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To Play, You Will Need: • These rules. Castle Blackbird • Copies of the dramatis personae provided in this document for A Dark 19th Century Game by GremlinLegionsTM the players, or copies of the blank character sheet if they wish gremlinlegions.blogspot.com to make original characters. [email protected] • 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 two colors – white Story dice, and black Based On: Effort dice. It doesn't really matter what colors are used, as Lady Blackbird by John Harper long as there are only two colors and your group agrees which Blackbird Pie by Jamie Fristrom is which. The players each start with one Story die, and seven Ravenloft and Masque of the Red Death for AD&D 2nd Edition by TSR Effort dice. Pools of additional dice should be within easy reach of the players. With Inspirations: • Red Experience tokens. The Game Master will have a pool of them for later distribution – six or eight per player should be Ma n g a /An i m e Soul Eater by Atsushi Okubo sufficient. Berserk by Kentaro Miura • Plenty of imagination and enthusiasm. Priest by Min-Woo Hyung Le Chevalier D'Eon by Tou Ubukata Hellsing by Kouta Hirano And These May Be Helpful: Koudelka by Yuji Iwahara • Markers or miniatures to represent the characters and their Co m i c s adversaries. While normally we'd discourage their use for a Hellboy and B.P.R.D. by Mike Mignola, from Dark Horse Comics narrative game, they can be handy sometimes to show relative Gotham by Gaslight and The Doom That Came to Gotham by Mike distances and positions. Mignola, from DC Comics • Old atlas and city maps, Victorian-era photos, costume books, Gotham Central from DC Comics and other visual references. Knights of Pendragon from Marvel Comics • A book of names. This is useful for both GMs and players Te l e v i s i o n /Mo v i e s alike, who may need to come up with names of friends, Bram Stoker's Dracula contacts, and enemies on the fly, and wish to avoid a slew of Dark Shadows NPCs all named ”Sven” or ”Hershel.” Baby name books are Demons Being Human good, cheap, and readily available, though perhaps a little , classic episodes ”State of Decay,” ”The Talons of Weng- embarrassing at the game table. We prefer Gary Gygax's Chiang,” ”Image of the Fendahl,” and ”Ghost Light” Extraordinary Book of Names from Troll Lord Games, which , episodes ”Small Worlds” and ”Countrycide” guarantees you'll never have a duplicate name, ever again. The Adventures of Sherlock Holmes The Murdoch Mysteries Ro l e p l a y i n g Ga m e s Call of Cthulhu and Cthulhu by Gaslight by Chaosium Version 11.24.10 Trail of Cthulhu by Pelgrane Press Warhammer Fantasy Roleplay by Games Workshop/Fantasy Flight Games Wo r k s o f Li t e r a t u r e Bram Stoker Mary Shelly Robert Lewis Stevenson Edgar Allen Poe H.P. Lovecraft H.G. Wells Jules Verne Arthur Conan Doyle Oscar Wilde Fonts: Benighted Times Heraldic Crests Medieval Dingbats Kallot PR Astro PR Compass Rose PCOrnaments Doujinshi Image Resources: Split Eye Productions – spliteyeprod.com oldbookillustrations.com This work is licensed under the Creative Commons clipart-history.com Attribution-NonCommercial-ShareAlike 3.0 Unported License. To view a copy of this license, visit commons.wikimedia.org 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 Gaslight Secret Societies The late 19th Century is a time of prosperity for the civilized The courts and board rooms are not safe from corruption or world, after the chaos and upheavals of the past century. During influence, often being manipulated by secretive societies and the height of Victorian England and Europe's Belle Epoque, criminal masterminds. These groups have exclusive memberships the older nations expand and fortify their territories in the New and guard their plans under the guise of rituals and tradition, World, Asia, and the dark continent of Africa, while younger, while quietly gathering money and power to use for their own upstart nations like the United States and Japan grow in power ends. Some have actual, esoteric goals, whether the practice of and prominence. occult arts, the collection of truths, and even the hunting of legendary creatures. The affluent classes of this time enjoy prosperity and amenities that make their lives increasingly comfortable. The Industrial Foremost among these secret societies are the Freemasons Revolution introduces great advances in technology and and the Hermetic Order of the Golden Dawn. The Masons conveniences become more accessible to those with wealth and hold considerable influence in many corners of society, and power, such as telephones, electric lighting, and improved health membership is seen as a secure path to success. While they keep care and medicines. The elite are able to travel in comfort aboard their membership hidden, their power and prominence makes luxury steamships and locomotives, live and work anywhere secrecy impossible, and whispers abound about which politician within Europe, and explore and gallivant to their heart's content. or mogul might be found on their rosters. The Golden Dawn seeks, instead, wisdom and eldritch power, gaining strength Things are not so pleasant for the working classes and the poor, through the popularity of spiritualism and mediums. Unlike the and society's rapid modernization becomes a curse. Entire Masons, they don't camouflage their existence, and have several neighborhoods become slums and stately homes become row prominent and visible members, including entertainers, writers, houses, in some cases with as many as fifteen people residing in and eccentrics. Their stranger practices, however, are kept behind a single room. Life is difficult and unrewarding, and the average closed doors, and would lead to scandal and even persecution if person barely earns enough to sustain themselves, much less their revealed. 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 Buried Horrors what to steal, when to kill, and who to blackmail becomes a path Despite the reasoning and scientific advancement of this to power and prosperity for the most devious. era, superstitions still run rampant, and strange murders, disappearances, and disasters will still be quickly blamed Civil Unrest on vampires, wolfmen, ghosts, and Satanists, particularly if sensational claims sell newspapers. However, some incidents While international relations are relatively peaceful, after the will, indeed, have strange circumstances and events which baffle horrors of the Franco-Prussian War and the American Civil War, the authorities and investigators, and there are many individuals this is by no means a time of social tranquility. New philosophies purporting psychic or magical powers, such as the Golden and schools of thought spread through the intelligentsia and the Dawn’s own Alestair Crowley. common classes alike, and some of the most dangerous ideas find purchase with ambitious or fiery individuals. Some take The gypsies will also tell disturbing tales of reclusive immortals up the banner of social equality and economic empowerment, who control beasts of legend, and pull the strings of power in such as the Feminists, Abolitionists, and Socialists. Others are royal houses and radical groups alike. They are called the Seven conservative, such as the Temperance League, fighting against Lords, described as heroes from a war lost to time who were what they see as moral corruption. Others are more extreme, like tasked with guarding mountain crypts of ebony and granite. Communists and anarchists, who use intimidation, violence, and The passing centuries left their souls vulnerable to the horrors even explosives to wreak terror upon the lives of the public. they guarded, causing them to shrivel and die, leaving behind demonic servants in the form of men. They have since turned The territories are also unstable, as the natives grow restless the stone prisons into massive fortresses and castles where evil under the yoke of colonial rule. Rising tensions from being things grow. Scholars would label these legends as morality tales, exploited by European businesses and governments eventually attempts to personify the Seven Deadly Sins of the Bible. Those turns to discontent and revolt. Across the developing world, with close ties to the gypsies claim otherwise. 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. The Rules Conditions Conditions are effects and constraints that may be imposed on When your character confronts a Challenge, whether a difficult a character as a consequence of his actions and failures. Exactly task, obstacle, or adversary, you will need to roll some dice to how they affect the game will depend on the situation: they may see if he succeeds. Take your starting Story die, and add one if act as limitations against certain Traits or Tags; they can restrict you have a useful Trait, and one per applicable Tag related to certain options for how the story progresses; they could be treated that Trait. Characters cannot use more than one Trait at a time. If like Challenges for the characters to overcome; or they may the collected Story dice don't seem like enough, you can spend simply be narrative cues on how the characters should act, or how Effort dice to include applicable Tags from other Traits on a the world reacts to them. There are thirteen Conditions common one for one basis. If any of your friends are feeling generous, to Castle Blackbird, and the GM and players alike may feel free they can give you one of their own Effort dice to your roll. to create new Conditions that better suit their own story. Take your dice and roll them. Each die resulting in a 4 or greater • Afflicted: The character’s fitness or reasoning are diminished counts as a Hit, and if the total equals or beats the Challenge, by disease, poison, or possibly a curse. What might help him you can describe how the character succeeds. All of the Story recover? and Effort dice used are discarded, with the exception of • Controlled: Whether through seduction, deception, possession the character's starting Story die. The GM will describe how or hypnosis, the character's action are not his own. this affects the story, particularly if information or clues are • Deceased: The character is presumed dead. Perhaps he is uncovered. missing or comatose, or perhaps he may rise from the grave. Death need not be the end. If the character loses, you discard the collected Story dice, Deranged: Fear, insanity, or blind fury has made the but keeps all of the Effort dice, and add one more to the pool • character’s actions erratic, and his emotions uncontrollable. total, to a maximum of 10. The character's goal is out of reach, Entrapped: You may be entangled by ropes, pinned in a maybe even lost, and the GM has the opportunity to escalate • wrestling match, jailed, buried under rubble, or blackmailed the situation, such as by introducing a complication, bringing into inaction. in reinforcements, forcing a difficult decision, taking away an Exploited: The character is acting under false information, or advantage or Tag, concealing information, providing false leads, • has been led astray through propaganda or illusions. or inflicting a Condition. • Exposed: Whatever secrecy or covert plans the character had Magical Traits intended is now laid bare, with consequences to follow. Some Traits represent a collection of supernatural or arcane • Fatigued: After prolonged combat, nightmarish dreams, or abilities, and can be used to perform feats or actions that are exhaustive magics, the character's strength is spent, and he must rest. bizarre or unnatural. Magical Traits, marked with a u, require reserves of energy, so you cannot add more Tags than your • Indebted: Perhaps you owe a favor, have a stack of unpaid current Effort pool, which includes any Effort you are using for bills, or swore a blood oath. Debts must eventually be paid. that roll. If the character has a Power level, you can use that score • Injured: The character has suffered a serious wound, and must instead. fight against the pain as well as his adversaries. • Isolated: You have been separated from your allies, or you Earning Experience all find yourselves in uncharted territory. You could also be a While deciding your character's actions, you can declare that social pariah for your deeds. one of your Tags is a liability in a particular situation, instead • Pursued: Perhaps you are a wanted man, or sought by those of collecting a Story die, and suggest to the GM ways that you have wronged. You may also be a celebrity who cannot it causes events to escalate or become more complicated. For escape the press. example, a character's greed may get the better of him, and he • Tainted: Something terrible has begun to warp the character’s takes a bribe to look the other way as a crime is committed. mind, body, or soul, changing it from what it once was. Or maybe an annoying child makes it difficult for some of his Interludes companions to gain audience with a politician. As a reward for adding tension or suspense to the story, the GM can give you Between scenes of action or intrigue, characters can take a either one Experience token or one Effort die. You may also break by acting out an Interlude with one or more of their decide that the Tag could be the cause of impending danger or an companions. This is a time for comparing notes, making plans, immediate threat, causing a Challenge or possibly imposing a developing relationships, finding out more about your friends Condition on someone. In this case, the GM would give you two and their motivations, and tying up loose ends. During this time, Experience tokens or two Effort dice (or one of each). A Tag the characters involved can replenish their Effort pool to the can only be used as a liability once per Session, so mark it off default of seven dice, or they can remove one Condition from afterwards to remind yourself which were used already. either themselves or an ally. Interludes can be treated as research or invention montages, as flashbacks, or as a story retold by one When a character goes against a Tag that either represents a of the characters. 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. Running the Game Secrets, Misdirection and Terrible Truths The game is a story, so revealing information is part of the Observe, Listen, and Inquire 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 Don’t plan too far ahead when running Castle Blackbird. Instead give them answers, and confirm or deny their suspicions when of laying out the entire adventure, let the players do the thinking appropriate. But you don't need to reveal everything all at once, for you. Pay attention to what they do and how they interact with and should dole out clues and evidence carefully. Think of it each other and the NPCs, and take copious notes. If they have like a paranormal investigation reality show – bits and pieces of a good idea or bring up an intriguing point, jot the information information are collected over time, and it is the whole picture down and use it as inspiration for how the adventure unfolds. that exposes the true nature of the situation. Sometimes, those Make sure to ask them lots of questions, particularly ones that dig little clues and experiences can also be significant in their own for information or make the players consider new possibilities. right. Also remember that you never, ever have to tell the players Find out how they feel about the events taking place, or how they the whole truth, and there are no rules against coloring it with think things will react to their actions. Ask questions like: misinformation. You may even provide clues to something • Does anything overheat when you tamper with the engine? completely unrelated, though use red herrings sparingly. In • The dinosaur skeletons are probably pretty fragile, aren't they? addition, the truth can sometimes be hard to bear. If the players • This seems like a dangerous borough. Do you know anything invest time and energy to discover something that they later about the gangs around here? regret, all the better. • She seems to be taking an interest in your Master. Are you okay with that? Creating Challenges • Are there any side effects to the medicine you're working on? When the time comes for characters to be confronted by a • They look like a tribe of Bushmen. Have you encountered them Challenge, it could be anything: common thugs, inclement before? weather, villains, disasters, monsters, fear, or even the character's • After the dance, do you say anything to her? own morality. Challenge ratings can either be set before-hand, as • Were you going to make inquiries after the fire? part of the GMs preparation for the adventure or just improvised on the fly, based on what the GM ”feels” is right. You should Don’t Impede the Action never feel that Challenge ratings are set in stone. Clever thinking, The characters are the heroes of the story, and should be able to creative actions, foolish decisions, and devious interference may handle most tasks covered by their Traits. Even though this is a all play a role in adjusting the Challenge before a player needs to game of horror, it shouldn't be necessary to ask for rolls every gather any dice. time they try to do something, particularly if there's no obstacle A good middle ground is putting together Challenges with a few or risk. Allow the characters to do what they want, and play it by short descriptions, phrases, and key details that the GM can use ear based on their strengths and past accomplishments. Instead to assess the relative difficulty depending on the situation. For of opposing them, look for your chance to reveal threats and example, if the characters were trying to scale a rocky precipice introduce problems that result from their actions and decisions. that is described as a ”steep, slippery cliff face,” it could be a Besides, it makes it that much more tragic and suspenseful when Troubling Challenge (4). If there was a rope secured at the top, it the highly capable heroes are the unwitting cause of terrible might be treated as only Tricky (3). This can apply to adversaries events. 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 Benchmarks Easy – 1 | Average – 2 | Tricky – 3 | Troubling – 4 | Difficult – 5 | Extreme – 6 | Overwhelming – 7 | Foreboding – 8 Challenge Descriptions Minor – 1-2 phrases | Moderate – 2-3 phrases | Major – 3-5 phrases | Prominent – 5-7 phrases | Pivotal – 7-10 phrases

