperienceWhile deciding your character's actions, you can declare that one of your Tags is a liability in a particular situation, instead of collecting a Story die, and suggest to the GM ways that it causes events to escalate or become more complicated. For example, a character's greed may get the better of him, and he takes a bribe to look the other way as a crime is committed. Or maybe an annoying child makes it difficult for some of his companions to gain audience with a politician. As a reward for adding tension or suspense to the story, the GM can give you either one Experience token or one Effort die. You may also decide that the Tag could be the cause of impending danger or an immediate threat, causing a Challenge or possibly imposing a Condition on someone. In this case, the GM would give you two Experience tokens or two Effort dice (or one of each). A Tag can only be used as a liability once per Session, so mark it off afterwards to remind yourself which were used already.When a character goes against a Tag that either represents a major aspect of his personality or something important to him, the GM may give you five Experience tokens. A coward could show a moment of valor or bravery, or a wealthy heir could give up their inheritance to help someone. In exchange, the character loses that Tag permanently.
ConditionsConditions are effects and constraints that may be imposed on a character as a consequence of his actions and failures. Exactly how they affect the game will depend on the situation: they may act as limitations against certain Traits or Tags; they can restrict certain options for how the story progresses; they could be treated like Challenges for the characters to overcome; or they may simply be narrative cues on how the characters should act, or how the world reacts to them. There are thirteen Conditions common to Castle Blackbird, and the GM and players alike may feel free to create new Conditions that better suit their own story. Afflicted: The characters fitness or reasoning are diminished
by disease, poison, or possibly a curse. What might help him recover?
Controlled: Whether through seduction, deception, possession or hypnosis, the character's action are not his own.
Deceased: The character is presumed dead. Perhaps he is missing or comatose, or perhaps he may rise from the grave. Death need not be the end.
Deranged: Fear, insanity, or blind fury has made the characters actions erratic, and his emotions uncontrollable.
Entrapped: You may be entangled by ropes, pinned in a wrestling match, jailed, buried under rubble, or blackmailed into inaction.
Exploited: The character is acting under false information, or has been led astray through propaganda or illusions.
Exposed: Whatever secrecy or covert plans the character had intended is now laid bare, with consequences to follow.
Fatigued: After prolonged combat, nightmarish dreams, or exhaustive magics, the character's strength is spent, and he must rest.
Indebted: Perhaps you owe a favor, have a stack of unpaid bills, or swore a blood oath. Debts must eventually be paid.
Injured: The character has suffered a serious wound, and must fight against the pain as well as his adversaries.
Isolated: You have been separated from your allies, or you all find yourselves in uncharted territory. You could also be a social pariah for your deeds.
Pursued: Perhaps you are a wanted man, or sought by those you have wronged. You may also be a celebrity who cannot escape the press.
Tainted: Something terrible has begun to warp the characters mind, body, or soul, changing it from what it once was.
InterludesBetween scenes of action or intrigue, characters can take a break by acting out an Interlude with one or more of their companions. This is a time for comparing notes, making plans, developing relationships, finding out more about your friends and their motivations, and tying up loose ends. During this time, the characters involved can replenish their Effort pool to the default of seven dice and replace all red Effort dice with black again, or they can remove one Condition from either themselves or an ally. Interludes can be treated as research or invention montages, as flashbacks, or as a story retold by one of the characters.
Running the GameObserve, Listen, and InquireDont plan too far ahead when running Castle Blackbird. Instead of laying out the entire adventure, let the players do the thinking for you. Pay attention to what they do and how they interact with each other and the NPCs, and take copious notes. If they have a good idea or bring up an intriguing point, jot the information down and use it as inspiration for how the adventure unfolds. Make sure to ask them lots of questions, particularly ones that dig for information or make the players consider new possibilities. Find out how they feel about the events taking place, or how they think things will react to their actions. Ask questions like: Does anything overheat when you tamper with the engine? The dinosaur skeletons are probably pretty fragile, aren't they? This seems like a dangerous borough. Do you know anything
about the gangs around here? She seems to be taking an interest in your Master. Are you
okay with that? Are there any side effects to the medicine you're working on? They look like a tribe of Bushmen. Have you encountered them
before? After the dance, do you say anything to her? Were you going to make inquiries after the fire?
Dont Impede the ActionThe characters are the heroes of the story, and should be able to handle most tasks covered by their Traits. Even though this is a game of horror, it shouldn't be necessary to ask for rolls every time they try to do something, particularly if there's no obstacle or risk. Allow the characters to do what they want, and play it by ear based on their strengths and past accomplishments. Instead of opposing them, look for your chance to reveal threats and introduce problems that result from their actions and decisions. Besides, it makes it that much more tragic and suspenseful when the highly capable heroes are the unwitting cause of terrible events.
Secrets, Misdirection and Terrible TruthsThe game is a story, so revealing information is part of the Game Master's duty. The characters will be trying to root out secrets and solve mysteries, and the GM will need to be able to give them answers, and confirm or deny their suspicions when appropriate. But you don't need to reveal everything all at once, and should dole out clues and evidence carefully. Think of it like a paranormal investigation reality show bits and pieces of information are collected over time, and it is the whole picture that exposes the true nature of the situation. Sometimes, those little clues and experiences can also be significant in their own right. Also remember that you never, ever have to tell the players the whole truth, and there are no rules against coloring it with misinformation. You may even provide clues to something completely unrelated, though use red herrings sparingly. In addition, the truth can sometimes be hard to bear. If the players invest time and energy to discover something that they later regret, all the better.
