Professional Documents
Culture Documents
Yes of course there’s a war on in Crow’s Foot. There’s always a war on in Crow’s Foot. But that’s not the only
thing happening in Duskwall on any given evening. This city of ours is enormous, big enough to house all kinds
of miscreants and scoundrels getting into much more amusing trouble than the Crows. Just because Mr. Harper
didn’t have enough space in his book for more than one such scenario doesn’t mean you shouldn’t go looking.
To that end, the Blades in the Dark official Discord community presents to you these Underground Maps &
Passkeys, a collection of windows into other goings on in scenic Duskwall. If you’re looking for a place to hit
the ground other than Crow’s Foot, an alternative starting situation as it were, take a look around. We hope you
find something you like, or better yet, the inspiration to create your own.
Content Warning
If you’re reading this, you’ve probably read Blades in the Dark and know the sort of content that comes with
it. But just in case, know that the following may contain themes of police brutality, racism, murder, and other
forms of violence. Some entries are certainly lighter (Ring Down Below) and others darker (Trouble in the Sheets),
but they all fundamentally take place in Duskwall and (mostly) use the rules of Blades in the Dark. Talk with your
group about what kinds of content you’re interested in seeing or not seeing your game, then use a starting sce-
nario that gets everyone excited.
Blades in the Dark™ is a trademark of One Seven Design. The Forged in the Dark Logo is © One Seven Design,
and is used with permission. This work is based on Blades in the Dark, product of One Seven Design, developed
and authored by John Harper, and licensed for our use under the Creative Commons Attribution 3.0 Unported
license.
This work is itself licensed under the Creative Commons Attribution 3.0 Unported license (please credit the
zine at large and individual score authors in derivative works).
This work is a collaboration of the Blades in the Dark official Discord server. We’d love to have you.
https://discord.gg/U2jC3ddhsa
Mutiny, Styx and Stones, and The Sparking Grounds layout by Mark Cleveland Massengale.
The Stranger, An Uncertain Future, and The Golden Plum layout by Justin Ford.
The Electroplasmic Lowball and Duskvol Calendar layout by Mistletoe_Kiss of Voidal Space LLC.
A Night At The Opera layout by A Couple of Drakes.
Other layouts by Sam Dunnewold.
Table of Contents
Flavors of Doskvol, by Hieron_II, Mistletoe_Kiss of Voidal Space LLC, and Tetromino .......... 31
TANGLETOWN
HUSTLE
Written by Michael Elliott
This is a starting situation meant to be used instead of the War in Crow’s Foot. It is designed as a
helpful primer for folks who are new to the game, as well as a unique way to establish the character’s
crew and lair location. Introduce this score after character creation but before the players select and
create the crew.
The Setup
GM: Read this section aloud to the other players.
Mardin Gull, the proprietor of the Leaky Bucket public house, was once the leader of the
Crows gang. Now in his waning years he seeks to right the wrongs he’s done, and he’s asked
you all to help him. He’s willing to give you all a shot, and provide a few dark secrets to get
you started, but first he needs you to prove you’ve got the salt to make it in Crow’s Foot. He
wants to see if you can make your own secret hideout in Tangletown.
Tangletown is a flotilla of boats lashed together around a massive leviathan hunter ship that
partially sank in the river outside Crow’s Foot. The gangs of Crow’s Foot consider this place
neutral ground, and all violence is strictly forbidden. It’s the perfect spot to overhear secrets,
hide illicit cargo, or lay low between scores.
Tangletown
The player characters know everything about Tangletown that was mentioned in the setup, feel free
to use the following details to illustrate the setting as you play, or to use as answers to questions
when the players gather information before or during the score.
• There’s a bar in the captain’s quarters of the leviathan hunter named Absent Without Leave.
• Lizete’s eel and chips boat comes to Tangletown once a day and always does a lot of business.
• Parts of Tangletown often leak or sink, so locals regularly collect old boats to repair it.
• Local fishers and eelers sell their catches here.
• Locals avoid the old leviathan hunter ship’s engine room.
• A few areas of the flotilla are protected from ghosts with spiritbane charms.
Factions Complications
Other factions have an interest in Tangletown. If you’re not sure what complication to introduce
Keep these in mind during crew creation, or if after an action roll or how to start the action after
you need a complication or devil’s bargain: the engagement roll, choose a complication from
• The Crows: Lyssa, the Crow’s new leader, this list that makes sense in the fiction:
doesn’t like that Mardin Gull is interfering in • An old drunk sailor spots you and begins to
Crow’s Foot. boast loudly about his time serving with the
• The Gondoliers: They rely on Tangletown as Leviathan Hunters.
a dock, a source of useful materials, and for • The ghosts of people drowned in the canals
smuggling. have been drawn towards you.
• Crow’s Foot: Some of the citizens of Crow’s • This part of Tangletown is a nest for a terrify-
Foot live here, work here, or use it as a place ingly large and territorial eel.
to hide. • A member of one of Tangletown’s factions is
at the wrong place at the wrong time.
• One or more of the player characters steps on
Planning a weak spot and falls through the floor into
If the players are struggling to plan or are taking the river below.
too long strategizing, suggest one of these details: • This section of Tangletown is starting to come
• Assault: Drive out the local Bluecoats, or start apart and sink into the river.
a fight between factions. • Pick something from the Devil’s Bargains list.
• Deception: You’re disguised as another gang
or for another purpose.
• Occult: Use ghosts or old leviathan blood in Crew Creation
the leviathan hunter ship. Once the score is completed the players can select
• Social: Throw a distracting party, or convince and create their crew based on what happened
a faction to let you stay. during the score. Did they enjoy gun fights and
• Stealth: Assassinate someone important. skirmishing? That sounds like a crew of Bravos.
• Transport: Bring your own ship, or move a Did they love keeping things quiet and avoid-
piece of Tangletown. ing all suspicion? Maybe they want to pick the
Shadows. Use the other details and interesting
moments that arose during the score to help you
Devil’s Bargains select a special ability, crew upgrades, and assign-
If you can’t think of a devil’s bargain, choose one ing faction status changes.
from the list that makes sense in the fiction:
• Mardin Gull will find out what you’re about to
do, and he won’t be happy. Payoff
• You left something personal behind (+2 heat). Mardin Gull pays 4 coin if you complete the
• Turns out one of the PCs cannot swim. score successfully, and the crew earns the default
• Start or tick a 4-part “Flooding” clock. This 2 Reputation. The crew can also select a claim
section of the flotilla is leaking and will be from the crew’s claim map to add to their lair.
submerged when the clock fills.
RING DOWN
BELOW Written by Eli Kurtz
In pubs and gambling houses all over the city, there are rumors about a “Ring
Down Below.” They say the Ring is responsible for thunder in clear skies, and
controls the fates of all daredevils. Some call it a cult; some call it a demon.