Threatened Citizens (Minor): Tired and scared, Wants to avoid Sample Challenges the Baron's wrath Visiting Emissary (Prominent): Appears without warning, Ad v e r s a r i e s Friends in high places, Knows everyone's name, Makes deals Baron Niemand (Pivotal): Excellent military tactics, Fueled by for a ”price,” Serves an unknown master, Skilled fencer, Too rage, Full suit of armor, Horror behind the mask, Longs for true many secrets 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 Ob s t a c l e s death, Negotiate with violence Castle Wall (Minor): Long fall down, Old loose stonework Constabulary (Minor): Not willing to compromise, Weary Dungeon Cell (Moderate): Dark and uncomfortable, Heavy iron officers of the law bars, Scrawls on the stonework Captain of the Guards (Major): Authority of fear, Heavily Swamp at Night (Moderate): Poisonous denizens, Something armed, Loyal to the death, Never backs down from a fight, lurking in the shadows, Surprisingly deep mud Pursues his target tirelessly Dark Hound (Moderate): Made of shadow, Savage beast, Very Ev e n t s keen senses Collapse! (Major): Heavy stones and crossbeams, No room to Local Thugs (Minor): Trying to make an easy penny, A cudgel move, Smell of leaking gas, Trapped bystanders is a great motivator Infiltrate the Castle (Major): Guards on the walls, Magical Other Captives (Minor): Tired and angry, Will do anything for wards, Heavy locked doors, Far too many shadows a reward Riot in the Streets (Major): Crowds of panicked people, Law Servant of the Baron (Major): Extremely athletic, Eyes and shows no mercy, Rabble-rousers causing trouble, Tempers ears of the Baron, Manipulates shadows with ease, Pulls boiling over daggers from the air Sneaking Through Town (Moderate): Spotters on the rooftops, The locals are restless, Town guard on patrol

