TEXT: Lord  Scurlock
  writing, layout & art
  John Harper
  influences
  Clinton R. Nixon, James V. West, Luke 
  Crane, Vincent Baker, Jonathan Walton, 
  Judd Karlman, Jason Morningstar, Fred 
  Hicks, Rob Donoghue, Leonard Balsera, Ben 
  Lehman, Mark Causey, Brandon Amancio, 
  Claudio Cipolla, Mike Riverso, Joss 
  Whedon, George Lucas, Hayao Miyazaki, 
  Reiko Kodama, Richard Halliwell, Rick 
  Priestley
  original players
  Paul Riddle, Sage LaTorra, Shannon Riddle
  contact
  oneseven@gmail.com
  www.onesevedesign.com
  This document is licensed under a Creative Commons 
  Attribution Non-Commercial Share Alike 3.0 license.
  http://creativecommons.org/licenses/by-nc-sa/3.0/us/
  t a l e s  f r o m  t h e  w i l d  b l u e  y o n d e r :  c h a p t e r  i i i
  version 03.01.2015
  is dead. His estranged children have returned home to Ilysium for the funeral and 
  disbursement of the estate.
  however—There is little left; the manor servant, Jedmund, has collected the last 
  82 crowns in a small coffer, and with it only a shabby coach and two withered 
  horses, the family crest and swords, a portrait of a strange woman, and Lord 
  Scurlock’s prized hunting rifle (hidden away from prying eyes).
  The other attendees at the funeral are Lord Scurlock’s creditors. They hover about 
  the manor like vultures, eager to recoup some measure of their losses.
   
  ❖ Viceroy Skein has come to collect his bribe for withholding certain unpleasant 
  facts from public knowledge. He expects the children to continue the payments. 
  He is owed 14 crowns and 5 crowns per month ongoing.
   
  ❖ Narcus Kerp is owed for delivery of “medicines” that helped ease the tortured 
  mind of Lord Scurlock in his final years. He is owed 6 crowns.
   
  ❖ Constable Tume is soliciting the tax payment on the manor. 67 crowns.
   
  ❖ Mister Bailey of the Fox & Anchor kindly asks for the stable fees for the 
  coach and horses: 11 crowns for the past six months.
   
  ❖ Mister Plom demands the regular “protection” payment to the local goblin 
  crime boss, Kudger. 1 crown per week (you owe 16 already).
   
  ❖ Magistrate Holpine, a city judge, discreetly informs you that Lord Scurlock 
  owes him certain trivial deeds and paperwork as a result of a gentleman’s wager 
  on a game of cards. It will take but a moment to retrieve them from the study.
   
  ❖ Milvoy Ollum, the priest who is about to perform the rites, is due 1 gold 
  crown for his service.
   
  ❖ Petrice Sevoy, the esteemed artist, is completing a portrait of Lord Scurlock 
  and lacks only the final payment of 2 crowns to deliver it.
  In Addition — Lord Scurlock’s half-brother, Alward, is snooping about the house, 
  looking to claim anything that looks valuable. “My brother would have wanted 
  me to have this,” he mumbles.
  who will they pay? who decides?
  what entanglements remain from lord scurlock’s 
  nefarious life, and who will turn them to their advantage?
  
  Capitol of the Empire
  Lakeshore District
  The Eel’s Turf
  The 
  Tower of 
  Balance
  Scurlock Manor
  Holpine Manor
  Skein Manor
  Kudger’s 
  Lair
  Lamp Street 
  Lair
  Parks 
  District
  Docks 
  District
  Wyeth 
  Manor
  The Watch
  Precinct
  The 
  Eel’s 
  Lair
  The Fox & 
  Anchor
  Kerp’s 
  (Chemist)
  Haven 
  Embassy
  Quess’s 
  Apartment
  Kudger’s Turf
  Ilysium
  