Few know the truth: the Ring Down Below is a secret, thriving tournament
of daring scoundrels who race cigar-style sparkcraft skiffs around the rivers
and canals of this benighted city. Most skiffs have room for multiple onboard
crew, and all have illegal modifications to give them an edge. Sympathizers
and harassers with skin in the game line every course.
It’s a world of fast boats, furious drivers, and deadly watercourses. You and
your crew wouldn’t have it any other way!
The Race
Which course shall be your arena? What’s the prize this time? Which part of the course is
most challenging?
• Dash Around the Docks: Navigate the canals, docks, and moored ships of the Docks
area! Watch out for Ministry of Preservation enforcers guarding the Leviathan Hunter
ships!
• Chasing Silky Drawers: A few of the more ambitious brothels in Silkshore host a race
to drive up business. Watch out for Bluecoat speed traps!
• Misty Towers: Race among the crumbling manors of Six Towers! Watch out for the
subterranean shortcut through Dimmer Sisters territory! They hate visitors.
• Spirit Well Special: Every year, a few Gondoliers quietly host a sewer race that runs
past several active spirit wells. Watch out for pockets of the unquiet dead!
• Void Sea Rally: Leave the safety of the lightning wall for a race along the Void Sea
coast! Watch out for horrid creatures from the depths of the sea!
Allies and Rivals
All races have at least six skiffs competing for the prize. Pick one to be your ally
and one to be your rival.
• Azarax: Secretly funded by the Ministry of Preservation. Their craft is said
to be powered by a sea-storm demon.
• The Bottom Feeders: Coalridge miners piloting a scrappy but sturdy hulk
of a skiff with the help of some Docker friends.
• The Devilfish: An aggressive skiff piloted by the Grinders, with a beastly
hull covered in jagged spikes to attack other skiffs.
• The Electrick EEK: A mystery of electroplasmic engineering piloted by
Docker union sympathizers. Full of gadgets and gambits.
• Silkwater Sal: Sleek, subtle, and piloted by a crew of sex workers out of
Silkshore. They’ve planted mines along the race route.
Illegal Modifications
Pick one for your skiff and one each for your ally and rival. What does this tech
look like? How is it activated?
• Amphibiboost: Blast onto and over land for a short time!
• Electro-Field: Cover your hull in electroplasmic energy to ward off would-
be attackers!
• Fireworks Cannon: Distract, blind, or burn with sparking electroplasmic
rockets!
• Ghost Fog: Release a mist of angry spirits behind you!
• Ghost Keypacitor: Shock a ghost key to shift into the ghost field for one
thrilling second!
• Grappling Hook: Latch onto opponents or slingshot around corners!
• Hull Pilot: Allows for hands-free racing, but beware: it has a literal mind
of its own!
• Locomotive Engine: Frankly it’s amazing your boat doesn’t buckle under
the weight of this powerhouse!
• Oilslick Surprise: Rear compartment that sprays flammable Leviathan
blood behind you.
• Secret Hold: What nefarious tricks have you hidden within?
Mutiny!
by Sam Dunnewold
Leviathan hunting is dark at the best of times. The skies above, the void sea below,
the food you eat, and the humor of those beside you while you eat it. Dark.
Lately, something has been too much even for a crew as hardened as this one. The
captain has done nothing about it. If you believe the whispers between crewmates,
the captain is the cause. Things are untenable. You will lead a change.
This is Mutiny.
The PCs are crew members on a leviathan hunting ship who’ve decided to mutiny. Ask the
players some of these questions while you create characters for the crew:
Each player, describe a detail about the ship related to your job. Here are some adjectives that
might apply to your ship:
foul, sleek, illustrious, gargantuan, weary, cantankerous, insatiable
Pick a captain:
Captain Ankhayat, Iruvia’s oldest leviathan hunter, as charming as she is ruthless.
What tall and terrible tales have you heard about her past?
Lady Penderyn, a scholar of the demonic, back at the helm after two decades away.
Why do they say she’s returned -- what are the official story and the rumored one?
Captain Bowmore, scion of Lord Bowmore, far too cocky for their first leviathan hunt.
What “improvements” have they made around the ship since taking over for their father?
Why have you decided to mutiny?
Choose one of the following (or come up with a reason of your own):
Because something
has possessed the
Because it’ll be the
Captain (literally or
payday of a lifetime!
Because this job figuratively?), and if
Are you planning
is deadly trash, you want to make it
to sell the ship’s
and we’re paid a back to harbor alive,
cargo to Iruvia, or
pittance. It’s time to you have no other
ransom it back to the
take what’s yours! choice. When did you
Imperium? Or do you
Did the unions in realize the Captain
have another more
Coalridge inspire could no longer be
mysterious buyer in
you, or is this just trusted?
mind?
about your own
skin?
...or do several members of your crew have different ideas? After the
deed is done, will you argue?
Planning Obstacles / complications:
Pick a plan and get to it. Will you assassinate ◊ Loyalists have caught wind of your plans.
the captain when they are most vulnerable Which of your friends or rivals is leading
(stealth)? Will you first rally the crew to them? What are you afraid they’ll do to
your side (social)? Will you entreat a being stop you?
greater than yourselves for assistance
(occult)? Or will you devise another plan? ◊ A leviathan is sighted and attacks! Will you
put the mutiny on hold to ensure a successful
Regardless of your plan, what special harvest? Or is this exactly the moment you
preparations or protections has the captain were hoping to take advantage of?
put in place to ensure your failure?
◊ The ship’s demonic heart does not take
well to new attempts to command it; the
boat itself is against you. What could you
possibly offer it to persuade it to your side?
◊ Will you hunt down your sister ship, The Desdemona, and rally her
crew to your cause?
Regardless, follow the steps for crew creation if you haven’t already. Maybe you’re
Hawkers selling crude leviathan blood. Maybe you’re Bravos, ex-leviathan hunters
trying to unionize other leviathan hunter crews. Maybe you’re a Cult to the last
leviathan you hunted...
An Uncertain Future
A Setting and Scenario for Academic Scores
By Justin Ford
A transcript follows.
Charterhall University would like to officially invite you and one guest of your choosing to join
us for our annual scientific fair and masquerade ball, An Uncertain Future, as part of our
ongoing exhibition of alchemical, electroplasmic, and occult technologies. This year's events
are certain to astound your eyes and shock your senses as we celebrate the culmination of
Professor Una C. Faros’ extended tenure. Join us as we unveil one last contribution from
Charterhall’s fading star, the astonishingly clever Para-Electric Phantom Generator!
Should you accept this invitation, simply arrive in costume on the night of the seventh moon
and present this ticket to a concierge at our exhibition hall where we shall treat you to a lavish
evening of entertainment and intellectual stimulation. Enjoy these events completely free of
charge!
