Anda di halaman 1dari 16

The Darkest Night

Or, a Gothic Hack of John Harper’s Lady Blackbird


by Jack W. Shear
Prologue
You and your companions awake amidst the fetid dampness of a dungeon cell. You have been
trapped here, buried prematurely, for a week. Every day your mysterious, hooded jailer comes to
shove stale bread and drink through the gap in the steel door of your prison. You don’t know
why you’re being kept here or to what ends you’ve been disposed of in this God-forsaken place.

But you are not content to die forgotten and abject. You will struggle to free yourself from
bondage and seek to learn the identity of your obscure persecutor.

How will you escape the descending hand of sorrow?

What dangers lie outside the walls of your dank cell?

Who is behind this nefarious plot to inter you within the walls of a ruined monastery?

Your jailer approaches—what will you do?


Most importantly, this hack would not be possible without John
Harper’s Lady Blackbird RPG.

For the rules of the game, please see John Harper’s Lady Blackbird:
http://www.onesevendesign.com/ladyblackbird/

This document is a “hack” of the Lady Blackbird game: it utilizes the same rules, but substitutes
different locations, scenarios, characters, and aesthetic conventions for those found in the
original game.

Literary Inspirations
Horace Walpole’s The Castle of Otranto, Clara Reeve’s The Old English Baron, Sophia Lee’s
The Recess, Ann Radcliffe’s The Mysteries of Udolpho, Matthew Lewis’s The Monk, Lord
Byron’s Manfred, John Polidori’s The Vampyre, Mary Shelley’s Frankenstein, James Hogg’s
The Private Memoirs and Confessions of a Justified Sinner, Charles Maturin’s Melmoth the
Wanderer, Charles Brockden Brown’s Wieland, Edgar Allan Poe’s short fiction, Nathaniel
Hawthorne’s The House of the Seven Gables, Charlotte Brontë’s Jane Eyre, Emily Brontë’s
Wuthering Heights, Oscar Wilde’s The Picture of Dorian Gray, Bram Stoker’s Dracula, Arthur
Machen’s The Great God Pan, H.P. Lovecraft’s At the Mountains of Madness, Mervyn Peake’s
Gormenghast.

Cinematic Inspirations
Black Sunday, Brotherhood of the Wolf, The Cabinet of Doctor Caligari, The Company of
Wolves, The Curse of the Demon, The Devil’s Backbone, The Haunting, The Horror of Dracula,
The of House of Dark Shadows, The Innocents, Nosferatu, Ringu, Sleepy Hollow, Suspiria, A
Tale of Two Sisters.

Gaming Inspirations
Call of Cthulhu, Orrosh (Torg), Ravenloft (D&D), Warhammer FRP.
Genre-appropriate Names
Male: Abel, Abraham, Ambrosio, Armand, Augustus, Bram, Caleb, Charles, Conrad, Edgar,
Edward, Frederick, Giovanni, Howard, Johann, Jonas, Lorenzo, Malachi, Manfred, Mircea,
Montague, Nicholas, Ormond, Oscar, Robert, Roderick, Samuel, Siegfried, Silas, Theodore,
Victor, Vladimir, Wayland

Female: Abigail, Adeline, Angelica, Ann, Antonia, Charlotte, Clara, Daphne, Eleanor, Elena,
Elizabeth, Emily, Erzbet, Evelina, Hester, Isabella, Jane, Joanna, Julia, Justine, Katherine, Laura,
Lucretia, Louise, Lydia, Marilyn, Mary, Matilda, Mina, Minerva, Rebecca, Rhea, Rosalind,
Sophia, Victoria, Violetta

Character Archetypes:
Allow the players to choose which character they will be playing from the following Gothic
archetypes.
Dispossessed Noble
The forgotten heir of a noble house