  A refined and educated aristocrat; a dabbler in magic
  Arras Scurlock
  Educated
  Academics — Fencing — [Duelist, Skirmisher] — Athletics — 
  History — Science — Art — [Law] — [Occult] — [Demons]
  Refined
  Etiquette — [Charm] —Host — Influence — [Command] — 
  Dance — Compose
  Arcane
  Awareness  — Willpower — [Arcane Sight] — [Gather Power] 
  — [Aetheric Travel]
  Adept
  Attack, [Defend], Create, [Control] — Radiant Flame, [Spectral 
  Force], [Dark Void] — Fly — [Rituals] — vs. [Demons]
  Sorcerer
  Noble
  5
  Scurlock: You bear Scurlock blood, binding you to an ancient pact with 
  the demon, Setarra. She may not harm you directly, and must provide 
  services commanded by the heir to the Scurlock line until the scope of 
  the binding is fulfilled.
  [Sorcery Expert]: Once per refresh, when using sorcery, you can 
  re-roll all your odd dice.
  pool
  Keys
  Special Abilities
  items: Fine noble garb — Sword and dagger — .
  The Key of the Dark Legacy: You are Lord Scurlock’s child. Turn 
  this key when you find yourself following in his strange and dangerous 
  footsteps. Buyoff: Disclaim your birthright.
  The Key of Refinement: You are a cut above the common people. 
  Turn this key when you remind them of your superiority or refuse to 
  stoop to the level of the lower classes. Buyoff: Get over yourself or 
  play dirty.
  The Key of Arcane Knowledge: Turn this key when you 
  discover new and interesting arcane, occult, or magical knowledge. 
  Buyoff: Pass up the chance to educate yourself.
  dominated
  swayed
  shaken
  angry
  drained
  dead
  injured
  incapacitated
  Rolling the Dice
  When you try to overcome an obstacle, you roll a pool of dice. Take a 
  die if the action falls under one of your identities (Noble or Sorcerer). Add 
  another die for each trait under that identity that applies (Educated, Refined). 
  Then choose one of those traits and add +1 die for each of its tags that apply 
  (like Academics—Fencing, etc.). If a tag is in italics, it counts for +2 dice.  If a 
  tag is shown as a list (with commas) choose one tag from within that list—you 
  can’t apply them all at once. Tags in [brackets] are not available until you 
  unlock them with experience.
  Finally, spend any number of dice from your pool to add dice to your roll.
  Roll all the dice. Each even number is a hit. The more 
  hits you roll, the better your character performs.
  If you do well enough to pass the obstacle, discard 
  all the dice you rolled (including any pool dice you 
  used). Don’t worry, you can get your pool dice back.
  If you don’t pass, you don’t yet achieve your goal. 
  But, you get to keep the pool dice you rolled and 
  add another die to your pool. The GM will escalate 
  the danger of the situation and probably inflict a 
  condition. You might be able to try again.
  PC vs. PC: If you contend with other another PC, you both roll and compare 
  your outcome levels. Based on the situation, the GM determines if both parties 
  achieve their outcomes as rolled (they happen in parallel, like in a race), or if 
  the actions interfere with each other (they’re perpendicular, like a wrestling 
  match). If they interfere, the outcome for the winner is equal to the  difference 
  of the rolls. So, a Superb (4) roll vs. a Fair (1) roll would result in a Great (3) 
  outcome for the winner.
  Helping: If your character is in a position to help another character, you can 
  give them a die from your pool. Say what your character does to help. 
  The outcome of the roll affects both of you.
  Conditions
  When events warrant or especially when you fail a roll, the GM may impose 
  a condition on your character: Injured, Drained, etc. A condition might 
  impede your performance (-1 or -2 outcome level) or may restrict your choice 
  of action (you can’t be reasonable if you’re angry). Note: The “dead” condition 
  just means “presumed dead” unless you say otherwise.
  Keys & Experience
  When you turn a Key, take an experience point token (XP) and give a token 
  to another player if their character was involved. (Each key can be turned 
  once per scene).
  If you go into danger because of your key, you get 2 XP. When you have 
  accumulated 5 XP, you earn an advance. You can spend an advance on one 
  of the following:
   
  ❖ Unlock one of your bracketed [Tags] or [Special Abilities].
   
  ❖ Increase your maximum Pool size by one (and add a die right now). 
  Your pool size can not increase beyond 7.
   
  ❖ Add a new Key (you can never have the same key twice).
   
  ❖ Add a new Special Ability (if you have the means to).
  You can save advances and spend them at any time, even during an action.
  Each key also has a buyoff. If the buyoff condition occurs, you have the option 
  of replacing the Key with a new one and earning one advance.
  Refresh
  You can restore your pool back to full dice by playing a refreshment scene 
  with another character. You may also remove a condition and regain the use 
  of your special abilities. Each player asks the other a question about their 
  character. Say how the answers are revealed in the scene, either explicitly in 
  conversation or subtly.
  Refreshment scenes can be flashbacks, too.
  hits
  outcome
  0
  bad / weak
  1
  fair
  2
  good
  3
  great
  4
  superb
  5
  incredible
  6
  epic
  