The Dramatis Personae Advantages and Advancement As your character collects Experience tokens, they can be spent There are six premade characters for the default Castle Blackbird throughout the game on various advantages. adventure. Even though the scenario introduces each of the • One Experience token will allow the character to ignore a characters, the only one essential to the story is Konstanze. As Condition he is about to suffer. Note, this cannot be used to long as one player takes her role, the others are up for grabs. remove a Condition after the fact – you will need to act out an Once you've chosen a character and have your starting dice, you Interlude to do that. Make sure to describe how he manages to are ready to play. escape this fate! Making Your Own Characters • One Experience token can make an item found or acquired during the game to be used as a temporary Tag for the rest of It's fairly easy to make your own original characters for Castle the Scene. It is considered a generic Tag, so it can be applied Blackbird, perhaps if one of the originals dies or if you are using to any Trait, as long as the usage makes sense. your own scenario. New characters start with 25 picks, each • Two Experience tokens will allow you to use any of your allowing you to select a Trait or Tag. You can also start with one character's applicable Tags on a single roll, no matter which level of Power in exchange for 3 picks. Trait is actually used. Magical Tags are still limited by the There are only a few limitations when making your own character's Effort or Power. character. Any Tags you select must belong to one of the • Five Experience tokens can purchase a new Trait, Tag, or character's Traits. Also, starting characters cannot begin with level of Power. This can also make a temporary item Tag into more than one Magical Trait, and cannot have a Power a permanent one (in which case you only have to spend four level greater than 1. Other than that, there are no restrictions, Experience tokens). Once you do this, the new item Tag needs whatsoever. You can even choose Traits and Tags which seem to be connected to one of the character's Traits. 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. 1 1 0 Konstanze Amalie von Amselburg An adventurous heiress in hiding