Traits
Aristocratic Birth
Etiquette, Dance, Educated, History, Connections
Athletic
Climbing, Fencing, Swordplay, Duels, Pistols
Charm
Charisma, Empathy, Compassion, Command, Presence, Servants, Nobles
Reputation
Fearless, Reckless, Deadly, Heroic, Trustworthy

Keys
Key of the Paragon
As a noble, you’re a cut above the common man. Hit your key when you demonstrate
your innate superiority or the strength of your bloodline.
Key of the Dispossessed
You have been disinherited or have had your birthright stolen from you. Hit your key
when you take action to restore your rightful title or property.
Key of Vengeance
You are driven to seek revenge against those responsible for your disinheritance. Hit
your key when you pursue your revenge at the expense of helping others.

Secrets
Secret of Noble Blood
Once per session, you can keep your pool dice when you succeed (so go ahead and use
them all.)
Secret of Obvious Virtue
Once per session, you can re-roll a failure involving your physical prowess.
Veiled Stranger
A mysterious agent pursuing an unknown agenda

Traits
Sly
Crafty, Sneaky, Bluff, Disguise, Deception, Shadows
Perceptive
Insightful, Aware, Traps, Liars
Hidden Knowledge
History, Weaknesses, Mysteries, Arcane, Folklore, Religion
Resilient
Iron Will, Tough, Relentless, Escape

Keys
Key of the Impostor
You are disguised, passing yourself off as a mysterious stranger. Hit your key when you
obscure your true identity or motives.
Key of the Mission
You have a mission that you keep secret from your companions. Hit your key when you
take an action that is a step toward fulfilling your mission.
Key of Vengeance
You believe someone has wronged you in some way. Hit your key when you take an
action to satisfy your desire for vengeance.

Secrets
Secret of Tenebrous Egress
Once per session, you can disappear into the shadows and escape from any scene or
confrontation.
Secret of Dreadful Lore
Once per session, you can re-roll a failure that involved the Hidden Knowledge trait.
Knight Errant
A devoted champion tormented by fleshly desires

Traits
Veteran of War
Combat tested, Brutal, Fearless, Strong, Weaponry, Riding
Protector
Awareness, Defend, Disarm, Restrain, Carry, Delay
Saintly
Religious lore, Faith, Presence, Inspiring prayer
Steadfast
Honorable, Reliable, Oath-keeper, Brave, Tough

Keys
Key of the Warrior
You are driven to test your mettle in battle. Hit your key when you do battle with a
worthy or superior foe.
Key of the Guardian
You have sworn to protect one of your companions. Hit your key when you protect that
character from harm.
Key of Lust
Your great weakness is debauchery and licentiousness. Hit your key when you give in to
temptation instead of pursuing your knightly virtues.

Secrets
Secret of the Hospitaler
Once per session, re-roll a failure when protecting someone else.
Secret of the Templar
Once per session, re-roll a failure in mortal combat.
Beguiling Enchanter
A seductive hedonist with the power to conqueror the wills of others

Traits
Sly
Deceitful, Bluff, Artful, Lies, Distractions
Charm
Attractive, Seductive, Charisma, Temptation, Banter
Enchantment
Sorcery, Manipulation, Emotions, Mind, Illusion, Dreams
Witchery
Arcane, Herbs, Poisons, Wilderness survival, Beasts, Fey

Keys
Key of Domination
You are driven to assert your power over others by bending them to your will. Hit your
key when you convince someone to do something that is against their best interests.
Key of the Outcast
You have been disowned by society because of your witching ways. Hit your key when
your status as an outcast causes complications or is important in a scene.
Key of Lust
Your great weakness is debauchery and licentiousness. Hit your key when you give in to
temptation instead of helping your companions.