  A curiosity from the wild blue, claiming an unlikely birthright
  controlled
  impeded
  misfiring
  emotional
  drained
  destroyed
  damaged
  incapacitated
  Baston Scurlock
  Sensors
  Scan — Life — Energy — [Lie Detector] — [Retro-Temporal 
  Vision] — [Aetheric Connections] — [Detailed Analysis]
  Interface
  Imposing — Presence — [Intimidating] — [Orator] — Bargain 
  — [Politics] — Nobles — [Empathy]— [Mimic Voice]
  Electroplasmic Mind
  Mechanist — Craft — [Inventor] — Trade or Labor — 
  Calculations — Facts & Figures — [Insight]
  Clockwork Body
  Powerful — [Attack], Defend, or Maneuver — Leap — Grapple 
  — Impervious — [Built-In Weapons]
  Automaton
  Wondrous
  5
  Automaton: You are a living machine of clockwork and electroplasm. 
  You do not age and you cannot die. If destroyed, you may be re-created 
  using Lord Scurlock’s secret mechanist laboratory.
  [Modification]: Once per refresh, you may tinker with your 
  configuration to add a temporary tag (or use a locked tag). You may 
  have only one temporary tag at a time.
  pool
  Keys
  Special Abilities
  Metal body with whirring clockworks and pulsing electroplasm inside. A sash and tunic in Scurlock livery. Lord Scurlock’s voice.
  The Key of the Dark Legacy: You are Lord Scurlock’s creation. 
  Turn this key when you find yourself following in his strange and 
  dangerous footsteps. Buyoff: Disclaim your birthright.
  The Key of the Machine: You do not yet fully comprehend human 
  feelings and subtleties. Turn this key when your stiff machine nature 
  interferes with ability to deal with and understand organic beings. 
  Buyoff: Develop empathy.
  The Key of Duty: You must not allow those of Scurlock blood to 
  come to harm. Buyoff: Allow a Scurlock to be harmed.
  Rolling the Dice
  When you try to overcome an obstacle, you roll a pool of dice. Take a die 
  if the action falls under one of your identities (Wondrous or Automaton). Add 
  another die for each trait under that identity that applies (Sensors, Interface). 
  Then choose one of those traits and add +1 die for each of its tags that apply 
  (like Imposing—Presence, etc.). If a tag is in italics, it counts for +2 dice.  If a 
  tag is shown as a list (with commas) choose one tag from within that list—you 
  can’t apply them all at once. Tags in [brackets] are not available until you 
  unlock them with experience.
  Finally, spend any number of dice from your pool to add dice to your roll.
  Roll all the dice. Each even number is a hit. The more 
  hits you roll, the better your character performs.
  If you do well enough to pass the obstacle, discard 
  all the dice you rolled (including any pool dice you 
  used). Don’t worry, you can get your pool dice back.
  If you don’t pass, you don’t yet achieve your goal. 
  But, you get to keep the pool dice you rolled and 
  add another die to your pool. The GM will escalate 
  the danger of the situation and probably inflict a 
  condition. You might be able to try again.
  PC vs. PC: If you contend with other another PC, you both roll and compare 
  your outcome levels. Based on the situation, the GM determines if both parties 
  achieve their outcomes as rolled (they happen in parallel, like in a race), or if 
  the actions interfere with each other (they’re perpendicular, like a wrestling 
  match). If they interfere, the outcome for the winner is equal to the  difference 
  of the rolls. So, a Superb (4) roll vs. a Fair (1) roll would result in a Great (3) 
  outcome for the winner.
  Helping: If your character is in a position to help another character, you can 
  give them a die from your pool. Say what your character does to help. 
  The outcome of the roll affects both of you.
  Conditions
  When events warrant or especially when you fail a roll, the GM may impose 
  a condition on your character: Injured, Drained, etc. A condition might 
  impede your performance (-1 or -2 outcome level) or may restrict your choice 
  of action (you can’t be reasonable if you’re angry). Note: The “dead” condition 
  just means “presumed dead” unless you say otherwise.
  Keys & Experience
  When you turn a Key, take an experience point token (XP) and give a token 
  to another player if their character was involved. (Each key can be turned 
  once per scene).
  If you go into danger because of your key, you get 2 XP. When you have 
  accumulated 5 XP, you earn an advance. You can spend an advance on one 
  of the following:
   
  ❖ Unlock one of your bracketed [Tags] or [Special Abilities].
   
  ❖ Increase your maximum Pool size by one (and add a die right now). 
  Your pool size can not increase beyond 7.
   
  ❖ Add a new Key (you can never have the same key twice).
   
  ❖ Add a new Special Ability (if you have the means to).
  You can save advances and spend them at any time, even during an action.
  Each key also has a buyoff. If the buyoff condition occurs, you have the option 
  of replacing the Key with a new one and earning one advance.
  Refresh
  You can restore your pool back to full dice by playing a refreshment scene 
  with another character. You may also remove a condition and regain the use 
  of your special abilities. Each player asks the other a question about their 
  character. Say how the answers are revealed in the scene, either explicitly in 
  conversation or subtly.
  Refreshment scenes can be flashbacks, too.
  hits
  outcome
  0
  bad / weak
  1
  fair
  2
  good
  3
  great
  4
  superb
  5
  incredible
  6
  epic
  