Ex p l o r e r Awareness / Decipher / Lore / Myths / Nimble / Ruins

No b i l i t y Education / Inheritance / Lineage / Presence / Title

Re b e l l i o u s Brash / Daring / Insubordinate / Tough

Se cr e t i v e Observant / Quiet / Tight-Lipped

Wa rr i o r Disarm / Rapier

Notes:______

0 g Ruprecht Hertwig Ehrhard g Lovelorn personal bodyguard of the Lady of Castle Blackbird

Ca v a l i e r Brave / Breastplate / Charge / Equestrian / Fencing / Longsword / Manners / Tactics

Es c o rt Calm / Conceal / Defend / Derringer / Reaction / Search / Suspicion / To The Death / Watchful

Fa i t h f u l Honest / Iron Will / Loyal / Patient / Unyielding

Notes:______

0 x Horatio Metcalfe x Gadabout with the notion of becoming a monster hunter

Di l e tt a n t e Borrow / Carouse / Fashion / Haughty / Repartee / Winning Smile

Me d d l e s o m e Advice / Gossip / Listen / Tinker

Sl a y e r Crossbow / Holy Water / Know the Signs / Patience / Silver / Wooden Stake

Wo r l d l y Alert / Been There Done That / Cultures / Improvise / Languages

Notes:______

1 O Brijesh Sukhjinder O Outcast Rakshasa and loyal to Horatio

As s a s s i n Backstab / Conceal / Deadly / Garrote / Poison / Shadow / Stealth / Unemotional uCh a n g e l i n g Dead Man's Face / Imitate / Quick Change / Replace / Steal Form / Steal Memories

De d i c a t e d Vow

Fo r e i g n Exotic / Strange Mannerisms / Unreadable

Notes:______

1 L Louza Piemontesi L Cunning Gypsy delinquent and troublemaker uCa b a l i s t Binding / Fates / Locate / Lost Lore / True Name / Whispers

Gy p s y Allies / Clan / Pick Pockets / Secrets / Tricks

Mi s c h i e v o u s Bluff / Distract / Escape

Ur b a n i t e Bargain / Feel of the Streets / Know Someone Who Knows Someone / Streetwise