Included in this letter is a schedule of special events catered exclusively for the fair. We have
the honor of hosting a number of special guests hailing from across the Empire. If you consider
yourself, truly, to be a student of science, cancel your appointments and block out your day.
You won’t want to miss a single stimulating moment of this year’s event.
-Yours in spirit,
Lenia Kinclaith
Dean of Charterhall University.
A SCHEDULE OF EVENTS
The 6th Hour of Dawn: The fair opens to the public. A selection of merchants
and entertainers welcome guests onto the university grounds. The Exhibition
Hall is open to the general public at this time.
The 7th Hour of Dawn: Our professors and their students present their
inventions in this year's scientific expo. There are many talented newcomers
within our ranks, eager to shock and delight you with their knowledge of the
electroplasmic arts. Dean’s Note: Those seeking to recruit from amongst our
student body would do well to stay away. Our security forces have been instructed to
be on the lookout for any dishonorable behavior by our entrants and competitors.
The 8th Hour of Dawn: The popular Tycherosi author and philosopher, Vora
of the Five Pillars reads a passage from her treatise, Six Sacred Sins, on the
transience of life and the coming of a new imperial dawn.
The 9th Hour of Dawn: The Skovlan industrial mogul, Baron Sundr Vök of
Blackvale, has generously agreed to donate several of his fleet’s sparkcraft
racers to Charterhall to be pitted against one another in our inaugural
mechanized racing circuit. Dean’s Note: We ask that families with young
children keep well clear of the track for the safety of both our pilots and our audience.
The 10th Hour of Dawn: The amazing Rakif Asura of U’Duasha takes to our
main stage with a demonstration of his mystifying magical arts. Can you spot
the trick? Rakif will show you how it’s done.
The 11th Hour of Dawn: Our Charterhall Spirit Squad treats the entire district to
a patriotic number as graduating members of the Jayan Hall of Alchemy display
their skills. This extravaganza of art and fire will not soon be forgotten.
The 12th Hour of Dawn: Our annual costumed ball, An Uncertain Future,
opens to specially selected guests. For the general public, attend the entrance
of our Exhibition Hall and feast upon the lavish costumery of this year's
attendees. A prize raffle will take place for those of you who can spot our
guest of honor, Professor Una C. Faros, amongst the crowd.
ACADEMIC OPPORTUNITIES
Stealth & Espionage
1. A Charterhall faculty member seeks out the crew in confidence and asks
them to sabotage a student’s entry in the scientific expo. “The student shall
not outshine the master. That is my rule.”
2. Professor Una C. Faros would like the crew to steal the blueprints to her
own invention. “Upon my retirement, the dean would claim my life’s work
for the university. This cannot come to pass.”
3. A wealthy entrant in the expo’s amateur inventor contest asks the crew to
sneak in and enhance his invention with illegal technology. “Each device is
kept under lock and key by the dean, post-inspection. I need you to circumvent her
security measures and obfuscate the evidence.”
4. As part of the larger fair, the university is planning to host a collection of
rare gems stolen from archeological sites throughout the empire. The
Dagger Isle Consulate would like one artifact, in particular, returned to
them. “Recover the Eye of Kotor and we will reward you with riches in kind.”
5. A disgraced student of Charterhall University requests the crew's help in
infiltrating the masquerade ball. “Once inside, I plan on winning this year’s
costume contest by any means necessary. Will you be the instrument of my
revenge?”
6. Rolan Volaris would like your help in fixing the fair’s sparkcraft races.
“This year’s star pilot refused me ever so rudely. Replace him, put on a good show,
and make sure the Nightmarket’s driver wins the race. Your own winnings will be
drawn from the proceeds.”
ACADEMIC OPPORTUNITIES (Cont.)
Murder & Scandal
1. The Reconciled seek the crew’s aid in dealing with a frightening new
hull. “An ingenious invention capable of sniffing out spirits is set to be unveiled at
this year's fair. We need you to convince the city’s government that the Ghost
Hound Mk 1 is, in fact, a useless failure.”
2. A Spirit Warden Compliance Officer believes Charterhall is engaged in a
massive coverup of illegal occult research and would like the crew to
conduct a clandestine investigation. “If you are caught, I will deny
everything. Do not fail me.”
3. Famed inventor, Eva Lornheart, would like the crew to release several
ghosts into the Exhibition Hall so that she might demonstrate her
newest invention. “Make my Ghost Hound prototype appear indispensable and
you may keep it for your own purposes!”
4. Ego, an eccentric ghost, has challenged all the shadows of Duskvol to
discover his identity over the course of the costumed ball. “Guess correctly
and I will bestow upon you the last of my worldly wealth. Guess incorrectly and …
well, you’ll see!”
5. A colony of intelligent rats approach the crew with an odd request. “A
number of our brethren will be on display at this year's ball. Free them and we
will open many doors for you and your family.”
6. A shadowy figure approaches your crew, invitation in hand. “Professor
Faros’ invention will bring disaster upon the Empire. You must destroy it before it
can be activated. Any less will spell our doom.”
CHARTERHALL SECURITY
The dean has spared no expense in contracting security for this year’s events.
As the GM, choose one or more of the following:
The Morlan Hall Howlers: The University’s renowned roofball team has
volunteered to sign autographs and shake hands with guests. Their members
are nosy, ambitious, and not afraid to pry into others’ business. (Tier 1 Elite
Thugs).
The Imperial Press: An Uncertain Future is host to controversial figures both
foreign and domestic. As such it is crawling with curious journalists and
members of the press. Scoundrels attending the masquerade are likely to be
followed, interrogated, or even captured on plasmograph film. (Tier 2 Adepts).
Spy Wires: By monitoring electroplasmic interruptions within live wires,
operators in the exhibition’s security booth may perceive intruders and
saboteurs remotely, potentially delivering jolts of electricity to specially
prepared tiles on the exhibition floor. (Quality 3 Security Network).
Campus Security: Charterhall University’s dean overseas a modest contingent of
security personnel. During the fair, these private forces have their hands full with
theft prevention and organizational duties. To compensate their numbers are
supplemented with as many off duty Blue Coat officers as the school can afford.
(Tier 2 Thugs). Led by Mirga Uthul, the school’s Master at Arms, (Tier 3 Elite
Soldier).
Spirit Warden Compliance Officers: A large public fair dealing in untested
sparkcraft technology is, potentially, a major security risk for the city. Several
compliance officers have been assigned by the Spirit Wardens to assess these
risks. (Tier 3 Elite Adepts).
Personal Security Hulls (Luxury Model): A new, more elegant design is planned to
debut at this year’s ball. More human than most, the Sparkwright’s claim it’s
capabilities include rudimentary banter, “pest control,” and various styles of dance.