Creating ChallengesWhen the time comes for characters to be confronted by a Challenge, it could be anything: common thugs, inclement weather, villains, disasters, monsters, fear, or even the character's own morality. Challenge ratings can either be set before-hand, as part of the GMs preparation for the adventure or just improvised on the fly, based on what the GM feels is right. You should never feel that Challenge ratings are set in stone. Clever thinking, creative actions, foolish decisions, and devious interference may all play a role in adjusting the Challenge before a player needs to gather any dice.A good middle ground is putting together Challenges with a few short descriptions, phrases, and key details that the GM can use to assess the relative difficulty depending on the situation. For example, if the characters were trying to scale a rocky precipice that is described as a steep, slippery cliff face, it could be a Troubling Challenge (4). If there was a rope secured at the top, it might be treated as only Tricky (3). This can apply to adversaries as well. A miscreant described as a friendly conman, murderous intentions, keeps a hidden dagger, could be an Easy (1) Challenge when dealing with him as a fellow scoundrel, Tricky (3) if you're trying to get a fair deal out of him, and possibly Troubling (4) if you got into a fight with him and he were to bring his dagger to bear. It's all open to the GMs interpretation, but it is a fair bit easier than either writing out every possible situation, or simply winging it all of the time.
Challenge BenchmarksEasy 1 | Average 2 | Tricky 3 | Troubling 4 | Difficult 5 | Extreme 6 | Overwhelming 7 | Foreboding 8
Challenge DescriptionsMinor 1-2 phrases | Moderate 2-3 phrases | Major 3-5 phrases | Prominent 5-7 phrases | Pivotal 7-10 phrases
Sample ChallengesadveRsaRiesBaron Niemand (Pivotal): Excellent military tactics, Fueled by
rage, Full suit of armor, Horror behind the mask, Longs for true love, Master of swordsmanship, Monstrous strength, No sense of humor, Spells of shadow, Vertigo-inducing gaze
Baron's Knights (Moderate): Heavily armed, Loyal to the death, Negotiate with violence
Constabulary (Minor): Not willing to compromise, Weary officers of the law
Captain of the Guards (Major): Authority of fear, Heavily armed, Loyal to the death, Never backs down from a fight, Pursues his target tirelessly
Dark Hound (Moderate): Made of shadow, Savage beast, Very keen senses
Local Thugs (Minor): Trying to make an easy penny, A cudgel is a great motivator
Other Captives (Minor): Tired and angry, Will do anything for a reward
Servant of the Baron (Major): Extremely athletic, Eyes and ears of the Baron, Manipulates shadows with ease, Pulls daggers from the air
Threatened Citizens (Minor): Tired and scared, Wants to avoid the Baron's wrath
Visiting Emissary (Prominent): Appears without warning, Friends in high places, Knows everyone's name, Makes deals for a price, Serves an unknown master, Skilled fencer, Too many secrets
obsTaClesCastle Wall (Minor): Long fall down, Old loose stoneworkDungeon Cell (Moderate): Dark and uncomfortable, Heavy iron
bars, Scrawls on the stoneworkSwamp at Night (Moderate): Poisonous denizens, Something
lurking in the shadows, Surprisingly deep mud
evenTsCollapse! (Major): Heavy stones and crossbeams, No room to
move, Smell of leaking gas, Trapped bystandersInfiltrate the Castle (Major): Guards on the walls, Magical
wards, Heavy locked doors, Far too many shadowsRiot in the Streets (Major): Crowds of panicked people, Law
shows no mercy, Rabble-rousers causing trouble, Tempers boiling over
Sneaking Through Town (Moderate): Spotters on the rooftops, The locals are restless, Town guard on patrol
The Dramatis PersonaeThere are six premade characters for the default Castle Blackbird adventure. Even though the scenario introduces each of the characters, the only one essential to the story is Konstanze. As long as one player takes her role, the others are up for grabs. Once you've chosen a character and have your starting dice, you are ready to play.
Making Your Own CharactersIt's fairly easy to make your own original characters for Castle Blackbird, perhaps if one of the originals dies or if you are using your own scenario. New characters start with 25 picks, each allowing you to select a Trait or Tag.There are only a few limitations when making your own character. Any Tags you select must belong to one of the character's Traits. Also, starting characters cannot begin with more than one Magical Trait. Other than that, there are no restrictions, whatsoever. You can even choose Traits and Tags which seem contradictory or strange together, as long as you have an interesting explanation or backstory for the choice.Following the Dramatis Personae, there is a monstrous list of 120 Traits devised for the Castle Blackbird setting. This is by no means exhaustive, and we are sure that players and GMs alike will have their own ideas for new Traits and Tags. By all means, they are encouraged to make their own, as long as everyone agrees that the abilities they choose make sense.
Advantages and AdvancementAs your character collects Experience tokens, they can be spent throughout the game on various advantages. One Experience token will allow the character to ignore a
Condition he is about to suffer. Note, this cannot be used to remove a Condition after the fact you will need to act out an Interlude to do that. Make sure to describe how he manages to escape this fate!
One Experience token can make an item found or acquired during the game to be used as a temporary Tag for the rest of the Scene. It is considered a generic Tag, so it can be applied to any Trait, as long as the usage makes sense.
Two Experience tokens will allow you to use any of your character's applicable Tags on a single roll, no matter which Trait is actually used. Magical Tags are still limited by the character's Effort or Power.