Notes:______

0 K Gruthmundr Løkken K Craven Nordic criminal seeking fame and fortune

Ba n d i t Drink / Old Pistol / Ruffian / Shooting / Sneer

Br a g g a rt Boast / Oblivious / Talk for Hours / Tall Tales

Co n v i ct Desperate / Fight Dirty / Improvise / Iron Stomach

Co w a r d l y Bluff / Duck and Cover / Excuses

De c e i t f u l Backtalk / Conman / Dishonest / Promises

Notes:______Ca r n i e Traits Animal Trainer, Balance, Bizarre, Clown, Contortion, Distract, Escape, Geek, Juggling, Midget, Misfit, Misshapen, One of Us, Act i v i s t Pick Pocket, Prance, Stunt, Trained Monkey, Trick, Tumbling, Accusation, Anarchist, Communist, Conspiracy, Contacts, Whip Criminal, Determined, Factions, Honest, Inspire, Leaflets, Organize, Propaganda, Rabble, Radical, Speech, Yell Ca v a l i e r Affluence, Brave, Breastplate, Charge, Equestrian, Etiquette, Ad m i n i s tr a t o r Fealty, Fencing, Haughty, Longsword, Heraldry, Loyal, Manners, Accounting, Banking, Bureaucracy, Carbon Paper, Credit, Details, Pistol, Polished, Rank, Shooting, Tactics, Warhorse Double Check, Finance, Irritable, Loopholes, Organization, Politics, Research, Stingy, Stocks, Taxes uCh a n g e l i n g Amorphous, Blending, Convincing, Dead Man's Face, Diversion, Al c h e m i s t Feign Ability, Grow, Imitate, Indistinguishable, Quick Change, Bleeding, Brewing, Curatives, Folklore, Formulas, Hallucinogens, Repeat, Replace, Shrink, Steal Form, Steal Memories Healing, Herbs, Humours, Leech Jar, Legends, Natural, Old Ways, Poisoning, Potions, Research, Strange uCh a n n e l e r Astral Form, Commune, Crystal Ball, Dreaming, Ectoplasm, Al i e n i s t Empathic, Empowerment, Exorcise, Fearless, Ouija Board, Past Analyze, Behavior, Crackpot, Delusions, Ground-breaking, Inured, Lives, Possession, Share Memories, Speak in Tongues, Spirit Mesmerise, Methodical, Motivations, Observe, Pocket Watch, Sight, Telekinesis, Telepathy Soothing Voice, Therapy, Torture, Trauma, Unorthodox Ch a r l a t a n uArc a n i s t Alibi, Attention, Blackmail, Bribery, Charisma, Counterfeit Comprehend, Conjuration, Dispel, Seek, Eldritch Relic, Extension, Banknotes, Cunning Plan, Deception, Disguise, Forged Forbidden Knowledge, Message, Obscure, Occult Tome, Documents, Excuses, Forgery, Misdirection, Smooth Talker Protection, Reverse, Secure, Trace, True Sight, Warding Co l o n i a l Art i s t Accent, Combative, Determined, Forefathers, Gruff, Hardy, Appreciation, Avant Garde, Backing, Classic, Creative, Grand Impatient, Improvise, Independent, Land Deed, Scrounge, Scale, In Demand, Literature, Loans, Painting, Proficient, Realism, Solidarity Refined, Sculpture, Style, Unique Co m p a n i o n As c e t i c Arouse, Charm, Eavesdrop, Facade, Infection, Innuendo, Intimate Acrobatics, Alert, Anecdotes, Animal Stance, Austere, Balance, Details, Manners, Pander, Pick Pockets, Pocket Money, Pretend, Brave, Defend, Disarm, Endure, Fast, Fitness, Humble, Iron Fist, Regulars, Scandalous, Seduction, Take Abuse, Weave Tales Martial Arts, Meditate, Reaction, Wisdom Co n s e r v a t i v e As s a s s i n Argue, Denial, Grouchy, Headstrong, Intolerant, Life Savings, Ambush, Backstab, Cold Stare, Conceal, Contracts, Crossbow, Rally, Religious, Serious, Suspicious, Tradition Deadly, Feared, Garrote, Guild, Poison, Quick, Ruthless, Shadow, Sniper, Stealth, Stiletto, Trailing, Unemotional Co n s t a b l e Apprehend, Brawl, Careful, Disarm, Gruff, Hardy, Informants, Ba n d i t Interrogate, Law, Manacles, Nightstick, Pride, Protect, Revolver, Black Market, Blood Money, Dagger, Dark Cloak, Drink, Hardy, Solidarity, Warrant, Watchful, What's All This Then? Kidnap, Odious, Old Pistol, Racketeer, Rotten Breath, Ruffian, Scattergun, Shooting, Slash, Sneer, Treacherous uCo n s tr u ct Angry, Boost, Crush, Hardened, Immense, Innocence, Iron Grip, Bo u n t y Hu n t e r Leap, Lonely, Misunderstood, Power Source, Rage, Smash, Stone Demand, Disarm, Follow, Intimidate, Jobsworth, Knock 'Em Skin, Strong, Unnatural Down, Manacles, No Mercy, No Nonsense, No Use to Me Dead, Heavy Pistol, Tireless, Tracking, Traps, Tricks of the Trade Co n v i ct Bitter, Cold Stare, Desperate, Fight Dirty, Finish You But Good!, Br a g g a rt Fugitive, Hardened, Hatred, Improvise, Iron Stomach, Old Boast, Confidence, Ego, Haughty, Oblivious, Pushy, Reckless, Sly Cellmates, Out For Blood, Reformed, Scarred, Tough Smile, Talk for Hours, Tall Tales Co rr u p t Bu r g l a r Betray, Cunning, Fraud, Greedy, Illicit, Impatient, Infamous, Alarms, Appraise, Avoid, Bash ‘Em, Break and Enter, Case the Power-Hungry, Schemes, Secrets, Two-Faced Joint, Climbing, Crowbar, Dexterous, Fence Goods, Lockpicks, Locks, Quiet, Sprint, Stealth, Tough Co s m o p o l i t a n Aloof, Connections, Culture, Education, Etiquette, Gossip, Open- uCa b a l i s t Minded, Spunky, Style, Tolerant, Well-Off Anonymity, Bestow, Binding, Blood Curse, Combine, Curative, Fates, Geas, Locate, Lost Lore, Pact of Loyalty, Sigil, Sooth, Transform, True Name, Whispers Co u rt i e r uDi a b o l i s t Affluent, Charisma, Concealed Dagger, Deception, Etiquette, Bleeding, Blight, Burning, Corruption, Dark Pact, Drain Life, Exquisite Derringer, Favors, Flattery, Friends in High Places, Entreat, Fear, Gateway, Grasp, Impish Servant, Infliction, Pillow Talk, Privilege, Resentment, Secrets, Seduction, Toadying, Shadows, Summoning, The Mark, Warp Yes-Man Di l e tt a n t e Co w a r d l y Attitude, Borrow, Carouse, Connected, Cultured, Elitist, Awareness, Beg for Mercy, Bluff, Cry for Help, Duck and Cover, Entitlement, Excuses, Fashion, Favors, Haughty, Loans, Privilege, Escape, Excuses, Hide, Sprint, Wary Repartee, Seduction, Wealth, Winning Smile Cr a f t s m a n uDi v i n e r Armors, Carpentry, Detail, Dirty, Gruff, Hammer, Inspect, Large Astral Sight, Astrological Charts, Comprehension, Crystalmancy, Hands, Masonry, Metals, Pride, Quality, Repair, Smelting, Destinies, Doomsayer, Dowsing, Dreaming, Extend Senses, Smithing, Solidarity, Strong, Tradition, Weapons Harbinger, Omens, Past Lives, Postcognition, Precognition, Prophesy, Scrying Cr u e l Bitter, Exploit, Insult, Offensive, Ruthless, Sadistic, Salt in the El d e r l y Wound, Tough, Turn the Screws, Unfeeling Anecdotes, Can't Feel a Thing, Demanding, Grouchy, Hard of Hearing, I Knew Yer Pa!, Knobby Cane, Pushy, Respect, Senile, Cr u s a d i n g Tall Tales, Thick Spectacles, Wise Charge In, Courage, Headstrong, Intimidate, Intolerant, Lofty Goal, Loyal, No Mercy, Overpower, Rally uEn c h a n t e r Aura, Calming, Charm, Command, Confuse, Despair, Fear, Forget, Cu l t i s t Gaze, Hatred, Love, Madness, Memory, Sleep, Suggest, Truth, Blood Pact, Ceremonial Dagger, Chants, Conspiracy, Fearless, Voice For the Dark One!, Gibbering, Influence, Occult Lore, Rituals, Ruthless, Sinister, Stamina, Strange Artifact, Unhinged En g i n e e r Architecture, Black Powder, Clockwork, Crackpot, Devices, Cu t p u r s e Dynamite, Eureka!, Improvise, Inventor, Modification, Patents, Artful Dodger, Conceal, Cunning, Distract, Duck for Cover, Hide, Repair, Sabotage, Salvage, Spare Parts, Steam Engines, Talented, Inconspicuous, Keep Your Wits About You, Pick Pockets, Pocket Tool Kit, Wrench Knife, Quick, Quiet, Size Them Up, Teamwork, Trip En t e rt a i n e r Cy n i c a l Acrobatics, Antics, Contortion, Distraction, Escape, Hidden Criticize, Distaste, Honest, Ignore, Irritable, Notice Flaws, Knives, Humor, Juggling, Keen Aim, Keep 'Em Occupied, Mask, Observe, Prepare for the Worst, Sarcasm Sleight of Hand, Theatrics, Throwing Knives, Trickery, Tumbling Da r e d e v i l Es c o rt Adrenalin, Against All Odds, Athletic, Brave, Daring, Face Death, Alert, Blood Bond, Calm, Conceal, Defend, Derringer, Disguise, Fearless, Leap In, Quick, Reckless, Strong, Tough Etiquette, Fencing, Loyal, Rapier, Reaction, Search, Serious, De a l e r Stipend, Suspicion, Tend Wounds, To the Death, Watchful Antiquities, Banknotes, Black Market, Bookie, Conceal, Et h e r e a l Contraband, Cover Up, Counterfeit, Deception, Forgery, Haggle, u Affinity, Aloof, Ancient, Attractive, Aura, Elitist, Lonely, Hide, Jewelry, Lending, Narcotics, Sneaky, Trafficking Longevity, Resist Cold, Resist Disease, Stoic, Swift, Trackless, De c e i t f u l Wisdom Backtalk, Conman, Convoluted, Disguise, Dishonest, Hiding, Lies, Ex p l o r e r Misdirection, Opportunity, Promises, Scoundrel Ancient, Appraise, Awareness, Cartography, Curious, Decipher, De d i c a t e d Excavate, Funds, Hardy, History, Lore, Museum, Myths, Nimble, Clear Thinker, Confidence, Fast, Friendly, Hit the Ground Old Maps, Ruins, Traps, Treasures, Whatever You Can Find... Running, Iron Will, Keen, Reliable, Resolve, Vow Fa i t h f u l De f e a t i s t Determined, Honest, Ignorant, Iron Will, Loyal, Patient, Religious, Calm, Exhausted, Patient, Persevere, Pessimist, Reserved, Spirited, Stubborn, Unyielding, Uplifting Resigned, Tough, Vengeful, Yielding Fa n a t i c De t e ct i v e Angry, Bomb, Branded, Combative, Convert, Fervent, Flagellant, Case Files, Deduction, Determined, Elementary!, Fisticuffs, Game Intolerant, Molotov Cocktail, Religious, Scarred, Wild Hair is Afoot!, Informants, Insight, Investigate, Law, Magnifying Glass, Fl a m b o y a n t Perceptive, Pistol, Questioning, Research, Search, Warrant Attention, Colorful, Exuberant, Fine Clothes, Flashy, High Spirits, De v i a n t High Tension, Interrupt, Outgoing, Prance, Style Betray, Bloody, Cold-Blooded, Dark, Dishonest, Icy Stare, Fo o l i s h Infamous, Obsessed, Perverted, Psychopath, Scandalous Annoy, Barge In, Cajole, Curious, Determined, Ignore Them, Ill Mannered, Insult, Jump to Conclusions, Stubborn, Whine Fo r e i g n Allure, Exotic, Fresh Perspective, Incomprehensible, Pidgin, Strange Mannerisms, Surprising, Unique Habits, Unknown, Unreadable