(Tier 4 Constructs).
The Sparking
Grounds
A Setting and Scenario for Scintillating Sparkcraft Scores by Mistletoe_kiss of Voidal Space LLC
Kalivet, 15th Commission Day- the local Silkshore Bluecoat precinct was caught on fire due to an explosion in the building
next to it, your old mentor’s sparkwright workshop and no one has seen him since the incident.
However a letter arrived not one fortnight later with your name written across it’s thick envelope.
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Sparkcraft Opportunities
* New military automated security hulls- fresh off the factory floor! Whatever could go wrong?
* The Slopspatter is listed in the Heist Deck- it fears destruction and will do all in it’s power to stay alive. Gaining
knowledge through killing prey with its body or possessing nearby machinery. A Gondola prow serves as its
shoulder guards and helm, and it has strange banded armor made of water-logged wood over intricate mechanical
parts.
1. Sparking Locks: The Grounds are protected by various portals and defenses, including combination locks or
riddles. Lockpicks will not work against them, though finesse may eventually solve them while alarms sound to
deter prowlers. (Quality 1 Elite Constructs).
2. The Voidal Press: The Imperial Military and Sparkwrights use the newest technology and even empire secrets to run
the Sparking Grounds. Many have been curious as to what is housed in the massive and protected buildings, going
as far as to interview those leaving, recording them on wax etches and echo detective haunting. (Tier 2 Adepts).
3. Panopticon: Special crystal lenses transmit their sight through the Ghost Field to mirrors in a central location. From one
place a guardian can monitor views all over the defended site. (Quality 3 Security Network).
4. Grounds Security: Silkshore’s Sparking Grounds provide a substantial amount of power to the surrounding
districts. Bluecoats and Sparkwrights alike are seen patrolling and operating within the grounds/ (Tier 2 Thugs). Led
by Irma Klave, the chief security officer, (Quality 3 Elite Soldier).
5. Lightning Walls: Runic energy twisting technology can make pylons that project a curtain of energy between
them. The glowing walls are transparent but crippling to touch and lethal to pass through for person or spirit alike.
(Quality 3 Security Network).
6. Personal Security Hulls (Sparkwright Model): A new, more robust security measure. Commissioned by the Head
of Operations himself to help reduce overall operation costs. Flamethrowers, insulated armor and many new ‘in
development’ gadgets.* (Quality 4 Constructs).
* These automated units are provided by the Experimental Spectrologogical & Sparkcraft and the Military Implications
Division, the Military may have other reasons for providing them.
Sister Escape
A score by Joms Catipay
Arvin Rowan wants to be reunited with his love, Alta. He hires the crew to break her out
of a convent of the Church of Ecstasy. With his family riches he can match any price the
crew may ask. What Arvin failed to tell the crew is that the girl they are trying to break out
of the convent is actually her twin sister, Alice, currently possessed by Alta and fighting for
control over her.
The Backstory
Alta and Arvin were lovers back when Alta was still alive. An accident involving Alice, Alta,
and Arvin resulted in Alta losing her body. Alta’s spirit was saved by Arvin and was forced
into a guilty Alice, who felt at the time that she was responsible for Alta losing her body.
What are the details of this accident? Was it the result of Alive interfering with one of Arvin’s
experiments?
Arvin intended from the start to give Alice’s body to Alta, and began researching how to do
it. Alice, with her limited knowledge of the situation and filled with regret, decided to enter
the convent of the Church of Ecstasy to volunteer to be cleansed into a hollow.
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The People
Arvin Rowan Alice
A noble and novice adept, who wants to be Alta’s sister, fighting for control of her own
reunited with his lover Alta. Getting her and body. Alice willingly entered the convent in
Alice out of the convent is just the start. He hopes of “cleansing” herself and becoming a
has a copy of a cleansing ritual that he plans hollow, knowing well that it will also remove
to use to remove Alice’s soul from her body, her soul. She believes this is a better option
leaving Alta alive. Where did Arvin get this than giving up her soul to Arvin, and she
ritual? What other consequences will it have? does not wish to be captured.
Alta Mother Erma
A ghost possessing her twin sister, Alice, Head Mother of the convent. She protects
fighting for control of Alice’s body. Prone both sisters from danger. She can attune to
to rash actions, as the longer she’s a spirit, hollow servants, which allows her to sense
the more her mental state deteriorates. She through them and give them commands.
wants to reunite with Arvin before losing How can one tell which hollows are currently
herself fully. controlled by Mother Erma?
The Convent
Prayer Hall Hollows
A connected building that is always open to The convent has hollow servants that per-
the public. Lay people of the church come form mundane tasks for the sisters. These
here to worship and perform rituals. The sis- hollows have marks on their foreheads to
ters of the convent come to facilitate these signify that Mother Erma can attune to their
rituals. What services do the sisters provide senses. What tasks are they not allowed to do?
to the lay people? How do the sisters treat How will the hollows react to intruders?
non-believers?
Inner Courtyard Library
An inner courtyard serves as a hub connect- The convent has an extensive collection of re-
ing all the other areas of the convent. Even search books related to hollows and cleans-
though it is open by a skylight, a magical ing rituals. A hull acts as part archiver part
barrier serves as added protection against library helper (similar to a search engine).
trespassers. How does the barrier hurt ghosts What other information could the books here
who pass through? How does it affect regular contain? What does the Hull look like and
people? how does it respond to strangers?
The Stranger
An unusual soul blessed with strange talents
A Custom Playbook
By Justin Ford
Different. Moon-blessed. Stranger. Darkling. Even in Doskvol, your personality and your
nature make you an oddity. Still, there are those who are drawn to you, to the glimmer
in your eyes and the rhythm of your steps. To the subtle music of a drum only you can
hear.
When you play a Stranger, you earn XP when you address a tough challenge with radical
perspectives or bizarre methods. Others will look down on you. Surprise them with your
monstrous intellect and unnatural charisma.
What made you this way? Were you raised by witches? Or by honest, hard-working folk? Did
Doskvol birth you? Or do you hale from regions stranger still?
CREEP
You may appear at an ally’s side at any time without the need to engage a flashback or
otherwise justify your arrival.
Generally speaking, it’s good etiquette to ask the player or GM before “tagging along.”
CHATTERKIN
Given adequate time and resources you may collect the bones of dead things and
assemble them into familiars of cloth and cotton wool. Consider this creature an expert
with a single trait and flaw. Also choose one ghostly ability: pale imitation—terrifying
transformation—animate dolls. What is its name?
With the proper expertise it is possible to upgrade your familiar with a long term project or ritual.
Note that crafting and assembling a Chatterkin requires time but you needn’t spend a downtime
activity to do so.