Five Experience tokens can purchase a new Trait or Tag. This can also make a temporary item Tag into a permanent one (in which case you only have to spend four Experience tokens). Once you do this, the new item Tag needs to be connected to one of the character's Traits.
1 Konstanze Amalie von Amselburg 1An adventurous heiress in hiding
exploReRAwareness / Decipher / Lore / Myths / Nimble / Ruins
nobiliTyEducation / Inheritance / Lineage / Presence / Title
RebelliousBrash / Daring / Insubordinate / Tough
seCReTiveObservant / Quiet / Tight-LippedWaRRioRDisarm / Rapier
Notes:_________________________________________________________
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g Ruprecht Hertwig Ehrhard gLovelorn personal bodyguard of the Lady of Castle Blackbird
CavalieRBrave / Breastplate / Charge / Equestrian / Fencing / Longsword / Manners / Tactics
esCoRTCalm / Conceal / Defend / Derringer / Reaction / Search / Suspicion / To The Death / Watchful
faiThfulHonest / Iron Will / Loyal / Patient / Unyielding
Notes:_________________________________________________________
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x Horatio Metcalfe xGadabout with the notion of becoming a monster hunter
dileTTanTeBorrow / Carouse / Fashion / Haughty / Repartee / Winning Smile
MeddlesoMeAdvice / Gossip / Listen / Tinker
slayeRCrossbow / Holy Water / Know the Signs / Patience / Silver / Wooden Stake
WoRldlyAlert / Been There Done That / Cultures / Improvise / Languages
Notes:_________________________________________________________
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O Brijesh Sukhjinder OOutcast Rakshasa and loyal companion to Horatio
assassinBackstab / Conceal / Deadly / Garrote / Poison / Shadow / Stealth / Stiletto / Unemotional
uChangelingDead Man's Face / Imitate / Quick Change / Replace / Steal Form / Steal Memories
dediCaTedIron Will / Reliable / Vow
foReignExotic / Strange Mannerisms / Unreadable
Notes:_________________________________________________________
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L Louza Piemontesi LCunning Gypsy delinquent and troublemaker
uCabalisTBestow / Binding / Fates / Locate / Lost Lore / Sigil / True Name / Whispers
gypsyAllies / Clan / Pick Pockets / Riddles / Secrets / Tricks
MisChievousBluff / Distract / Escape
uRbaniTeBargain / Feel of the Streets / Know Someone Who Knows Someone / Streetwise
Notes:_________________________________________________________
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K Gruthmundr Lkken KCraven Nordic criminal seeking fame and fortune
bandiTDrink / Old Pistol / Ruffian / Shooting / Sneer
bRaggaRTBoast / Oblivious / Talk for Hours / Tall Tales
ConviCTDesperate / Fight Dirty / Improvise / Iron Stomach
CoWaRdlyBluff / Duck and Cover / Excuses
deCeiTfulBacktalk / Conman / Dishonest / Promises
Notes:_________________________________________________________
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TraitsaCTivisTAccusation, Anarchist, Communist, Conspiracy, Contacts, Criminal, Determined, Factions, Honest, Inspire, Leaflets, Organize, Propaganda, Rabble, Radical, Speech, Yell
adMinisTRaToRAccounting, Banking, Bureaucracy, Carbon Paper, Credit, Details, Double Check, Finance, Irritable, Loopholes, Organization, Politics, Research, Stingy, Stocks, Taxes
alCheMisTBleeding, Brewing, Curatives, Folklore, Formulas, Hallucinogens, Healing, Herbs, Humours, Leech Jar, Legends, Natural, Old Ways, Poisoning, Potions, Research, Strange
alienisTAnalyze, Behavior, Crackpot, Delusions, Ground-breaking, Inured, Mesmerise, Methodical, Motivations, Observe, Pocket Watch, Soothing Voice, Therapy, Torture, Trauma, Unorthodox
uaRCanisTComprehend, Conjuration, Dispel, Seek, Eldritch Relic, Extension, Forbidden Knowledge, Message, Obscure, Occult Tome, Protection, Reverse, Secure, Trace, True Sight, Warding
aRTisTAppreciation, Avant Garde, Backing, Classic, Creative, Grand Scale, In Demand, Literature, Loans, Painting, Proficient, Realism, Refined, Sculpture, Style, Unique
asCeTiCAcrobatics, Alert, Anecdotes, Animal Stance, Austere, Balance, Brave, Defend, Disarm, Endure, Fast, Fitness, Humble, Iron Fist, Martial Arts, Meditate, Reaction, Wisdom
assassinAmbush, Backstab, Cold Stare, Conceal, Contracts, Crossbow, Deadly, Feared, Garrote, Guild, Poison, Quick, Ruthless, Shadow, Sniper, Stealth, Stiletto, Trailing, Unemotional
bandiTBlack Market, Blood Money, Dagger, Dark Cloak, Drink, Hardy, Kidnap, Odious, Old Pistol, Racketeer, Rotten Breath, Ruffian, Scattergun, Shooting, Slash, Sneer, Treacherous