  A sky pirate
  dominated
  swayed
  shaken
  angry
  drained
  dead
  injured
  incapacitated
  Tertius Scurlock
  Traveler
  Connections — Cultures or Languages — Underworld — 
  Pirates — Contraband — Drugs — [Occult] — [Demon Lore]
  Survivor
  Fighter — Blades, [Wrestling] — Stealth — [Fearless] — 
  Underdog — Tough — [Scavenger] — [Threaten] — [Brutal]
  Dashing
  Bravado — Charm — [Seduction] — Bargain — Pilot — 
  [Stunts] — [Presence] — [Leadership]
  Scoundrel
  Stealth — Lockpicking — Tracker — [Ambush] — Smuggler  
  — [Cunning]
  Sky Pirate
  Outcast
  7
  Scurlock: You bear Scurlock blood, binding you to an ancient pact with 
  the demon, Setarra. She may not harm you directly, and must provide 
  services commanded by the heir to the Scurlock line until the scope of 
  the binding is fulfilled.
  [Reaver]: Once per refresh, you can assemble a small gang of pirates 
  from the stragglers around the docks. They’ll follow your orders if you 
  seem like you know what you’re doing.
  pool
  Keys
  Special Abilities
  items: Pirate’s garb — Stash of Black Lotus & Pipe — Cutlass — Pistols — Dagger
  The Key of the Dark Legacy: You are Lord Scurlock’s child. Turn 
  this key when you find yourself following in his strange and dangerous 
  footsteps. Buyoff: Disclaim your birthright.
  The Key of The Outcast: You left home young and grew up in the 
  wild. Turn this key when your defensive and suspicious nature causes 
  a problem for you. Buyoff: Accept fidelity with a parental figure, 
  mentor, loved one, or organization.
  The Key of Vice: You live to indulge your array of vices, especially 
  smoking Black Lotus. Turn this key when you put this need before other 
  concerns. Buyoff: Stop using.
  Rolling the Dice
  When you try to overcome an obstacle, you roll a pool of dice. Take a die 
  if the action falls under one of your identities (Outcast or Sky Pirate). Add 
  another die for each trait under that identity that applies (Traveler, Survivor). 
  Then choose one of those traits and add +1 die for each of its tags that apply 
  (like Fighter—Blades, etc.). If a tag is in italics, it counts for +2 dice.  If a tag is 
  shown as a list (with commas) choose one tag from within that list—you can’t 
  apply them all at once. Tags in [brackets] are not available until you unlock 
  them with experience.
  Finally, spend any number of dice from your pool to add dice to your roll.
  Roll all the dice. Each even number is a hit. The more 
  hits you roll, the better your character performs.
  If you do well enough to pass the obstacle, discard 
  all the dice you rolled (including any pool dice you 
  used). Don’t worry, you can get your pool dice back.
  If you don’t pass, you don’t yet achieve your goal. 
  But, you get to keep the pool dice you rolled and 
  add another die to your pool. The GM will escalate 
  the danger of the situation and probably inflict a 
  condition. You might be able to try again.
  PC vs. PC: If you contend with other another PC, you both roll and compare 
  your outcome levels. Based on the situation, the GM determines if both parties 
  achieve their outcomes as rolled (they happen in parallel, like in a race), or if 
  the actions interfere with each other (they’re perpendicular, like a wrestling 
  match). If they interfere, the outcome for the winner is equal to the  difference 
  of the rolls. So, a Superb (4) roll vs. a Fair (1) roll would result in a Great (3) 
  outcome for the winner.
  Helping: If your character is in a position to help another character, you can 
  give them a die from your pool. Say what your character does to help. 
  The outcome of the roll affects both of you.
  Conditions
  When events warrant or especially when you fail a roll, the GM may impose 
  a condition on your character: Injured, Drained, etc. A condition might 
  impede your performance (-1 or -2 outcome level) or may restrict your choice 
  of action (you can’t be reasonable if you’re angry). Note: The “dead” condition 
  just means “presumed dead” unless you say otherwise.
  Keys & Experience
  When you turn a Key, take an experience point token (XP) and give a token 
  to another player if their character was involved. (Each key can be turned 
  once per scene).
  If you go into danger because of your key, you get 2 XP. When you have 
  accumulated 5 XP, you earn an advance. You can spend an advance on one 
  of the following:
   
  ❖ Unlock one of your bracketed [Tags] or [Special Abilities].
   
  ❖ Increase your maximum Pool size by one (and add a die right now). 
  Your pool size can not increase beyond 7.
   
  ❖ Add a new Key (you can never have the same key twice).
   
  ❖ Add a new Special Ability (if you have the means to).
  You can save advances and spend them at any time, even during an action.
  Each key also has a buyoff. If the buyoff condition occurs, you have the option 
  of replacing the Key with a new one and earning one advance.
  Refresh
  You can restore your pool back to full dice by playing a refreshment scene 
  with another character. You may also remove a condition and regain the use 
  of your special abilities. Each player asks the other a question about their 
  character. Say how the answers are revealed in the scene, either explicitly in 
  conversation or subtly.
  Refreshment scenes can be flashbacks, too.
  hits
  outcome
  0
  bad / weak
  1
  fair
  2
  good
  3
  great
  4
  superb
  5
  incredible
  6
  epic
  
  Faithful servant to the Scurlock family
  Rolling the Dice
  When you try to overcome an obstacle, you roll a pool of dice. Take a die 
  if the action falls under one of your identities (Steadfast or Servant). Add 
  another die for each trait under that identity that applies (Wise, Veteran). Then 
  choose one of those traits and add +1 die for each of its tags that apply (like 
  Persuade—Advice, etc.). If a tag is in italics, it counts for +2 dice.  If a tag is 
  shown as a list (with commas) choose one tag from within that list—you can’t 
  apply them all at once. Tags in [brackets] are not available until you unlock 
  them with experience.
  Finally, spend any number of dice from your pool to add dice to your roll.
  Roll all the dice. Each even number is a hit. The more 
  hits you roll, the better your character performs.
  If you do well enough to pass the obstacle, discard 
  all the dice you rolled (including any pool dice you 
  used). Don’t worry, you can get your pool dice back.
  If you don’t pass, you don’t yet achieve your goal. 
  But, you get to keep the pool dice you rolled and 
  add another die to your pool. The GM will escalate 
  the danger of the situation and probably inflict a 
  condition. You might be able to try again.
  PC vs. PC: If you contend with other another PC, you both roll and compare 
  your outcome levels. Based on the situation, the GM determines if both parties 
  achieve their outcomes as rolled (they happen in parallel, like in a race), or if 
  the actions interfere with each other (they’re perpendicular, like a wrestling 
  match). If they interfere, the outcome for the winner is equal to the  difference 
  of the rolls. So, a Superb (4) roll vs. a Fair (1) roll would result in a Great (3) 
  outcome for the winner.
  Helping: If your character is in a position to help another character, you can 
  give them a die from your pool. Say what your character does to help. 
  The outcome of the roll affects both of you.
  Conditions
  When events warrant or especially when you fail a roll, the GM may impose 
  a condition on your character: Injured, Drained, etc. A condition might 
  impede your performance (-1 or -2 outcome level) or may restrict your choice 
  of action (you can’t be reasonable if you’re angry). Note: The “dead” condition 
  just means “presumed dead” unless you say otherwise.
  Keys & Experience
  When you turn a Key, take an experience point token (XP) and give a token 
  to another player if their character was involved. (Each key can be turned 
  once per scene).
  If you go into danger because of your key, you get 2 XP. When you have 
  accumulated 5 XP, you earn an advance. You can spend an advance on one 
  of the following:
   
  ❖ Unlock one of your bracketed [Tags] or [Special Abilities].
   