DESPERATE BARGAIN
After an action roll, you may engage the GM in a devil’s bargain to upgrade it by one
tier. Know that the penalty will be unusually harsh or stifling. On whom do you call?
You may perform this special devil’s bargain even if you made one prior to the roll. Use this to
upgrade a failure to a mixed success, or a success to a critical result but beware: the cost will
exceed whatever consequences were promised.
GHASTLY
Alas, you have no soul. On the upside, your sorry state renders you completely invisible
to most supernatural entities, spells, and wards. Oddly, there doesn’t seem to be a
downside.
Vampires, demons, and other supernatural creatures possessing material bodies may be less
affected. To spirits, spells, and arcane constructs it is as if you didn’t exist at all.
OBLIVIOUS
You may expend your special armor to resist a social consequence (persuasion, shame,
authority, etc.) or to push yourself in an odd display.
If you would resist a consequence of the appropriate type, tick the special armor box on your
playbook sheet and avoid it completely. Note that odd displays have a tendency to draw
attention, so be prepared to receive it.
STRANGER SPECIAL ABILITIES (Cont.)
GHOST SPINNER
You’ve mastered the techniques necessary to weave ghosts into cloth. When you invent
or craft a creation with ghostly features, take +1 result level to your roll. You begin
with one ethereal design already known.
You may employ these techniques to create mundane clothes or to craft garments with
supernatural properties (so long as you have a willing or captured spirit to use). Work with the
GM to determine how long it will take and what it will require.
Example curios: A burial shroud that causes the wearer to enter a death-like state — a hat or
cap capable of containing a single ghost as securely as any spirit bottle—a neck scarf or kerchief
capable of rendering a small object utterly invisible.
RAVEN’S VOICE
You may repeat a short sound, sentence, or phrase you’ve heard with flawless tone and
pitch. What’s more, your voice retains the mystical, emotional, and authoritative power
of the sounds you copy. After expressing this power you will become mute for a time, so
choose your words carefully.
You might use this ability to mimic the voice of a Bluecoat captain, to cast a spell you’ve heard,
or to order guards to leave a room. Unless otherwise established, your voice will return at the
end of the current scene.
STRANGER ITEMS
◦ Fine scissors: Gleaming silver steel sharpened to a razors edge. As useful for crafting as they
are for stabbing. [1-load]
◦ Fine nightmares: Do they belong to you or someone else? A source of terror as well as
inspiration. [0-load]
◦ Avant garb: As welcome on the streets of Crow’s Foot as it is in the halls of Whitecrown.
Certain to draw the eye. [1-load]
◦ Bottomless bag of trinkets: There’s nothing of particular value in there, but there is a lot of it.
[2-load]
◦ Creepy doll: Not particularly colorful or well made, but it will certainly impress the children.
[0-load]
◦ Hobbyist’s tools: Paint, chisels, clay, cloth or anything else you might need to craft a simple
work of art. [1-load]
TROUBLE IN THE SHEETS
by Tom Mecredy
Your crew becomes embroiled in the bitter rivalries tearing the Charhollow district in two.
Kellen’s Tavern, one of the oldest in the city, has burned down. When the Sallies started raking through the
ashes, they found the blackened body of the proprietor, trussed up like a Unison Day ham.
The Bluecoats immediately pinned the crime on Corben, a ex-military Skovlander who’s battle-scarred
mug already adorned wanted posters across the district. What else has Corben done? Others were quick
to point out that Kellen’s had become a focal point of anti-Skovlander bigotry, and it was only a matter of
time before the violence escalated.
A pall hangs over Charhollow’s once-lively streets. Armed gangs of Skovlanders lurk on street corners,
occasionally clashing with Bluecoat patrols combing the district for the fugitive. The whole district holds
its breath, waiting for the violence to escalate once more. Where will the arsonists strike next? We’ll play
to find out!
Opening Scene
After they make characters and the crew, tell them this:
You’re in the basement of the Skovlan Consulate. The walls are badly whitewashed with patches of
mould creeping up towards the vaulted ceiling. Foul-smelling candles gutter in their rusted holders,
bathing the room in dirty yellow light.
A well-dressed Skovlan woman leans against one wall, eyeing you up like a vulture circling over a kill.
Sat in a battered wooden chair is a man you recognise from the wanted posters - Corben himself. He
wants you to find the bastard who burned down the pub and clear his name (of this crime, at least).
Are you here to help out of the kindness of your heart, or is there an ulterior motive?
Are you actually here to kill him for one of his many rivals? If so, do a flashback and pick a plan for
the assassination.
Play Corben. He’s a bit rough around the edges, but pretty articulate for a former squaddie. He’s been on
the run for weeks, and has a compelling alibi for the night of the attack. What is his alibi? While anxious
to clear his name for this business, he’s unwilling to be drawn on his previous misdeeds. What’s he holding
back?
The Skovlan woman says (in not so many words) that Corben has the backing of the Consulate, and is
prepared to pay for any information that exonerates him. If the PCs are willing to help, Corben has a few
places they can start looking.
If the PCs are against them, the Skovs say that they better forget that this meeting ever happened, and if
anyone talks, they’ll end up in the bottom of the canal.
Other Scenes
Corben’s information leads the crew deep into the Sheets, a neighbourhood populated by washers, tailors
and seamstresses, evident from the taut washing-lines hanging over the narrow alleyways.
Corben’s contact is the notorious anarchist, Hutton. He’s one of the few honest men in the Dusk, desperate
to deflect attention away from Charhollow and his organization. He believes Lord Strangford’s Leviathan
Hunters burnt down the pub to stoke anti-Skovish feeling, but he can’t prove it.
If the PCs hang around Charhollow long enough, they’ll soon attract the attention of Yannick Allbone,
a local Ink Rake. They’re in the process of writing a character assassination of Lord Strangford, and need
more dirt to spread across the front page. They’ll pay handsomely for anything that implicates Strangford.
Also watching from the sidelines are the Lost. These vigilantes have crossed over from Dunslough to help
protect the Skovish citizens, directing their considerable talents for violence against the anti-Skovish gangs.
The gang’s small size means they’re stretched thin, so they’re on the lookout for ways to bolster their ranks.
How can the PCs use their strengths to profit from this situation? Ask them how they want to gather infor-
mation, which leads to a plan (or vice versa).
Don’t beat around the bush. Give them straightforward courses of action to pursue at first. “Do you want
to break into the Charhollow precinct and have a gander at their files? They’re probably stretched too thin
to mount a round-the-clock watch right now.”
There’s a couple of starter scores presented below. Offer either of those, or one of the other options, and ask
them which they want to go after. Ask them to pick a plan, provide the detail and get to it.
lu
Th
m
Among those with discerning tastes, there is no greater prize than a seat at the Golden Plum.