Fo r e m a n Architecture, Argue, Bribes, Carpentry, Direction, Double Check, Handy, Intercede, Management, Negotiate, Read Plans, Temper, Tough, Well-Off

Fr o n t i e r s m a n Allies, Brawling, Camping, Gold Shares, Gritty, Hunting Rifle, Interpret, Natives, No Nonsense, Orienteering, Perceptive, Rancher, Riding, Rough, Rugged Pistol, Scouting, Shooting

Ga m b l e r Betting, 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

Gu a r d Awareness, Cudgel, Defend, Disarm, In the Line of Duty, Leather Coat, Nobody’s Fool, Notice, Pistol, Polearm, Restrain, Serious, Take the Hit, Threaten, Unflinching

Gy p s y Allies, 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

Ho o d l u m Bash, Blackjack, Bottle of Spirits, Brawling, Break, Crass, La b o r e r Criminal, Cruel, Destroy, Dirty Tricks, Kick It In, Menace, Carouse, Carpentry, Distrust, Endure, Farming, Fireman, Follow Miscreant, Mugging, Pushy, Revolver, Strong, Tough, Ugly, Directions, Friends, Gardener, Handy, Lumber, Mining, Pickaxe, Violent Plain-Speaking, Pummel, Solidarity, Strong, Teamster

Hu n t s m a n Li t i g a n t Animal Mimicry, Camouflage, Dagger, Endure, Keen, Lures, Berate, Chastise, Convince, Cross Examine, Debate, Integrity, Navigate, Observation, Predator, Running, Scrounge, Shooting, Interrupt, Investigate, Law, Legal Briefs, Objection!, Oratory, Shotgun, Silent, Snares, Tough, Tracking Prosperous, Secrets, Trusted uIl l u s i o n i s t uLy c a n t h r o p e Appear, Blending, Change, Delusion, Desires, Dreaming, Animal Form, Bestial Hide, Call Animals, Claws, Deadly, Fierce, Duplicate, Fool’s Gold, Glamour, Hypnotize, Levitate, Mimicry, Full Moon, Hideous, Howl, Instinct, Keen Sense, Lost Humanity, Mirage, Nightmare, Shadows, Silver Tongue, Spook, Vanish Nightvision, Predator, Ravenous, Shred