bounTy hunTeRDemand, Disarm, Follow, Intimidate, Jobsworth, Knock 'Em Down, Manacles, No Mercy, No Nonsense, No Use to Me Dead, Heavy Pistol, Tireless, Tracking, Traps, Tricks of the Trade
bRaggaRTBoast, Confidence, Ego, Haughty, Oblivious, Pushy, Reckless, Sly Smile, Talk for Hours, Tall Tales
buRglaRAlarms, Appraise, Avoid, Bash Em, Break and Enter, Case the Joint, Climbing, Crowbar, Dexterous, Fence Goods, Lockpicks, Locks, Quiet, Sprint, Stealth, ToughuCabalisTAnonymity, Bestow, Binding, Blood Curse, Combine, Curative, Fates, Geas, Locate, Lost Lore, Pact of Loyalty, Sigil, Sooth, Transform, True Name, Whispers
CaRnieAnimal Trainer, Balance, Bizarre, Clown, Contortion, Distract, Escape, Geek, Juggling, Midget, Misfit, Misshapen, One of Us, Pick Pocket, Prance, Stunt, Trained Monkey, Trick, Tumbling, Whip
CavalieRAffluence, Brave, Breastplate, Charge, Equestrian, Etiquette, Fealty, Fencing, Haughty, Longsword, Heraldry, Loyal, Manners, Pistol, Polished, Rank, Shooting, Tactics, Warhorse
uChangelingAmorphous, Blending, Convincing, Dead Man's Face, Diversion, Feign Ability, Grow, Imitate, Indistinguishable, Quick Change, Repeat, Replace, Shrink, Steal Form, Steal Memories
uChanneleRAstral Form, Commune, Crystal Ball, Dreaming, Ectoplasm, Empathic, Empowerment, Exorcise, Fearless, Ouija Board, Past Lives, Possession, Share Memories, Speak in Tongues, Spirit Sight, Telekinesis, Telepathy
ChaRlaTanAlibi, Attention, Blackmail, Bribery, Charisma, Counterfeit Banknotes, Cunning Plan, Deception, Disguise, Forged Documents, Excuses, Forgery, Misdirection, Smooth Talker
ColonialAccent, Combative, Determined, Forefathers, Gruff, Hardy, Impatient, Improvise, Independent, Land Deed, Scrounge, Solidarity
CoMpanionArouse, Charm, Eavesdrop, Facade, Infection, Innuendo, Intimate Details, Manners, Pander, Pick Pockets, Pocket Money, Pretend, Regulars, Scandalous, Seduction, Take Abuse, Weave Tales
ConseRvaTiveArgue, Denial, Grouchy, Headstrong, Intolerant, Life Savings, Rally, Religious, Serious, Suspicious, Tradition
ConsTableApprehend, Brawl, Careful, Disarm, Gruff, Hardy, Informants, Interrogate, Law, Manacles, Nightstick, Pride, Protect, Revolver, Solidarity, Warrant, Watchful, What's All This Then?
uConsTRuCTAngry, Boost, Crush, Hardened, Immense, Innocence, Iron Grip, Leap, Lonely, Misunderstood, Power Source, Rage, Smash, Stone Skin, Strong, Unnatural
ConviCTBitter, Cold Stare, Desperate, Fight Dirty, Finish You But Good!, Fugitive, Hardened, Hatred, Improvise, Iron Stomach, Old Cellmates, Out For Blood, Reformed, Scarred, Tough
CoRRupTBetray, Cunning, Fraud, Greedy, Illicit, Impatient, Infamous, Power-Hungry, Schemes, Secrets, Two-Faced
CosMopoliTanAloof, Connections, Culture, Education, Etiquette, Gossip, Open-Minded, Spunky, Style, Tolerant, Well-Off
CouRTieRAffluent, Charisma, Concealed Dagger, Deception, Etiquette, Exquisite Derringer, Favors, Flattery, Friends in High Places, Pillow Talk, Privilege, Resentment, Secrets, Seduction, Toadying, Yes-Man
CoWaRdlyAwareness, Beg for Mercy, Bluff, Cry for Help, Duck and Cover, Escape, Excuses, Hide, Sprint, Wary
CRafTsManArmors, Carpentry, Detail, Dirty, Gruff, Hammer, Inspect, Large Hands, Masonry, Metals, Pride, Quality, Repair, Smelting, Smithing, Solidarity, Strong, Tradition, Weapons
CRuelBitter, Exploit, Insult, Offensive, Ruthless, Sadistic, Salt in the Wound, Tough, Turn the Screws, Unfeeling
CRusadingCharge In, Courage, Headstrong, Intimidate, Intolerant, Lofty Goal, Loyal, No Mercy, Overpower, Rally
CulTisTBlood Pact, Ceremonial Dagger, Chants, Conspiracy, Fearless, For the Dark One!, Gibbering, Influence, Occult Lore, Rituals, Ruthless, Sinister, Stamina, Strange Artifact, Unhinged
CuTpuRseArtful Dodger, Conceal, Cunning, Distract, Duck for Cover, Hide, Inconspicuous, Keep Your Wits About You, Pick Pockets, Pocket Knife, Quick, Quiet, Size Them Up, Teamwork, TripCyniCalCriticize, Distaste, Honest, Ignore, Irritable, Notice Flaws, Observe, Prepare for the Worst, Sarcasm
daRedevilAdrenalin, Against All Odds, Athletic, Brave, Daring, Face Death, Fearless, Leap In, Quick, Reckless, Strong, ToughdealeRAntiquities, Banknotes, Black Market, Bookie, Conceal, Contraband, Cover Up, Counterfeit, Deception, Forgery, Haggle, Hide, Jewelry, Lending, Narcotics, Sneaky, Trafficking
deCeiTfulBacktalk, Conman, Convoluted, Disguise, Dishonest, Hiding, Lies, Misdirection, Opportunity, Promises, Scoundrel
dediCaTedClear Thinker, Confidence, Fast, Friendly, Hit the Ground Running, Iron Will, Keen, Reliable, Resolve, Vow
defeaTisTCalm, Exhausted, Patient, Persevere, Pessimist, Reserved, Resigned, Tough, Vengeful, Yielding