  ❖ Increase your maximum Pool size by one (and add a die right now). 
  Your pool size can not increase beyond 7.
   
  ❖ Add a new Key (you can never have the same key twice).
   
  ❖ Add a new Special Ability (if you have the means to).
  You can save advances and spend them at any time, even during an action.
  Each key also has a buyoff. If the buyoff condition occurs, you have the option 
  of replacing the Key with a new one and earning one advance.
  Refresh
  You can restore your pool back to full dice by playing a refreshment scene 
  with another character. You may also remove a condition and regain the use 
  of your special abilities. Each player asks the other a question about their 
  character. Say how the answers are revealed in the scene, either explicitly in 
  conversation or subtly.
  Refreshment scenes can be flashbacks, too.
  Jedmund
  Wise
  Persuade — Advice — Experience — [Insight] — [Negotiate] 
  — Compromise — [Reproach]
  Veteran
  Soldier — Firearms — Swordplay — Pugilist — [Vigorous] — 
  Bodyguard — [Security] — [Tactics]
  Attentive
  Assess — Soothe — [Gossip] — Secrets — Connections — 
  Etiquette — Inconspicuous — Healer — [Medicine]
  Savvy
  Educated — History — Ilysium — Contraband — Underworld 
  — [Crime] — Occult — [Demons] — Nobles
  Servant
  Steadfast
  6
  Mentor: You raised Scurlock’s children and still have a close bond 
  with them. Once per refresh, when you give one of them advice and 
  they follow through they take +1d to their rolls to accomplish it and 
  you get 1 XP.
  [Old-Timer]: You’ve been around and seen it all. Once per refresh, 
  when your opponent is younger than you, you can re-roll your odd dice.
  pool
  hits
  outcome
  0
  bad / weak
  1
  fair
  2
  good
  3
  great
  4
  superb
  5
  incredible
  6
  epic
  Keys
  Special Abilities
  items: Faded Servants Uniform — Cane — Pocketwatch — Necklace & Locket w/ Small Portrait — Signet ring
  The Key of Servitude: You are sworn to serve the Scurlock family. 
  Turn this key when you submit to one of their commands against your 
  better judgment or put their needs above your own. Buyoff: Openly 
  defy a Scurlock’s command.
  The Key of the New Path: Lord Scurlock’s children are likely to follow 
  in his sinister footsteps. Turn this key when you lead them away from that 
  dark legacy. Buyoff: Allow one of them to be consumed by darkness.
  The Key of Ruin: You have seen (and done) terrible things in service 
  to the Scurlocks. Turn this key when dark things overwhelm you and 
  you must turn away. Buyoff: Stop feeling.
  dominated
  swayed
  shaken
  angry
  drained
  dead
  injured
  incapacitated
  
  scurlock manor
  with subterranean canal dock and barred canal doorway with curious markings
  Curiosities Abound
  Lord Scurlock collected a vast array of trinkets, oddities, books, maps, and artwork, hidden away in various secret places. When the players 
  ransack the manor, roll on the following lists to determine what they find and what it may be worth to an interested party, if one exists.
  A Note to the GM
  Each of these items was personally meaningful to Lord Scurlock. When an item is found, describe a distinctive feature and, if you feel the mood 
  hit you, wax briefly about a moment from the PC’s childhood when they observed him acquiring, using, or cherishing it.
  1. A collection of...
  2. A pristine...
  3. A faded and worn...
  4. An inscrutable...
  5. A ruined...
  6. A strangely modified...
  1. ... occult ...
  2. ... ancient ...
  3. ... criminal ...
  4. ... arcane ...
  5. ... mechanist ...
  6. ... sentimental ...
  1. ... writing(s).
  2. ... maps(s).
  3. ... artwork.
  4. ... device(s).
  5. ... weapon(s).
  6. ... trinket(s).
  1. Half a crown.
  2.  1 gold crown.
  3.  2 gold crowns.
  4.  3 gold crowns.
  5.  4 gold crowns.
  6.  18 gold crowns.
  You Find
  Worth
  The dusty, painstaking search leaves you: [Mark a condition].
  Perhaps [NPC on relationship map] would be interested in the item.
  