Secrets
Secret of Salomé
Once per session, re-roll a failure related to your personal magnetism.
Secret of the Unseelie Court
Once per session, you can call on a fell creature of the Unseelie Court to perform a
service for you.
Cunning Bandit
A condemned criminal who skirts the line between loyalty and selfishness

Traits
Fingersmith
Quiet, Sneak, Hide, Dexterous, Locks, Traps, Darkness, Thievery
Tricky
Quick, Deadly Knife, Tumbler, Escape, Contortionist, Ambush
Survivor
Tough, Run, Scrounge, Endure, Intimidate
Underworld
Haggle, Deception, Forgery, Hideouts

Keys
Key of Greed
You are driven to accumulate wealth. Hit your key when you steal something important
or score a big payoff.
Key of Fraternity
One of your companions has saved you from the gallows. In turn, you have sworn an
oath of friendship to that character. Hit your key when you show how deep that bond is.
Key of Betrayal
You are deeply self-interested. Hit your key when you abandon your companions to
ensure your own safety or pursue your own ends.

Secrets
Secret of Concealment
No matter how thoroughly you are searched, you always have a few key items with you.
You can produce any common, simple item once per session.
Secret of Reflexes
Once per session, you can re-roll a failure when doing anything involving grace,
dexterity, or quick reflexes.
Faustian Bargainer
A diabolic occultist who trades portions of his soul for earthly power

Traits
Infernal Wizard
Sorcery, Demonology, Summoning, Pacts, Souls, Black magic
Cunning
Bluff, Trickery, Haggle, Deception, Sense motives, Silver tongue
Forbidden Knowledge
Arcane, History, Folklore, Research, Books
Fallen Aristocrat
Educated, Etiquette, Music, Dance, Languages

Keys
Key of Eldritch Learning
You are in search of a rare, cursed tome. Hit your key when you take an action to
reclaim that tome from dusty antiquity.
Key of Power
You desire power above all else. Hit your key when you pursue your own ascendancy
over the safety and security of your companions.
Key of the Tempter
You like to make deals and trade favors. Hit your key when you bargain, make a new
contact, or exchange a favor.

Secrets
Secret of Solomon’s Circle
Once per session, you can summon an imp to do one act of service for you.
Secret of Dark Lore
Once per session, you can re-roll any failure related to sorcery.
Pious Cleric
A servant of the faith whose fervor is contested by alien desires

Traits
Compassion
Empathy, Understanding, Soothing, Calming words
Saintly
Righteousness, Resolve, Self-sacrifice, Faith, Presence, Aura
Bookish
Theology, History, First aid, Languages, Folklore
Orator
Convincing, Censure, Command, Charisma, Hope, Inspiration, Rebuke

Keys
Key of the Vow
You have made a personal vow as part of your religious commitments. Hit your key
when your vow significantly impacts your decisions.
Key of the Missionary
Your faith requires you to come to the aid of all in need. Hit your key when you take
action to protect the weak and less fortunate.
Key of Lust
Your great weakness is debauchery and licentiousness. Hit your key when you give in to
temptation instead of pursuing your saintly virtues.

Secrets
Secret of Exorcism
Once per session, you can use your sacred powers to drive out unclean spirits.
Secret of the Holy Word
Once per session you can re-roll any failure involving religious rhetoric.
Monster Slayer
A stalker of evil who will sacrifice everything to rid the world of abominations

Traits
Investigator
Search, Deduction, Perceptive, Interrogate, Insight, Gather information
Hunter
Sneak, Camouflage, Wilderness survival, Track, Beasts, Traps
Scientist
Educated, Technology, Psychology, History
Ex-Soldier
Swords, Axes, Rifles, Tactics, Command, Rank

Keys
Key of the Commander
You are accustomed to leading men in the hunt against creatures of darkness. Hit your
key when you come up with a plan and give orders to make it happen.
Key of the Obsessed
You are driven to destroy unnatural beings. Hit your key when you take action against
monsters instead of pursuing your companion’s best interests.
Key of the Traveler
You explore new places in your search for evil to root out. Hit your key when you share
an interesting detail about a person, place, or thing or when you go somewhere new.