deTeCTiveCase Files, Deduction, Determined, Elementary!, Fisticuffs, Game is Afoot!, Informants, Insight, Investigate, Law, Magnifying Glass, Perceptive, Pistol, Questioning, Research, Search, WarrantdevianTBetray, Bloody, Cold-Blooded, Dark, Dishonest, Icy Stare, Infamous, Obsessed, Perverted, Psychopath, Scandalous
udiabolisTBleeding, Blight, Burning, Corruption, Dark Pact, Drain Life, Entreat, Fear, Gateway, Grasp, Impish Servant, Infliction, Shadows, Summoning, The Mark, Warp
dileTTanTeAttitude, Borrow, Carouse, Connected, Cultured, Elitist, Entitlement, Excuses, Fashion, Favors, Haughty, Loans, Privilege, Repartee, Seduction, Wealth, Winning Smile
udivineRAstral Sight, Astrological Charts, Comprehension, Crystalmancy, Destinies, Doomsayer, Dowsing, Dreaming, Extend Senses, Harbinger, Omens, Past Lives, Postcognition, Precognition, Prophesy, Scrying
eldeRlyAnecdotes, Can't Feel a Thing, Demanding, Grouchy, Hard of Hearing, I Knew Yer Pa!, Knobby Cane, Pushy, Respect, Senile, Tall Tales, Thick Spectacles, Wise
uenChanTeRAura, Calming, Charm, Command, Confuse, Despair, Fear, Forget, Gaze, Hatred, Love, Madness, Memory, Sleep, Suggest, Truth, Voice
engineeRArchitecture, Black Powder, Clockwork, Crackpot, Devices, Dynamite, Eureka!, Improvise, Inventor, Modification, Patents, Repair, Sabotage, Salvage, Spare Parts, Steam Engines, Talented, Tool Kit, Wrench
enTeRTaineRAcrobatics, Antics, Contortion, Distraction, Escape, Hidden Knives, Humor, Juggling, Keen Aim, Keep 'Em Occupied, Mask, Sleight of Hand, Theatrics, Throwing Knives, Trickery, Tumbling
esCoRTAlert, Blood Bond, Calm, Conceal, Defend, Derringer, Disguise, Etiquette, Fencing, Loyal, Rapier, Reaction, Search, Serious, Stipend, Suspicion, Tend Wounds, To the Death, Watchful
ueTheRealAffinity, Aloof, Ancient, Attractive, Aura, Elitist, Lonely, Longevity, Resist Cold, Resist Disease, Stoic, Swift, Trackless, Wisdom
exploReRAncient, Appraise, Awareness, Cartography, Curious, Decipher, Excavate, Funds, Hardy, History, Lore, Museum, Myths, Nimble, Old Maps, Ruins, Traps, Treasures, Whatever You Can Find...
faiThfulDetermined, Honest, Ignorant, Iron Will, Loyal, Patient, Religious, Spirited, Stubborn, Unyielding, Uplifting
fanaTiCAngry, Bomb, Branded, Combative, Convert, Fervent, Flagellant, Intolerant, Molotov Cocktail, Religious, Scarred, Wild Hair
flaMboyanTAttention, Colorful, Exuberant, Fine Clothes, Flashy, High Spirits, High Tension, Interrupt, Outgoing, Prance, Style
foolishAnnoy, Barge In, Cajole, Curious, Determined, Ignore Them, Ill Mannered, Insult, Jump to Conclusions, Stubborn, Whine
foReignAllure, Exotic, Fresh Perspective, Incomprehensible, Pidgin, Strange Mannerisms, Surprising, Unique Habits, Unknown, Unreadable
foReManArchitecture, Argue, Bribes, Carpentry, Direction, Double Check, Handy, Intercede, Management, Negotiate, Read Plans, Temper, Tough, Well-Off
fRonTieRsManAllies, Brawling, Camping, Gold Shares, Gritty, Hunting Rifle, Interpret, Natives, No Nonsense, Orienteering, Perceptive, Rancher, Riding, Rough, Rugged Pistol, Scouting, Shooting
gaMbleRBetting, Bookie, Distract, Fast-Talk, Infamous, Know the Odds, Loaded Dice, Lucky Streak, Marked Cards, Now You See It, Palming, Place the Blame, Poker Face, Shell Game, Up the Sleeve
guaRdAwareness, Cudgel, Defend, Disarm, In the Line of Duty, Leather Coat, Nobodys Fool, Notice, Pistol, Polearm, Restrain, Serious, Take the Hit, Threaten, Unflinching
gypsyAllies, By the Stars, Cackle, Clan, Dark Tales, Eerie Stare, Evil Eye, Legends, Lore, Myths, Palmistry, Pick Pockets, Riddles, Secrets, Tarot Cards, The Old Ways, Tricks, Unsettling
hoodluMBash, Blackjack, Bottle of Spirits, Brawling, Break, Crass, Criminal, Cruel, Destroy, Dirty Tricks, Kick It In, Menace, Miscreant, Mugging, Pushy, Revolver, Strong, Tough, Ugly, Violent
hunTsManAnimal Mimicry, Camouflage, Dagger, Endure, Keen, Lures, Navigate, Observation, Predator, Running, Scrounge, Shooting, Shotgun, Silent, Snares, Tough, Tracking
uillusionisTAppear, Blending, Change, Delusion, Desires, Dreaming, Duplicate, Fools Gold, Glamour, Hypnotize, Levitate, Mimicry, Mirage, Nightmare, Shadows, Silver Tongue, Spook, Vanish
iMpassiveCool-Headed, Inconceivable!, Informed, Logical, Surmise, Think It Through, Unemotional, Unyielding
iniTiaTeAncient Lore, Awareness, Brotherhood, Conspiracy, History, Initiation Rites, Influence, Mysteries, Rituals, Secret Handshake, Solidarity, The Oath
uinfeRnalAcid Blood, Bite, Burning Spittle, Claws, Darkvision, Flight, Homunculus, Hunger, Infernal, Resist Heat, Resist Poison, Stone Meld, Stone-Skinned, Tempt, The Contract
JouRnalisTBadger, Camera, Chutzpah, Contacts, Deception, Disliked, Ear for News, Eavesdrop, Fast-Talk, Gossip, Headlines, Inquiry, Integrity, Photography, Scandal, Stop the Presses!