  deceased
  Edland
  lord scurlock
  deceased
  deceased
  a painter
  a conspirator
  KudgEr
  a gang boss
  a goblin
  a traitor
  liza
  a gang boss
  MarKo
  a vigilante
  Horlund
  a gang boss
  radEK
  a soldier
  WilHElM
  a smuggler
  PitcH
  an assassin
  a goblin
  trulzKu
  an envoy
  a gargoyle
  VladiM StoyEV
  a diplomat
  ESriKa
  an envoy
  Mr PloM
  a thug
  SKEin
  viceroy of ilysium
  HolPinE
  a magistrate
  lady BlacKBird
  governor of ilysium
  aniKa WyEtH
  JaStEr WyEtH
  a widow
  a treasurer
  JEdMund
  a servant
  SEtarra
  a demon
  Broon
  a sorcerer
  KElEtH
  a sorcerer
  tuME
  MElindra
  a constable
  an investigator
  BrancE VErlEy
  a spy
  narKuS KErP
  a chemist
  JoffraM
  a watchman
  KrolE
  a watchman
  ogdEn
  a watchman
  QuESS
  a thief
  caul
  a drug dealer
  a criminal enterprise
  a rival to the thrice-tied
  chief gang of the city
  a diplomatic arrangement
  a place of power
  BaSton
  scurlock
  the streets
  the watch
  independents
  the nobility
  smuggling 
  treasury funds 
  to haven
  The Thrice-Tied
  The Eels
  Lamp Street
  Envoys from Haven
  The Tower of Balance
  Scurlock Manor
  An accounting of notable 
  personages & their 
  connections, both public 
  and private
  ilySiuM
  arraS
  scurlock
  tErtiuS
  scurlock
  
  Getting Started
  Arras
   
   A desire for magical secrets 
  and the power of the “family 
  demon,” Setarra.
   
   A desire for status and 
  recognition as the rightful heir 
  of the Scurlock name.
   
   A desire for wealth, extracted 
  from the spiderweb of Lord 
  Scurlock’s conspiracies.
  Baston
   
   A desire for occult secrets, 
  clues to ancient treasures 
  scattered across the wild blue.
   
   A desire for status and 
  recognition as the rightful heir 
  of the Scurlock name.
   
   A desire for wealth, extracted 
  from the spiderweb of Lord 
  Scurlock’s conspiracies.
  Tertius
   
   A desire to exploit Lord 
  Scurlock’s underworld 
  connections, leveraged to 
  outfit a criminal enterprise.
   
   A desire for status and 
  recognition as the rightful heir 
  of the Scurlock name
   
   A desire for wealth, extracted 
  from the spiderweb of Lord 
  Scurlock’s conspiracies.
  Jedmund
   
   A desire to find the best heir for 
  the Scurlock name and ensure 
  it sheds its tainted image.
   
   A desire for Scurlock’s children 
  to achieve their dreams and be 
  happy.
   
   A desire to for wealth, 
  extracted from the spiderweb 
  of Lord Scurlock’s conspiracies, 
  enough to finally retire from 
  the servant’s life.
  Arras
   
   A detail regarding the 
  conspiracy with Holpine and 
  the city treasury.
   
   A detail regarding Baston’s 
  strange heritage.
   
   A confession regarding 
  Jedmund’s complicity in his 
  various conspiracies and 
  crimes.
  Baston
   
   A detail regarding the 
  conspiracy with Holpine and 
  the city treasury.
   
   A detail regarding his 
  association with the demon 
  Setarra.
   
   A confession of love for the 
  painter Anika Wyeth, Arras’s 
  secret mother.
  Tertius
   
   A detail regarding Baston’s 
  strange heritage.
   
   A detail regarding his 
  association with the demon 
  Setarra.
   
   A confession of love for Anika 
  Wyeth, Arras’s unknown 
  mother.
  Jedmund
   
   A detail regarding Baston’s 
  strange heritage.
   
   The secret access method to his 
  occult lair in the canals.
   
   A confession of love for the 
  street thief, Quess, Tertius’s 
  unknown mother.
  WHicH dESirE driVES you to taKE uP rESidEncE at tHE Manor noW? cHooSE onE or tWo.
  WHicH SEcrEt did lord ScurlocK confidE in you (PoSSiBly WHilE drunK or druggEd)? cHooSE onE.
  Starting Questions
  This Chapter is designed as a multi-session campaign. The PCs 
  have a lot of tangled backstory to unravel regarding their strange 
  father and the fallout from his nefarious entanglements. Below, 
  there’s a questionnaire for the players to help them establish 
  their relationship to their father, using the secrets he confided 
  to them and why they all now want to stay in the city and deal 
  with the fallout.
  When the players answer the questions, they may choose similar 
  options. They might want to introduce conflicting confessions 
  from their father or supply different details regarding the same 
  issue.
  GM, put the relationship map out on the table for everyone 
  to see during the Q&A. Players are free to modify, detail, or 
  revise the map in any way to suit their answers, but there’s no 
  guarantee that the secrets are always fully accurate or even true 
  at all. You’ll discover that in play.
  notes
  
  Long-Term Play
  Add these options for advancement as you play the long-term series:
   
  ❖ Add a new Trait (if you have a teacher or have learned by 
  doing).
   
  ❖ Add a new [locked] Tag that you’re in the process of learning.
   