Considered the finest restaurant in all of Duskvol, the Six Towers establishment is a transcendent
culinary experience — a tasting menu of sixty four of the most imaginative and delectable pairings of
dishes and spirits, culminating in the Golden Plum.
Ray
rebo ok By
A Sco
Do you have any idea what it takes to run a restaurant this fine?
- Chef Irma
POSSESSIONS
The Golden Plum — A life changing fruit encapsulated in gold. The most decadent of delicate desserts. A taste of
ambrosia from the divine. Origins of mystery. Or so they say. Reserved for only the finest clients.
Golden Plum Rum Cake — Those who have enjoyed a meal at the Golden Plum also rave about the rum cake. The recipe
is also a closely guarded secret. Not as closely guarded, but still guarded.
Six Obsidian Quills — The highest culinary prize given by the Duskvol Sentinel, ever only given to three establishments
in its 76 year history. Recent stewardship of Reviews has fallen to Yonathan Uld, a famed investigative reporter for the
Sentinel. Retaining all six Quills is the highest of priorities for Irma.
POTENTIAL SCORES
I. PROCUREMENT — Chef Irma is always on the lookout for the finest ingredients in Duskvol. She often procures
from grimy bowels of Nightmarket or the Radiant Gardens of Whitehall. Sometimes, especially luxurious
ingredients can only be sourced in exotic locations with delicate manners and hands. The needs of a restaurant are
many.
II. TECHNIQUE — Irma shows an appreciation for those with a little technique. Offer her a proposal to learn or
acquire and she will gladly assess your ability and fit for her own.
III. REVIEWS — The Golden Plum vies for prestige with other establishments like Il Savago’s, Murasa’s, and The Ghost
& Owl for primacy in the culinary scene. The most coveted prize of all? The Obsidian Quill, given yearly to Duskvol’s
top restaurant.
IV. HOSPITALITY — The Golden Plum is famous for its exclusive clientele and unmatched discretion. The convent of
privacy is rarely violated, but in the event of transgressions Chef Irma maintains the strictest of policies and is not
above showing a little hospitality for those who need it.
V. CEREMONY — The Golden Plum is an exquisite venue for special occasions. Weddings. Holidays. Funerals. Rituals.
Orgies. Open for private reservation to only the most discerning of customers.
VI. PATRONS - The Golden Plum is patronized by the movers and shakers of the city. It is sacred neutral ground where
private conversation is encouraged and protected. Access to power beyond doubt.
THE ELECTROPLASMIC
LOWBALL
LIBATION MENU
COCKTA I L S
before emptying the glass. Take the tubers boiled with a sweetened cream
Wisp at bay.
A bright blue fizzy drink with a large
head of foam. Contains a very special
secret ingredient. *2
B e e r s
Black Star Ale Mushroom Porter
Almost black in color and appears to have Earthy. Damp. Fungal. Akorosian favorite.
more depth than the glass, each barrel is Whispered Stout
said to contain a single star from the Void A strong dark stout that will stand on
Sea. your ear. *3
Blackvale Mead Whitecliff Witbier
Hazy caramel body, mildly bitter with a bready Thin and pale unfiltered wheat beer
aftertaste. Goes well with worm paste. spiced with coriander and clove.
Dusken Mead
Sweet honey-wine. A Severosi specialty.
THE ELECTROPLASMIC
LOWBALL
CHOW MENU
Co m m o n C i t i z e n
Catch All Pie 'Shroom Pie
Leftover scraps from yesterday either Hot mushroom pie. Served daily.
baked in a
crust or stew pot with dumplings on top. Worm Paste
Eels boiled and pickled, mashed into a
Salt Lick
Algae chips, crystallized after a long salt-bath. jelly-like paste. Spread onto rice bread.
We l l - o f f
Hens 'N Spuds Porkers
Eggs and potatoes. Roasted hog sausage wrapped in bread
and baked until crispy.
Rat Jerky
Smoked strips of rat meat.
We a l t h y
Kraken Blossom Dagger Isle devilfish
Octopus, battered and fried served with a Rare devilfish garnished with thinly
mushroom gravy. sliced mushrooms, swimming in a wide
bowl of soup. Served cold to prevent
toxin release.
*1 Side effects include hallucinations and full body numbness. There is a non-zero risk of death if mixed improperly, but
those sound like good odds to me. *2 May contain a partial ghost essence. We are not responsible for shifts into the ghost
field or any other supernatural effects which may occur after consuming this product. *3 Don’t complain to us when you
start suddenly hearing voices in your head.
DUSK
Pig would be easy to miss if it wasn’t for its
namesake – Jiri, a proud hog carved from a
mass of burl wood.
Almost before you finish descending the three
WALL
steps from the door to the common room, a
flagon of ale is pushed into your hand by a small
boy. Slavek, tall as a tree and rooted to the floor
behind the tap, fills flagon after flagon without
a word, while Oscar,
rotund and friendly,
waits on tables. LOCATIONS FOR
The ale-cheese may
be a bit funky, but
YOUR CAMPAIGN
the last bite of their
legendary roasted Written by E Brunsell
pig-knuckle mush-
https://adrenalinerpg.itch.io/
room calls equally to
professors, wealthy Layout by Sam Dunnewold
judges, bureaucrats,
and laborers. Example lists crowd-sourced by
the Blades in the Dark Discord.
Background
The Imperium has perfected a new kind of firearm. Fully automatic machine guns. It’s being filtered
into the City one crate at a time in irregular intervals and by unpredictable means. They only carry
5 guns at a time and they’re being delivered to the Imperial Military Garrison in the City. The Styx,
an arms dealer gang, got their hands on one of these crates. The City is on high alert, road and
canal blockades everywhere. What part are you going to play?
The Opportunities
Nessa (leader of Gray Cloaks, Ulf Ironborn, (leader of the Beatrice Malast, (leader of
scrupulous, daring, vengeful) Ironborn gang, ruthless, savage, the Styx, temperamental,
wants you to kill Captain Ulshire, bold) wants you to steal the guns pragmatic, judgemental) wants
a Bluecoat Captain presiding over from the Styx’s current warehouse you to smuggle the guns from
Six Towers, who’s been overseeing before it is moved to their HQ. a warehouse in Crow’s Foot to a
the checkpoints in that district buyer* waiting in the Charterhall
and causing trouble for the Suggested special ability: Morlan Memorial Museum.
Cloaks. Synchronized.
Suggested special ability: Like
Suggested special ability: Upfront: +1 with Ulf, -1 Part of the Family.
Vipers. with the Billhooks. Access
to Crew Contact, Samût- an Upfront: +1 with the Styx,
Upfront: +1 with the Informant) -1 with the Fog Hounds.