laboReRCarouse, Carpentry, Distrust, Endure, Farming, Fireman, Follow Directions, Friends, Gardener, Handy, Lumber, Mining, Pickaxe, Plain-Speaking, Pummel, Solidarity, Strong, Teamster
liTiganTBerate, Chastise, Convince, Cross Examine, Debate, Integrity, Interrupt, Investigate, Law, Legal Briefs, Objection!, Oratory, Prosperous, Secrets, Trusted
ulyCanThRopeAnimal Form, Bestial Hide, Call Animals, Claws, Deadly, Fierce, Full Moon, Hideous, Howl, Instinct, Keen Sense, Lost Humanity, Nightvision, Predator, Ravenous, Shred
MagiCianBluff, Charisma, Clever, Distraction, Endless Ribbons, Faster Than the Eye, Fireworks, Mirrors, Prediction, Sleight of Hand, Smoke Bomb, Top Hat, Trick Cane, Ventriloquist, You're Getting Sleepy
MeddlesoMeAdvice, Curious, Gossip, Inquire, Listen, Nonchalant, Observe, Peek, Tinker, What Does This Do?
MeRChanTAccounting, Appraise, Arrange, Bargain, Budget, Buying, Conceal, Connections, Deals, Evaluate, Fast-Talk, Procure, Profit, Prosperous, Selling, Stocks, Supply, Trading
MisChievousBluff, Distract, Escape, Humorous, Impulsive, Keen, Quick, Sharp, Tricks, Unpredictable, Wide Grin
uMonsTRousAbominable, Bat Wings, Bizarre, Claws, Disembody, Fangs, Fierce, Hideous, Hunger, Infection, Mutation, Regrow, Scales, Sting, Strangle, Strong, Tentacles, Terrible, Venom, Wall Crawl
uneCRoManCeRAnimate, Banish, Bleeding, Blight, Blinding, Bone Wand, Consume, Control, Disease, Draining, Fear, Ghost, Paralyze, Raising, Skull Goblet, Stench, Vampire, Wither, Zombie
nobiliTyCoat of Arms, Culture, Education, Etiquette, Favors, Heirloom, History, Inbreeding, Inheritance, Lineage, Majesty, Paragon, Presence, Privilege, Royalty, Title, Tradition, Wealthy
offiCeRBureaucracy, Chain of Command, Confidence, Etiquette, Fencing, Groomed, Heavy Pistol, History, Intel, Leadership, Medals, Military, Orders, Rank, Respect, Saber, Shooting, Stand Tall, Tactics, Wages
opTiMisTCalm, Compliment, Confidence, Energetic, Honest, Inspire, Polite, Positive, Tenacious, Unrealistic
ouTCasTAlcoholic, Branded, Contacts, Convict, Creepy Stare, Infamous, Loner, Misanthrope, Outlaw, Scrounge
pasToRAdvice, Authority, Calm, Ceremony, Comfort, Community, Confession, Educated, Flock, Holy Book, Holy Symbol, Inspire, Level-Headed, Respected, Sacrament, Stipend, Temptation, Trusted
peRfeCTionisTCritical, Details, Effort, Expertise, Frustration, Hard Work, Irritable, Stress, Studious, Tireless
peRfoRMeRActing, Charming, Composition, Dancing, Direct, Disguise, Famous, Influence, Luxury, Memorable, Musician, Opera, Opinions, Poetic, Seduction, Singing, Sway
philosopheRAbolition, Argue, Crackpot, Educated, Ethics, Heretical, Morality, Ponder, Reasoning, Religion, Revolutionary, Spurious Logic, Stubborn, Temperance, Thoughtful
physiCianAnatomy, Bedside Manner, Dentistry, Diagnose, Diseases, Dissection, Educated, Examine, Healing, Medical Bag, Pharmacy, Prosperous, Remedies, Sedatives, Surgery, Unnerving
poliTiCianAbove Reproach, Argue, Authority, Connected, Contributions, Convince, Elected, Exaggerate, Hogwash, Hyperbole, Law, Lobby, Pillar of the Community, Rants, The Game, Trusted, Wealthy
pugilisTBad Temper, Bone-Breaking, Brass Knuckles, Brutal, Crush, Dirty Trick, Fancy Footwork, Fast, Hard, Menacing, Queensberry Rules, Reputation, Stomp, Strong, Suckerpunch, Sure Bet, Thick-Skinned
RebelliousAntisocial, Argue, Brash, Bring It!, Daring, Headstrong, Impatient, Insubordinate, Take Advantage, Tough
ReClusiveAntisocial, Emotional Wounds, Extreme, Hateful, Hide, Leave Me Alone!, Misunderstood, Quiet, Shy
RusTiCAware, Backwoods, Curious, Family, Hardy, In Your Blood, Intolerant, Lay of the Land, Nimble, Plain, Temper, The Way It's Always Done, Traps
sailoRCudgel, Fishing, Gunnery, Iron Stomach, Navigate, Pistol, Rank, Rowboat, Sailboat, Scrimshaw, Sea Legs, Sea Shanties, Signals, Stamina, Steamer, Warship, Whaling, Woman In Every Port
savageAlertness, Berserker, Bow, Brother Wolf, Calm, Fasting, Fierce, Hatchet, Hunting, Legends, Quick, Scrounge, Silent, Sister Falcon, Snares, Survival, Talisman, Tracking, Wilderness
sCholaRAncient, Argument, Colleagues, Cultures, Curator, Debate, Dissertation, History, Instruction, Languages, Library, Literature, Oddities, Old School Song, Philosophy, Politics, Research, Studious, Stiff, Tenure
sCienTisTAcids, Analyze, Backing, Biology, Calculating, Crackpot, Detached from Reality, Devices, Discovery, Explosives, Investigate, Mathematics, Physics, Stipend, Tenure, Theory, Untested