  ❖ Create your Character anew if you’ve taken on a new identity 
  or role. Keep the same number of identities, traits, and tags, 
  retaining any that you carry forward into your new life and 
  changing the rest.
  In addition, the players will likely be interested in this special ability:
  [Lord or Lady]: You are the head of a noble house, with all the rights 
  and privileges owed to you. You have a seat on the Governor’s council. 
  You may make arrests and prosecute law. You get +1d when your status 
  helps you.
  Only one member of House Scurlock may hold that ability at a time.
  For a very long-term game, with much slower character advancement, 
  assess XP from Keys at the end of each session, instead of each scene 
  (each Key may be counted once per session). This is will limit XP to 
  a max of 6 per session, and advancement will be much more gradual.
  Setarra as a PC
  Events may conspire to make Setarra a viable PC (via possession or 
  other means). You’ll find her character sheet in Chapter II of the Tales 
  from the Wild Blue Yonder, Magister Lor. The PDF is here:
  http://onesevendesign.com/ladyblackbird/magister_lor.pdf
  Listen & Ask Questions, Don’t Plan
  When you’re the GM, don’t try to “direct” the action or plan out what 
  will happen. Instead, ask questions—lots and lots and make them 
  pointed toward the things you’re interested in. Like, say Tertius 
  threatens Arras, So I ask Jedmund’s player, “How do you react to that? 
  Is that okay with you?” And then, when it’s totally not okay, “What 
  do you say? What do you do?” and then “Baston, what are you doing? 
  Everyone is distracted, do you want to seize the opportunity to do 
  something?” A few more leading questions like that and everyone is 
  yelling at each other and rolling dice to impose their will.
  Also ask questions like:
  “You can probably just pull the door off its hinges with your automaton 
  strength, huh?”
  “That sounds like a bold plan. What’s the first step?”
  “The two of you have a quiet moment here in the library. What do 
  you say to each other?”
  “Do you know anything about Demons? What are they like? Have any 
  of you ever seen a real one before this?”
  Keep that going at a steady pace and the game flies along pretty well.
  Part of the job of the GM is listening to what the players say, catching it, 
  turning it around, and seeing if there’s anything else to be done with it.
  The GM’s jobs: listen and reincorporate, play NPCs with gusto, look for 
  interesting obstacles, impose conditions as events warrant (especially 
  when a roll goes badly), call for refreshment scenes (especially 
  flashbacks).
  Running the Game
  Tips, tricks, and advice for the GM
  An Example of Gathering & Rolling Dice
  Arras decides to cast a spell of radiant flame to burn Kudger’s 
  black lotus supply right in from of his stupid face. This sounds like an 
  obstacle, namely, can Arras draw that much power and do it before 
  Kudger’s goons can interfere?
  Shannon, Arras’s player, gathers up some dice. First, one die for an 
  identity: Sorcerer. Then, she can add a die for each trait that applies. 
  Both Arcane and Adept apply here, so that’s two more dice. Finally, 
  she can add a die for each tag that applies under one of the traits. She 
  adds Attack and Radiant Flame (under Adept) for two more dice.
  She has 5 dice. She decides to add three dice from her pool, for 8 dice 
  total. She rolls all the dice and counts the even results. She has 3 even 
  numbers showing, which is a great result! The GM says that Arras 
  ignites the paper-wrapped bricks of black lotus resin before anyone 
  can blink an eye.
  Say Yes, Look For the Obstacles
  By default, characters can accomplish anything covered by their traits. 
  They’re competent and effective people, in other words. It’s no fun 
  to call for a roll when there’s no interesting obstacle or danger in the 
  way. Just say yes to the action, listen, and ask questions as usual. But 
  also, be on the look out for the opportunity to create obstacles as the 
  action develops. Because you’re asking leading questions and listening 
  closely, they’ll be all over the place, so it won’t be too hard to spot them.
  Obstacles can be other characters, situations (explosions, falling, chases, 
  escapes) or anything else you can imagine.
  If a character tries something not covered by their traits, that’s an 
  obstacle right there: lack of experience and training. Lots of fun things 
  can go wrong when you don’t know what you’re doing! Also, players 
  will sometimes try things they’re bad at so they can fail and add dice 
  to their pool. It’s a fine move for them and it gives you the chance to 
  create more trouble, so everyone wins.
  Conditions
  A condition constrains what the player should say about their character. 
  It’s a cue to tell the GM and players to pay attention to that thing and use 
  it as material for the developing fiction. Gaming is just us saying stuff 
  to each other, right? So you’re like, “What do I say now?” and you look 
  down and go, “Oh, I’m angry. Right. No, in fact I won’t listen to reason!”
  For the GM, the conditions can create opportunities or give 
  permissions. “You’re Shaken, right? While you’re trying to recover 
  your wits, Tertius, Arras has time to act. What do you do, Arras?” 
  Sometimes a condition will become an Obstacle in its own right, 
  calling for a roll to deal with it.
  