Im p a s s i v e Ma g i c i a n Cool-Headed, Inconceivable!, Informed, Logical, Surmise, Think Bluff, Charisma, Clever, Distraction, Endless Ribbons, Faster Than It Through, Unemotional, Unyielding the Eye, Fireworks, Mirrors, Prediction, Sleight of Hand, Smoke Bomb, Top Hat, Trick Cane, Ventriloquist, You're Getting Sleepy In i t i a t e Ancient Lore, Awareness, Brotherhood, Conspiracy, History, Me d d l e s o m e Initiation Rites, Influence, Mysteries, Rituals, Secret Handshake, Advice, Curious, Gossip, Inquire, Listen, Nonchalant, Observe, Solidarity, The Oath Peek, Tinker, What Does This Do? uIn f e r n a l Me rc h a n t Acid Blood, Bite, Burning Spittle, Claws, Darkvision, Flight, Accounting, Appraise, Arrange, Bargain, Budget, Buying, Homunculus, Hunger, Infernal, Resist Heat, Resist Poison, Stone Conceal, Connections, Deals, Evaluate, Fast-Talk, Procure, Profit, Meld, Stone-Skinned, Tempt, The Contract Prosperous, Selling, Stocks, Supply, Trading

Jo u r n a l i s t Mi s c h i e v o u s Badger, Camera, Chutzpah, Contacts, Deception, Disliked, Ear for Bluff, Distract, Escape, Humorous, Impulsive, Keen, Quick, Sharp, News, Eavesdrop, Fast-Talk, Gossip, Headlines, Inquiry, Integrity, Tricks, Unpredictable, Wide Grin Photography, Scandal, Stop the Presses! uMo n s tr o u s Abominable, Bat Wings, Bizarre, Claws, Disembody, Fangs, Fierce, Hideous, Hunger, Infection, Mutation, Regrow, Scales, Sting, Strangle, Strong, Tentacles, Terrible, Venom, Wall Crawl uNe cr o m a n c e r Ru s t i c Animate, Banish, Bleeding, Blight, Blinding, Bone Wand, Aware, Backwoods, Curious, Family, Hardy, In Your Blood, Consume, Control, Disease, Draining, Fear, Ghost, Paralyze, Intolerant, Lay of the Land, Nimble, Plain, Temper, The Way It's Raising, Skull Goblet, Stench, Vampire, Wither, Zombie Always Done, Traps

No b i l i t y Sa i l o r Coat of Arms, Culture, Education, Etiquette, Favors, Heirloom, Cudgel, Fishing, Gunnery, Iron Stomach, Navigate, Pistol, Rank, History, Inbreeding, Inheritance, Lineage, Majesty, Paragon, Rowboat, Sailboat, Scrimshaw, Sea Legs, Sea Shanties, Signals, Presence, Privilege, Royalty, Title, Tradition, Wealthy Stamina, Steamer, Warship, Whaling, Woman In Every Port