seCReTiveArcane, Blackmail, In the Shadows, Observant, Paranoid, Quiet, Stubborn, Suspicious, Tight-Lipped, Unknown
sensibleAnecdotes, Big Picture, Calm, Clarity, Consider, Cool-Headed, Humility, Supportive, Unflappable
ushaManisTAncestors, Blending, Brave Wolf, Commune, Cunning Fox, Deadly Snake, Dream Travel, Hoodoo Bag, Long Stride, Mighty Bear, Spirits, Swift Eagle, Talisman, Wild Form, Wild Path, Wise Raven
slayeRCold-Hearted, Crossbow, Defy Evil, Demonology, Hatred, Holy Symbol, Holy Water, Hunting, Iron Will, Know the Signs, Know Thy Enemy, Monsters, Patience, Silver, Sniper, Tracking, Tooth and Nail, Wooden Stake
soCiableApproachable, Carouse, Connections, Friendly, Inspire, Nonchalant, Positive, Talkative, Well-Mannered
soldieRAll For One, Army Revolver, Bitter, Fierce, Flashbacks, Grim, Grisly Tales, Gritty, March, Pistoleer, Rifle, Scarred, Shooting, Spit and Polish, Tactics, Tough, Uniform Jacket, Veteran, War Stories
spiRiTualisTCalm, Crystal Ball, Deception, Distraction, Hauntings, Improvise, Knocking, Lore, Misleading, Observation, Palmistry, Parlor Tricks, Rituals, Secrets, Tragedy
spoRTsManArchery, Champion, Fair Play, Famous, Fencing, Fitness, Golf, Jumping, Longbow, Olympics, Rapier, Rules, Running, Strength, Swimming, Tennis, Throwing, Training, Unbeaten, Vigorous, Wrestling
spyCamouflaged Pistol, Collapsible Dagger, Conceal, Cunning, Cyanide Pill, Disguise, Gain Trust, Infiltrate, International, Iron Will, Lies, Military, Observe, Politics, Propaganda, Secrets, Stealth, Subversion, Surreptitious
sTeWaRdAt the Master's Side, Blackmail, Convincing, Eavesdrop, Efficient, Endure, Etiquette, Inform, Intrigue, Loyal, Patience, Secrets, Servant, Tradition
sTudenTContraband, Drinking Games, History, Literature, Lollygag, Old School Song, Pranks, Research, Scholarship, School Colors, Science, Studious, Take Notes, Teachers Pet, Truancy
supeRsTiTiousCareful, Details, Folklore, Good Luck Charm, Legends, Lucky Number, Myths, Nervous, Observant, Reaction, Suspicious
uTheuRgisTAtonement, Blessing, Consecrate, Convert, Divinity, Exorcise, Fire and Brimstone, Healing, Holy Fury, Holy Light, Holy Spirit, Miracles, Purification, Rebuke, Retribution, Righteous, Word of God
ThiefAlarms, Appraise, Balance, Bluff, Conceal, Etiquette, Eye for Detail, Intrude, Lockpicks, Locks, Prosperous, Sleight of Hand, Stealth, Trailing, Traps, Unassuming, Winning Smile
TRadesManBarman, Brewing, Coachman, Conductor, Cooking, Efficient, Grooming, Hard Work, Husbandry, Organized, Patient, Professional, Reliable, Service, Spit and Polish, Tailor, Undertaker
uundeadBite, Break Through, Claw, Dead Gaze, Feel No Pain, Fierce, Horrific, Hunger, Lunge, Memento, Memories of Life, Nightmares, Pass Through, Relentless, Rot, Shriveled, Smell Their Life, Tireless
uRbaniTeBargain, Contacts, Directions, Favors, Feel of the Streets, Gossip, Know Someone Who Knows Someone, Rivalry, Streetwise
vagRanTAlms, Begging, Bitter, Feign Injury, Hoboknife, Hungry, Iron Stomach, Pathetic, Poor, Scrounge, Stamina, Unnoticed, Unwashed
valianTCalm, Charge In, Courage, Ethical, Feel Their Pain, Heroic, Inspire, Mercy, Protect, Righting Wrongs
vengefulAnger, Determined, Gritty, Headstrong, Ignore the Pain, Menacing, No Mercy, Righting Wrongs, Tough
visionaRyAmbitious, Creative, Curious, Dreamer, Hopeful, Ideals, Inspiration, Progressive, Unrealistic
WanTonExcitement, Masochist, Obsession, Perverted, Scandalous, Sensual, Temptation, Tickle, Unflappable
WaRRioRCool-Headed, Cuirass, Dagger, Dangerous, Daring, Disarm, Duelist, Feint, Flanking, Keep Fighting, Longsword, Parry, Rapier, Shortsword, Steady Gaze, Surprise, Two-Handed, Unpredictable
WoRldlyAdventurous, Alert, Been There Done That, Cultures, Curious, Hardy, Improvise, Languages, Open-Minded, Shrewd
youThAnnoy, Curious, Exuberant, Innocent, Pester, Slingshot, Small, Tantrum, Whine, Wriggle
Afterword
This game is a hack that was two months in the devising about a month longer than I had intended. Ever since I first read John Harper's Lady Blackbird rules, I was inspired to use them to create and run short, setting-specific adventures that allows the players to help tell a story as much as the Game Master.