  Dedicated to Cameo Wood and Paul Tevis
  This game was made possible by these generous supporters on Patreon
  go to patreon.com/johnharper
  to discover how you can support more games like this
  Aaron Sturgill
  Abrahm Simons
  Adam Blinkinsop
  Adam Drew
  Adam Koebel
  Al Billings
  Alan Jackson
  Alex Schroeder
  Alexander Gräfe
  Alexander Prinz
  Alfie Kirk
  Andrew Cain
  Andrew Medeiros
  Andy Kitkowski
  Antero Garcia
  Antoine Fournier
  Ariel Cayce
  Arthur 
  Bastian Dornauf
  Bay 
  beket 
  Ben Wray
  Benjamin Hinnum
  Blake Hutchins
  Bo Bertelsen
  Brad Robins
  Brendan Conway
  Brennan Taylor
  Brian Minter
  Bruce Curd
  Bruno Bord
  Bryan Whalen
  Caitlynn Belle
  Cam Banks
  Cameo Wood
  Carl Rigney
  Charlie Vick
  Chris 
  Chris Bennett
  Chris Sakkas
  Chris Weidner
  Christoph Boeckle
  Christopher Corbett
  Christopher Weeks
  Colin Fahrion
  Dan 
  Dane Ralston-Bryce
  Daniel Fidelman
  Daniel Ley
  Daniel Lofton
  Darcy Ross
  David Bapst
  David Beaudoin
  David Bowers
  David Rezak
  David Turner
  Declan Feeney
  Donogh McCarthy
  Dylan Clayton
  Dylan Green
  Ed Heil
  Ed McW
  Eduardo 
  Emanuele Pierangelo
  Eric Mersmann
  Evil Hat Productions
  FelTK 
  Filthy Monkey
  Flavio Mortarino
  Francis Dickinson
  Francisco Castillo
  Fraser Ronald
  Fred 
  Giuseppe D’Aristotile
  Grant Howitt
  Guilherme Rodrigues
  Guillaume Carré
  Hal Mangold
  Hans Messersmith
  Harry Lee
  Herman Duyker
  Hiroki Shimizu
  Igor Toscano
  Ivan 
  J.Walton 
  James 
  James Stuart
  Jamie Fristrom
  Jason Blalock
  Jason Cordova
  Jason Dettman
  Jason Lutes
  Jason Pitre
  Jason Tocci
  Jay Loomis
  Jean-Christophe 
  Cubertafon
  Jeff Johnston
  Jeffrey Collyer
  Jens Alfke
  Jeremy Collins
  Jeremy Morgan
  Jeremy Tidwell
  Jeremy Zimmerman
  Jérôme Larré
  Jesse Butler
  Jesse Coombs
  Jim 
  Jim DelRosso
  Jim Nicholson
  Joao 
  João Mariano
  Joe 
  Joe Banner
  Joe England
  Joey 
  John Aegard
  John Bogart
  John Halsey
  John Powell
  Johnstone Metzger
  Jon Edwards
  Jon Harris
  Jonas Richter
  Jonathan 
  Jonathan Arnould
  Jonathan Cook
  Jonathan Korman
  Jonathan Leitheusser
  Joseph Le May
  Josh Mannon
  Josh Roby
  Josh T Jordan
  Joshua Crowe
  Juan 
  Judd Karlman
  Julianna Backer
  June Shores
  Kari 
  Keith Baker
  Keith Stetson
  Kelley 
  Kenji Ikiryo
  kreg mosier
  Lester Ward
  Linda Larsson
  Logan Bonner
  MadJay 
  MapForge 
  Marc Majcher
  Mark Causey
  Mark Delsing
  Marshall Miller
  Martin Eden
  Matt 
  matt greenfelder
  Matt Machell
  Matthew 
  Matthew Caulder
  Matthew Gagan
  Matthew Klein
  Matthew Wilson
  Max Perman
  Max Temkin
  Megazver 
  Michael Atlin
  Michael Fujita Wight
  Michael Hill
  Michael Prescott
  Michael Pureka
  Michael Sands
  Mikael 
  Mike Burnett
  Mike Standish
  Mike Sugarbaker
  Name
  Nate Marcel
  Nathan Black
  Nathan Hansen Games
  Nick Bate
  Nicola Urbinati
  Oliver Scholes
  Olivier Murith
  Parker 
  Patrick 
  Patrick Gamblin
  Paul Tevis
  Paul Riddle
  Paul Drussel
  Paul Baldowski
  Pete Figtree
  Philip Espi
  Philip LaRose
  Philippe D.
  Phillip Webb
  Rachel 
  Rachel E.S. Walton
  Rafael Rocha
  Rahyll 
  Ray Otus
  Remi 
  René John Kerkdyk
  Richard 
  Richard Rogers
  Rob Abrazado
  Rob Deobald
  Rob Donoghue
  Robert Cooper 
  Ferguson
  Robert James Hanks 
  Ross Cowman
  runester 
  Rustin Simons
  Ryan Macklin
  Ryan Stoughton
  Sam Zeitlin
  Sarn 
  Scott Bennett
  Sean 
  Sean M. Dunstan
  Sean Nittner
  Sean Smith
  Seth Johnson
  Shawn McCarthy
  Shervyn von Hoerl
  Simon Brunning
  Sophie Lagace
  Spenser 
  Stephanie Bryant
  Stephen Hood
  Steve Nix
  Steven desJardins
  Stew Wilson
  Stras Acimovic
  Stuart Chaplin
  Stuart McDermid
  Svend Andersen
  The Doubleclicks
  Thomas Ryan
  Tim 
  Tim Jensen
  Timothy Carroll
  Todd Grotenhuis
  Tony Dowler
  Tuukka Heimola
  Vasiliy Shapovalov
  Veav 
  Veles Svitlychny
  Ville Halonen
  Vincent Baker
  Wilhelm Fitzpatrick
  Will 
  Will Hindmarch
  Yragael Malbos
  Zed Lopez
  
SOURCE: textdata/thevault/Lady Blackbird [multi]/chapter3_lord_scurlock.pdf