TEXT: 1
  
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  The Black Lady 
  of Brodick Castle
  Dramatis Personae
  Written by Lady Jennifer R. Povey
  With Gratitude to Captain Michael Alyn Pondsmith
  Editorial Insight by Mister J Gray, Lord Lucus Palosaari, and Captain Troy E. Daniels
  Illustration and Layout Beautifully Rendered by Admiral Rick Hershey
  The Members of  the Gaming Society of  the Fat Goblin are Ben Dowell, Eric Hindley, Ismael Alvarez, J 
  Gray, Jason Owen Black, Jeffrey Swank, John Bennett, Justice Mora, Kalyna Conrad, Kiel Howell, Kim 
  Frandsen, Matt Roth, Michael Ritter, Rodney Sloan, Lucus Palosaari, Rick Hershey, and Troy Daniels
  The Developer of  the Line is Mister J Gray
  The Publisher of  this Fine Work is Rick Hershey of Fat Goblin Games
  The Black Lady of  Brodick: An Adventure Entertainment for Castle Falkenstein                                       
  © 2017 Fat Goblin Games
  
  3
  Dedicated to Those Who Made this Possible, Mister Maximum Mike and Lady Lisa Pondsmith
  About FAt Goblin GAmes
  Based in South Carolina, USA, Fat Goblin Games was founded in 2011 to create Pathfinder Roleplaying Game 
  compatible products. With a focus on high quality production values and providing a creative environment for our 
  writers, Fat Goblin Games has quickly become a recognized force in the world of third party publishers.
  With hundreds of support books, visual aids, campaign settings, and quality stock art, Fat Goblin Games continues 
  to provide exciting content and fantastic worlds in which gamers can immerse themselves.
  Visit us on Facebook, follow us on Twitter and check out our website at  fatgoblingames.com.
  This game references the Castle Falkenstein Roleplaying game, available from R.Talsorian Games, Inc. Castle 
  Falkenstein and all associated logos and trademarks are copyrights of R. Talsorian Games, Inc. 
  Used with permission. 
          
    Published under license from 
  R. Talsorian Games, Inc.
  Curious Creatures © 2016 Fat Goblin Games and 
  all related marks and logos are trademarks of Fat 
  Goblin Games. Unless otherwise stated, all interior 
  artwork, graphics, character names, and fiction are 
  Product Identity of Fat Goblin Games.
  Contents
  Haunting at Brodick Castle! 
  4
  Dramatis Personae 
  5
  What Has Gone Before 
  6
  Chapter 1: Investigations 
  7
  The Laird of the Castle 
  9
  The Lady of the Castle 
  9
  Chapter 2: Discoveries 
  9
  The Village Barkeep 
  10
  The Laird’s Mistress 
  11
  The Gardens by Day 
  11
  The Gardens by Night 
  12
  Confronting The Laird 
  13
  Enter the Banshee 
  13
  Chapter 3: The True Black Lady 
  14
  Sample Dramatic Characters 
  16
  
  4
  The Black Lady of Brodick Castle ~ an Adventure Entertainment for Castle Falkenstein
  Haunting at Brodick Castle!
  A phantom woman haunts the grounds of Brodick Castle in Scotland! No soul can speak as to the 
  origins of the ghostly visitation or as to her intentions but the spectral apparition clearly desires 
  something! Is she a former lover of the Laird? A Faerie trickster taking spiritual form? Or is she an 
  omen of death itself come for some poor resident of the Castle? At the behest of a patron the Dramatic 
  Characters travel to the Isle of Arran to investigate the strange phenomenon and discover the truth. Just 
  what is the Black Lady of Brodick Castle?
  