The Ravenloft setting from 2nd Edition AD&D had always been one of my favorites, particularly the Masque of the Red Death module, and it seemed like it would be a perfect match for the Lady Blackbird rules. What followed was a lot of unnecessary concept sketches, backstories, notes, research, and revisions. By the time my self-proclaimed deadline of Halloween rolled around, I had a pile of notes and drawings, but absolutely nothing that could be presented as a Blackbird-esque game. After much culling, it has been slimmed down into the form you see before you.
As simplified as Castle Blackbird is, it is still quite a bit more complex than originally intended, and some of its new rules are untested, in particular the Challenge descriptions. It also has a lot of Traits. A LOT of Traits. However, I think this provides more than enough detail and options for players with a similar affection for Gothic horror to be able to port the actual Ravenloft setting, or perhaps even Call of Cthulhu adventures, to the Blackbird rules with little work at all.I hope that the rules work as intended, and the game is as fun as I imagined it will be. Perhaps, later on, I'll take some of my copious notes and start writing up details of the others of the Seven Lords and their minions. Also, I hope that people who have an opportunity to play Castle Blackbird will provide feedback to make this a better game...particularly better names for the different magical abilities, as well as additional Traits and Tags that should be included.
-Gremlin Legions
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The Door To Gnter's Brauhaus Was Kicked In...and the patrons were forced into the Amselburg streets, pushed into a larger group of people who had been removed from other local establishments by the constabulary. As other enforcers broke into surrounding homes and buildings, barking out commands to their residents, those held captive were closely watched over by Baron Niemands own soldiers, clad in black and bearing helms akin to the metal mask worn by their master. The din of upset voices and the cries of children could be heard echoing through the streets, and one could not help but imagine that these events were being repeated all over this ward of the city.
Konstanze and her friends felt the last warmth of their drinks quickly evaporate into the chill of the evening air, as the gathering grew larger and the atmosphere bleaker. She looked to her loyal Ruprecht, whose furrowed brow betrayed the worry that he felt, despite his otherwise stoic countenance. Around her, the others were also tense. Horatio, in his typically British fashion, seemed more inconvenienced than upset, and looked as if he might slap the helm of one of their guards with a white kidglove, had he the chance. His companion Brijesh was as calm as ever, though no one ever knew whether that was from enlightenment or well-constrained bloodlust. And as for their defacto leader Gruthmundr, the supposedly fearless bandit descended from mighty Vikings, his eyes were darting back and forth nervously while his shaking hand migrated ever-closer to his concealed pistol.
As the last tavern on the block was evacuated, Louza appeared like a dark-skinned ghost, to report what she had learned from the whispers of the guards, and it was worse than they could imagine. The Baron had discovered that his ward and heiress of the Castle Blackbird, the Lady von Amselburg, was missing, feared abducted by villains unknown, and her handmaiden was executed on suspicion of collusion. Alarms had been raised and the roads out of the city had been closed by the guard, with orders to rescue her at all costs before midnight, and to kill her captors on sight. This news chilled Konstanze to the core, for she and Ruprecht shouldered a secret unbeknownst to the rest...that she was actually the Lady of Castle Blackbird! For several months, she had been living outside the mountaintop castle to escape the romantic advances of the Baron and to explore and gallivant as she pleased, leaving her personal handmaiden behind in her place, using veils and the ornate dresses of nobility to maintain the masquerade. Her escapades now had tragic consequences, and with the charade crumbling, were she to be recognized by any of the guards, her friends would surely also be dragged to the gallows!
How will tHey escape from tHe notice of tHe constabulary and tHe barons knigHts?
wHere can tHey find safety from tHe barons spies and Hidden servants?
and wHat possible reason is tHere for konstanze to be returned by midnigHt?