Gray Cloaks, -1 with Access to 2 Upgrade Vehicle
the Bluecoats. Access to Reward: 6 Coin, Cohort: (Carriage or Boat)
crew contact, Kiwari, an Gang of Elite Thugs,
Alchemist courtesy of Ulf Reward: 10 Coin, Quality
Weapons crew upgrade
Reward: 6 Coin, Section Which of you got on Ulf ’s bad
of Turf granted by the Gray side? Which of you never made Which one of you knows
Cloaks in Six Towers the cut for Ulf ’s gang? Which Beatrice’s mother, Eunice? Which
one of you stole from Ulf? one of you bought weapons from
Which of you owes Nessa? the Styx in the past? Which one
Which of you does she not trust? of you did Beatrice try to recruit
Which of you admires the Gray in the past?
Cloaks?
* Ivan LeFreyr
The Scores
The Assassination: Captain The Theft: You arrive at the The Delivery: You are
Ulshire rarely shows up outside warehouse in Crow’s Foot currently waiting in a long line
of the precinct. The nature of only to find that four carriages either on the streets or on the
these emergency checkpoints have arrived and four similarly waterways from Crow’s Foot
is the exception. Ulshire is unmarked crates are packed to Charterhall. Bluecoats are
paranoid and overly cautious. into each one. The carriages are checking papers up and down
Their craftiness and security splitting off in two directions- the lines and performing
measures have kept them two per route- and each is well preliminary searches before
alive thus far. They’ve set up a guarded. What do you do? passing you off to the
secure forward operating base checkpoint for one final search
in the middle of the district. and clearance. A Bluecoat
It’s currently locked down arrives asking for your papers
tight, but an opportunity arises and is asking their partner to
as a Bluecoat patrol arrives check your vehicle. What do
for a new shift change. You you do?
have moments to seize the
opportunity. What do you do?
Complications
The forward operating base is The correct carriage had Ivan owes some significant
littered with traps- gas traps, hidden arcane wards that money to the wrong people
electroshock traps, alert summon all manners and is using the guns to arm
whistles, compartmentalized of ghosts if attacked or the rivals of his debtors. The
lockdown, etc. There are otherwise opened by the debtors, the Grinders, are
multiple escape routes only wrong individual. A whisper well aware of this and a hit
easily accessible to Captain is accompanying the carriage squad will be on-site to find
Ulshire, ready to flee at a to compel the ghosts to and kill Ivan when the Crew
moment’s notice. protect the goods. arrives at the museum.
Gratitude Day
“As I watched your ashes drifting,
I learned life’s pleasures die away.
I will be grateful for this day.
I will be grateful for each day to come.”
—Traditional Hymn
The citizens of Brightstone wait all year for Gratitude Day. Doskvol treats this holiday as
a riotous celebration of life, far from its dreary Imperial roots. Thronged masses gather
in Unity Park to gorge themselves at public feast tables, and petit-bourgeois shoppers
come to blows over discounted luxury goods at shops across the district.
The Church of the Ecstasy of the Flesh finishes the day with the Procession of Gratitude.
The parade starts in Whitecrown and marches across the Bowmore Bridge towards the
Sanctorium, gathering revellers along the way. It culminates in a mass show of devotion
inside the cathedral. Preceptors destroy great stockpiles of captured spirits, while the
faithful partake of all possible earthly pleasures.
Patron
Who tipped you off about the hidden entrance? Of all the crews in Duskwall, why did
they pick you? (Select one and answer the questions that follow.)
• The Circle of Flame. Lord Mora, noble. Have you met Lord Mora himself or just his
agent? Does he have the support of the rest of The Seven?
• The Reconciled. Captain Triller, possessed Bluecoat chief. Why are you in their debt?
What collateral damage do they ask you to inflict?
• GondoVliers. Griggs, haunted Whisper. What good deeds will this help them accom-
plish? What dark secret did they share about the Sanctorium?
Score
What were you looking for beneath the cathedral? Why was it more than it originally
seemed? (Select one and answer the questions that follow.)
• Ashes. The cremated remains of one of the Church’s founders. Do they retain any
power in death? What is their connection to your patron?
• Relics. An ancient artefact, hidden by the Church. What powers is the relic said to pos-
sess? Could you get a higher price from someone else?
• A Church Elder Eyren Bellsridge (pleading, frail, connected). Does your patron
want them alive or dead? What can they do for your crew if you don’t hand them
over?
Complications
You can think about how you’ll deal with the Church’s guards later, when you finally
reach the surface. What lurks in the dungeons for you to fight past first? (Select one and
answer the questions that follow.)
• Hollows. Insensate brutes tasked to guard the tunnels. How can you turn them against
each other? What shreds of humanity do they retain?
• Demon. An experimental subject, accidentally freed. What can you sacrifice to get it on
your side? What secret do you exploit to control it?
• Acolytes. Zealous junior members of the Church, eager to prove themselves. One of
them recognizes one of you – are they a childhood friend, a neighbour, or a scorned lover? Will
they risk their position for you?
WRENCH
Hired security in Doskvol is a cutthroat business. Established mercenary companies vie for
the most lucrative contracts from nobles and the wealthiest of merchants and industrialists.
Among the largest of these companies are the Lions, Crimson Sentinels, Silver Shields, and
Bronze Talons. As one would expect in this city, the competition between these sellswords
is rarely honorable.
The crew is contacted to embarrass the While the Shields have a reputation for
Silver Shields mercenary company as they quality, they often sacrifice expertise in
provide security for a wedding between favor of appearing to be heroic protectors.
two wealthy merchant families being held • Headquartered in a large building in
at the Hallam Mansion in Brightstone. Nightmarket, near Charterhall. They
often congregate at the Hollow Leg
Tavern next door.
• Captain Nabil (tall, muscular, socially
adept, comfortable in command)
• Three-Fingered Fazul - Nabil’s 2nd
(arrogant swashbuckler, handsome,
tactical genius)
• Sid Kamron (Taciturn drill sergeant,
organized, stern)
• Around 50 sellswords. Example
names: Alfred Big Toes, Gimpy Peck,
Mako, Wallenford
Rumors Hallam mansion
• Three Fingers has a ‘secret friend’ in The gates of the sprawling mansion open
Silkshore that he has been hiding from into a courtyard. The party is held in the
Nabil. great hall, lined with wood paneled walls
• Fazul’s ‘friend’ may be an informant, and rich tapestries. A grand fireplace and
possibly for the Ink Rakes. head table are positioned at one end of
• The rank & file have heard something the hall, a small stage for musicians at the
big is about to happen. They’re excited other end.
about the potential payout.
• The Silver Shields are in the running
for a lucrative contract with The Hive,
and a good night here could clinch it GUESTS
for them.