Secrets
Secret of Leadership
Once per session, you can give someone else a chance to re-roll a failed roll by giving
them orders or advice.
Secret of Slaying
Once per session, you can re-roll a failure while in combat against a supernatural foe.
Haunted Necromancer
A dabbler in the occult who crosses the boundary between life and death

Traits
Spiritualist
Séance, Possession, Terrify, Divination, Ghost sight
Necromancy
Sorcery, Spirits, Ectoplasm, Summoning, Banishing, Cold, Reanimation
Con Artist
Guile, Deception, Convincing, Blather, Double talk
Creepy
Intimidate, Terrifying, Reputation, Morbid, Pale

Keys
Key of Greed
You are driven to accumulate wealth. Hit your key when you steal something important
or score a big payoff.
Key of Fearlessness
Death holds no terrifying mystery for you. Hit your key when you take action that is
risky or reckless.
Key of the Unquiet Grave
You are charged with helping restless souls enter the afterlife. Hit your key when you
take action to end the suffering of a ghost.

Secrets
Secret of the Spirit World
Once per session you and one other person can travel through the ethereal world of the
dead to teleport a short distance away.
Secrets of Uncanny Sorcery
Once per session you can re-roll any failure involving sorcery.
Places of Intrigue

The Ruined Monastery


The lower levels of the ruined monastery are labyrinthine catacombs that hold many dire secrets.
Some say that there is a library of occult tomes consigned to the dust of ages by the Vatican,
others say that the corpses of a poisoned noble family have been hidden in a profane vault. It is
whispered that a monstrous beast haunts the corridors of the monastery’s upper floors and that a
ghostly woman in white has been seen at the window of the lightning-struck bell tower.

The Forest
The forest is dense and primeval. Rumor has it that a bandit king makes his lair among the
ancient trees. Venturing too far into the forest is ill-advised; wolves with burning red eyes have
been known to beset the unwary traveler. Only the most foolhardy hunters know of secret paths
through the ancient copses.
The Dark Castle
No one knows who rules the castle at the foot of the mountains. It could be the lair of a mad
king, a laboratory of scientist usurping the laws of God and nature, or domain of an undying lord
with a thirst for more than just power. Perhaps your tormentor makes the castle his abode…and
perhaps he has stolen away someone you love…and perhaps they are in the gravest danger if you
do not rescue them in time.

The Old Road


Strange things are said to happen at the crossroads of the Old Road. Will o’ the Wisps have been
seen dancing in the distance, waiting to entrance the viewer. Folklore tells us that the Devil
himself appears at midnight to strike strange, unutterable bargains with the desperate and
damned. One often meets gypsies upon the Old Road; for a price, they will tell you what the
future holds.
The Mountains
A perpetual storm seems to haunt the sublime mountains beyond the castle. The crags are
treacherous and few have returned to tell the tale of what lives amongst the snow-capped peaks.
It is claimed that a coven of witches perform loathsome rites hidden from the eyes of god-fearing
folk.

The Burial Grounds


The broken headstones of the burial grounds tell the stories that its residents cannot. Local
legend says that some of the stones are etched with an obscure cipher. One look into the world-
weary eyes of the groundskeeper will tell you that he knows of terrible deeds that have been
committed within the bounds of the sacred burial ground.
The Seaside Town
All is well in town during the day, but at night a strange prowler lurks in the fog-shrouded streets
—he’s carried off three defenseless people so far for unknown ends. A ship can be had to take
you to the mainland, but devilish creatures lurk among the depths. The townspeople are a
superstitious lot. Outsiders report feeling watched everywhere they go in town. In the annals of
history it is said that the town once harbored a cult who worshipped a dreaming demon of the
deep; some say that cult still survives to this day.

The Swamp
The swamp is inhabited only by outcasts and vagabonds. On clear nights, the sound of
drumming and ululating music can be heard from the sparse habitations of the swamp people.
Sometimes, it is said, they raise the dead to act as their tireless servants.

Anda mungkin juga menyukai