Of f i c e r Sa v a g e Bureaucracy, Chain of Command, Confidence, Etiquette, Fencing, Alertness, Berserker, Bow, Brother Wolf, Calm, Fasting, Fierce, Groomed, Heavy Pistol, History, Intel, Leadership, Medals, Hatchet, Hunting, Legends, Quick, Scrounge, Silent, Sister Falcon, Military, Orders, Rank, Respect, Saber, Shooting, Stand Tall, Snares, , Talisman, Tracking, Wilderness Tactics, Wages Sc h o l a r Op t i m i s t Ancient, Argument, Colleagues, Cultures, Curator, Debate, Calm, Compliment, Confidence, Energetic, Honest, Inspire, Polite, Dissertation, History, Instruction, Languages, Library, Literature, Positive, Tenacious, Unrealistic Oddities, Old School Song, Philosophy, Politics, Research, Studious, Stiff, Tenure Ou tc a s t Alcoholic, Branded, Contacts, Convict, Creepy Stare, Infamous, Sc i e n t i s t Loner, Misanthrope, Outlaw, Scrounge Acids, Analyze, Backing, Biology, Calculating, Crackpot, Detached from Reality, Devices, Discovery, Explosives, Pa s t o r Investigate, Mathematics, Physics, Stipend, Tenure, Theory, Advice, Authority, Calm, Ceremony, Comfort, Community, Untested Confession, Educated, Flock, Holy Book, Holy Symbol, Inspire, Level-Headed, Respected, Sacrament, Stipend, Temptation, Se cr e t i v e Trusted Arcane, Blackmail, In the Shadows, Observant, Paranoid, Quiet, Stubborn, Suspicious, Tight-Lipped, Unknown Pe r f e ct i o n i s t Critical, Details, Effort, Expertise, Frustration, Hard Work, Se n s i b l e Irritable, Stress, Studious, Tireless Anecdotes, Big Picture, Calm, Clarity, Consider, Cool-Headed, Humility, Supportive, Unflappable Pe r f o rm e r Acting, Charming, Composition, Dancing, Direct, Disguise, uSh a m a n i s t Famous, Influence, Luxury, Memorable, Musician, Opera, Ancestors, Blending, Brave Wolf, Commune, Cunning Fox, Opinions, Poetic, Seduction, Singing, Sway Deadly Snake, Dream Travel, Hoodoo Bag, Long Stride, Mighty Bear, Spirits, Swift Eagle, Talisman, Wild Form, Wild Path, Wise Ph i l o s o p h e r Raven Abolition, Argue, Crackpot, Educated, Ethics, Heretical, Morality, Ponder, Reasoning, Religion, Revolutionary, Spurious Logic, Sl a y e r Stubborn, Temperance, Thoughtful Cold-Hearted, Crossbow, Defy Evil, Demonology, Hatred, Holy Symbol, Holy Water, Hunting, Iron Will, Know the Signs, Know Ph y s i c i a n Thy Enemy, Monsters, Patience, Silver, Sniper, Tracking, Tooth Anatomy, Bedside Manner, Dentistry, Diagnose, Diseases, and Nail, Wooden Stake Dissection, Educated, Examine, Healing, Medical Bag, Pharmacy, Prosperous, Remedies, Sedatives, Surgery, Unnerving So c i a b l e Approachable, Carouse, Connections, Friendly, Inspire, Po l i t i c i a n Nonchalant, Positive, Talkative, Well-Mannered Above Reproach, Argue, Authority, Connected, Contributions, Convince, Elected, Exaggerate, Hogwash, Hyperbole, Law, Lobby, So l d i e r Pillar of the Community, Rants, The Game, Trusted, Wealthy All For One, Army Revolver, Bitter, Fierce, Flashbacks, Grim, Grisly Tales, Gritty, March, Pistoleer, Rifle, Scarred, Shooting, Spit Pu g i l i s t and Polish, Tactics, Tough, Uniform Jacket, Veteran, War Stories Bad Temper, Bone-Breaking, Brass Knuckles, Brutal, Crush, Dirty Trick, Fancy Footwork, Fast, Hard, Menacing, Queensberry Rules, Sp i r i t ua l i s t Reputation, Stomp, Strong, Suckerpunch, Sure Bet, Thick-Skinned Calm, Crystal Ball, Deception, Distraction, Hauntings, Improvise, Knocking, Lore, Misleading, Observation, Palmistry, Parlor Tricks, Re b e l l i o u s Rituals, Secrets, Tragedy Antisocial, Argue, Brash, Bring It!, Daring, Headstrong, Impatient, Insubordinate, Take Advantage, Tough Sp o rt s m a n Archery, Champion, Fair Play, Famous, Fencing, Fitness, Golf, Re c l u s i v e Jumping, Longbow, Olympics, Rapier, Rules, Running, Strength, Antisocial, Emotional Wounds, Extreme, Hateful, Hide, Leave Me Swimming, Tennis, Throwing, Training, Unbeaten, Vigorous, Alone!, Misunderstood, Quiet, Shy Wrestling Sp y Wa rr i o r Camouflaged Pistol, Collapsible Dagger, Conceal, Cunning, Cool-Headed, Cuirass, Dagger, Dangerous, Daring, Disarm, Cyanide Pill, Disguise, Gain Trust, Infiltrate, International, Iron Duelist, Feint, Flanking, Keep Fighting, Longsword, Parry, Rapier, Will, Lies, Military, Observe, Politics, Propaganda, Secrets, Shortsword, Steady Gaze, Surprise, Two-Handed, Unpredictable Stealth, Subversion, Surreptitious Wo r l d l y St e w a r d Adventurous, Alert, Been There Done That, Cultures, Curious, At the Master's Side, Blackmail, Convincing, Eavesdrop, Efficient, Hardy, Improvise, Languages, Open-Minded, Shrewd Endure, Etiquette, Inform, Intrigue, Loyal, Patience, Secrets, Yo u t h Servant, Tradition Annoy, Curious, Exuberant, Innocent, Pester, Slingshot, Small, St u d e n t Tantrum, Whine, Wriggle Contraband, Drinking Games, History, Literature, Lollygag, Old School Song, Pranks, Research, Scholarship, School Colors, Science, Studious, Take Notes, Teacher’s Pet, Truancy

Su p e r s t i t i o u s Careful, Details, Folklore, Good Luck Charm, Legends, Lucky Number, Myths, Nervous, Observant, Reaction, Suspicious uTh e u r g i s t Atonement, Blessing, Consecrate, Convert, Divinity, Exorcise, Fire and Brimstone, Healing, Holy Fury, Holy Light, Holy Spirit, Miracles, Purification, Rebuke, Retribution, Righteous, Word of God

Th i e f Alarms, Appraise, Balance, Bluff, Conceal, Etiquette, Eye for Detail, Intrude, Lockpicks, Locks, Prosperous, Sleight of Hand, Stealth, Trailing, Traps, Unassuming, Winning Smile

Tr a d e s m a n Barman, Brewing, Coachman, Conductor, Cooking, Efficient, Grooming, Hard Work, Husbandry, Organized, Patient, Professional, Reliable, Service, Spit and Polish, Tailor, Undertaker uUn d e a d Bite, 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

Ur b a n i t e Bargain, Contacts, Directions, Favors, Feel of the Streets, Gossip, Know Someone Who Knows Someone, Rivalry, Streetwise

Va g r a n t Alms, Begging, Bitter, Feign Injury, Hoboknife, Hungry, Iron Stomach, Pathetic, Poor, Scrounge, Stamina, Unnoticed, Unwashed

Va l i a n t Calm, Charge In, Courage, Ethical, Feel Their Pain, Heroic, Inspire, Mercy, Protect, Righting Wrongs

Ve n g e f u l Anger, Determined, Gritty, Headstrong, Ignore the Pain, Menacing, No Mercy, Righting Wrongs, Tough

Vi s i o n a r y Ambitious, Creative, Curious, Dreamer, Hopeful, Ideals, Inspiration, Progressive, Unrealistic

Wa n t o n Excitement, Masochist, Obsession, Perverted, Scandalous, Sensual, Temptation, Tickle, Unflappable 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 for 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 in better names for the different magical abilities, as well as additional Traits and Tags that should be included.

-Gremlin Legions V______V ______

Tr a i t :______Tr a i t :______Tr a i t :______Tr a i t :______Tr a i t :______

Notes:______

The Door To Günter'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 Niemand’s 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!

Ho w w i l l t h e y e s c a p e f r o m t h e n o t i c e o f t h e constabulary a n d t h e Ba r o n ’s k n i g h t s ?

Wh e r e c a n t h e y f i n d s a f e t y f r o m t h e Ba r o n ’s s p i e s a n d h i d d e n s e r v a n t s ?

An d w h a t p o s s i b l e r e a s o n i s t h e r e f o r Ko n s t a n z e t o b e r e t u r n e d b y m i d n i g h t ?