• The wedding of Gareth Hallam and • Gareth Hallam & Norah Tannebay
Norah Tannebay is not strategic and (wedding couple, contrasting styles,
Gertrud (Gareth’s mother) is worried fawning, genuine)
about loss of status over the pairing • Cradduck & Gertrud Hallam (stylish,
• Sid Kamron deals with most of the prosperous merchants, perfect hosts)
contracts and security planning. The • Rupert & Brinley Tannebay (comely,
invitation list and approved services exquisitely dressed but out-of-date,
can be found in his office desk, along snubbed by other guests)
with ledgers detailing other contracts. • Happy (musician, accompanied by
a small band, reputable, enchanting
voice, hints of supernatural)
Security
• Vincent Tannebay (younger brother,
drunk, muscular, aggressive, avoided
by others)
• Nabil and Fazul are personally over- • Dugald Flammery (son of Eltar &
seeing security and mingling with the Brynn, wealthy jewelers, infatuated
well-to-do. with Norah, melancholy, desperate)
• Silver Shield guards are well dressed • Eleri Makyl (attractive noble, affair
and include one Whisper. with Cradduck, gadfly)
• A Hull may be positioned in reserve. • Filaurel Varcays (stunning, proprietor
• Names: Tomil, Grazen, Canner, Freck, of Snowflower Boutique, obsessed
Azire, Esther, Brannon, Artemis with one of Happy’s songs)
Written by E. Brunsell
https://adrenalinerpg.itch.io/
Fiasco In Doskvol
Credits
A fan-made Blades in the Dark playset for Fiasco Classic by Jason Morningstar, and published by
Bully Pulpit Games. Bully Pulpit Games, Evil Hat, and John Harper are in no way affiliated with its
content. For more information, see https://bullypulpitgames.com/games/fiasco/license/
FIASCO™, the FIASCO™ logo are trademarks of Bully Pulpit Games LLC. All rights reserved.
If you want to turn this into a playset for the newer card-based version of Fiasco, pick your favorite
elements and go nuts. Check out the license link above for a graphical template.
The Score
Tell standalone stories of mishap in Duskwall, start a campaign off in shambles, or end your Blades
campaign in a shocking final chapter of big moves, bad luck, betrayal and comeuppance. (If used
in this way, you may be able to skip the setup phase entirely, or use the items below more loosely,
since you’ll already have a lot of details established.)
RELATIONSHIPS...
Professional / Criminal Romantic
Members of the same crew Current spouses
Family Vice
Cousins Bartender and regular
Friendship Troubling
Drinking buddies Vampire and thrall
…with the elites who look down on you. …by making a deal with a demon.
…with a cult, for straying from the path. …by blackmailing someone.
Isolated Crowded
A quiet library in Charterhall University The Arms of the Weeping Lady soup
kitchen
A gondola floating in a dark canal The Spark Grounds in Silkshore
A shadowy part of Ankhayat park in The twisting back streets of Ink Lane
Silkshore in The Docks
A secluded street in Six Towers Tangletown in Crow’s Foot
The Old Rail Yard in Coalridge The mess hall in Ironhook Prison
Seedy Fancy
The Red Lamp brothel in Silkshore The Centuralia Club in Brightstone
Valuable Dangerous
A bag of Tycherosi gemstones A dozen kegs of black powder
Illegal Personal
A cellar full of bootleg spirit essence A memento from the last job
Needs
For three players...
* To get some answers... v a vampire, about long forgotten secrets.
For four or fve players, add...
* To get rich... by blackmailing someone.
Objects
For three or four players...
* Dangerous: a dozen kegs of black powder
For five players, add...
* Personal: a wedding ring
Locations
For three, four, or five players...
* Troubling: a small boat on the Void Sea
Duskvol Calendar
Created by
Mistletoe_kiss of Voidal Space llc
Duskvol Calendar
In Duskvol, the first day of each week is
Market Day, when public traders put out a new
selection of wares for the coming week.
13 14 15 16 17 18
19 20 21 22 23 24
25 26 27 28 29 30
31 32 33 34 35 36
37 38 ARKENVORN 39 41 41 42
43 44 45 46 47 48
49 50 51 52 53 54
55 56 57 58 59 60
Duskvol Calendar
Some districts even have their
own quaint weekday names particular
to local events also include:
13 14 15 16 17 18
19 20 21 22 23 24
25 26 27 28 29 30
31 32 33 34 35 36
37 38 39 41 41 42
43 44 45 46 47 48
49 50 51 52 53 54
55 56 57 58 59 60
Duskvol Calendar
Other holidays include
UNISON 13 14 15 16 17 18
19 20 21 22 23 24
25 26 27 28 29 30
31 32 33 34 35 36
37 38 39 41 41 42
43 44 45 46 47 48
49 50 51 52 53 54
55 56 57 58 59 60
Duskvol Calendar
The north of Akoros, where Doskvol lies,
experiences three seasons.
13 14 15 16 17 18
19 20 21 22 23 24
25 26 27 28 29 30
31 32 33 34 35 36
37 38 39 41 41 42
43 44 45 46 47 48
49 50 51 52 53 54
55 56 57 58 59 60
Duskvol Calendar
From the personal logs of the
Leviathan Hunter Capptain Cole.
The tendrils of the gods slip into my mind like a ghost in a dream. Bells
toll for that which is lost yet remain unseen and haunting echoes of the
living.
Volnivet
Blind hour creeps in silently as a fog yet I hear voices
within, echoing from beneath. Market Home Commission Requiem Dust Carillon
My eyes grow dim of the world for I have seen that which lies 1 2 3 4 5 6
beyond, my ears hear the song of the ancients. Tonight I
slumber and within its grasp I become part of the Dusk. 7 8 9 10 11 12
13 14 15 GRATITUDE 16 17 18
19 20 21 22 23 24
25 26 27 28 29 30
31 32 33 34 35 36
37 38 39 41 41 42
43 44 45 46 47 48
49 50 51 52 53 54
55 56 57 58 59 60
A Doskvol Lullaby
Duskvol Calendar
Drip goes the Dusk, drip goes the Dusk, Hiding beneath the it
is a lifeless husk, Out from the dead a ghastly ghost does gust,
Hide away from their eyes.
Flap go the wings, flap go the wings, Beating down, the hope of queens
and kings, The wardens arrive with their keys on rings, Hide away
from their eyes.
Crash go the waves, crash go the waves, The inky black, the many sailors' Elisar
graves, Horrors and terrors out from the depths gaze,
Hide away from their eyes. Market Home Commission Requiem Dust Carillon
Silence in tombs, silence in tombs, Woe to those lost in the 1 2 3 4 5 6
catacombs, Stay on the streets or hide in your room,
Stay safe and stay inside. 7 8 9 10 11 12
-Author Unknown 13 14 15 16 17 18
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49 50 51 52 Doskvorn 53 54
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Excepts from the BitD regarding holidays, page245.Other works are myown creation and the discord community.