  5
  Mistress Fiona Logan
  Thomas McIlroy’s mistress
  Abilities: Comeliness [GD] ● Charisma 
  [GR] ● Education [PR] ● Fisticuffs [PR] ● 
  Performance [GD] ● Social Graces [GD]
  Health: 5
  Mrs. MeMory Lord
  Member of the London Society of Phantasmal 
  Research
  Abilities: Athletics [PR] ● Education [GD] 
  ● Exchequer [GR] ● Perception [GD] ● 
  Physique [PR] 
  Health: 4
  Caitir MaC an aba
  Angry Banshee
  Abilities: Athletics [PR] ● Courage [GD] ● 
  Etherealness [GR] ● Fisticuffs [GR] ● Glamour 
  [GD] ● Physique [GD] ● Portend Danger [GD] 
  ● Shapeshift [GD] ● Stealth [EXC] 
  Health: 7
  Shapeshifted Talons [3 (P) / 4 (F) / 5 (H) / Harm 
  Rank C]
  Laird thoMas MCiLroy
  Owner of Brodick Castle
  Abilities: Connections [GD] ● Education [GD] ● 
  Exchequer [GD] ● Fisticuffs [PR] ● Perception 
  [GR] ● Physique [PR] ● Social Graces [GD]
  Health: 4
  Lady sheena MCiLroy
  Thomas McIlroy’s wife
  Abilities: Charisma [GD] ● Comeliness [PR] 
  ● Connections [GD] ● Education [GD] ● 
  Physique [PR] ● Social Graces [GR]
  Health: 4
  Mistress aiLsa ross
  Owner of The Eider’s Down pub
  Abilities: Athletics [PR] ● Courage [GD] ● 
  Marksmanship [PR] ● Perception [GR] ● 
  Social Graces [GD]
  Health: 5
  Mister JoCk sheaCh
  Carriage driver
  Abilities: Athletics [GD] ● Comeliness [GR] ● 
  Exchequer [PR] ● Perception [GD] ● Physique 
  [GD] ● Stealth [PR] 
  Health: 5
  Unlike 
  many 
  Castle 
  Falkenstein 
  products, this Adventure Entertainment 
  was not written by Captain Tom Olam or 
  someone else from Beyond the Faerie Veil. 
  Instead, it was written by Lady Jennifer Povey 
  based on her interpretations of various 
  miscellaneous notes sent to us by Captain 
  Olam. We hope you enjoy it.
  Dramatis Personae
  Alphabetical Order by Surname
  
  6
  The Black Lady of Brodick Castle ~ an Adventure Entertainment for Castle Falkenstein
  What Has Gone Before
  Like much of Scotland, the Isle of Arran has changed dramatically in the last century. Many of the 
  farmers have gone, displaced in the infamous “Clearances” as ownership of the land was consolidated 
  and farms converted for the use of more profitable and less labor intensive sheep herds. Even many of 
  the Fae who once called the Isle home have fled to escape the changes to their island or to follow the 
  humans who they feel loyal to. An influx of tourists, drawn to the Isle’s natural beauty and local charm, 
  has only made things more uncomfortable for those that remain.
  Brodick Castle, home to Laird and Lady McIlroy and landmark of the Isle, has always had a history 
  of hauntings but in recent weeks a new ghost, the Black Lady, has tickled the morbid fascination of 
  residents and tourists alike. Is she a ghost? A banshee? Or something even more demonic? Rumors 
  abound about the ghost, the castle, and the McIlroys themselves.
  
  7
  The Dramatic Characters are contacted by 
  Mrs. Memory Lord, a prominent member of the 
  London Society of Phantasmal Research. The 
  society consists of a number of wealthy individuals 
  curious about the nature of ghosts, spirits, and 
  death itself. It is not uncommon for them to 
  commission research teams to investigate known 
  hauntings and report on their findings.
  Mrs. Lord has a personal connection to the 
  haunting at Brodick Castle. Sheena McIlroy, the 
  lady of the castle, is a childhood friend and quite 
  sickly due to the lingering effects of a stillbirth 
  experienced the prior year. If the Black Lady of 
  Brodick Castle is a ghost or, worse, a banshee, 
  Mrs. Lord worries the haunting might lead to a 
  worsening of Lady McIlroy’s condition or, even 
  more devastating, her death.
  Mrs. Lord is not able to make the trip to 
  Scotland herself, given she is with child and close 
  to the date of delivery. As a representative of 
  the London Society of Phantasmal Research she 
  offers to commission to the Dramatic Characters 
  if they travel to the Isle of Arran and ascertain the 
  true nature of the Black Lady. If pressed she will 
  provide an advance of the commission to cover 
  reasonable expenses.
  To reach the Isle of Arran the Dramatic Characters 
  will most likely travel by train to Glasgow, transfer 
  to an older and less luxurious train traveling to 
  Ardrossan, and then board a paddle steamer to 
  cross the waters to Brodick village.
  Mrs. Lord has sent word to the McIlroy’s by 
  telegraph and a carriage, driven by Jock Sheach, 
  will be waiting for them on the Isle once the 
  party arrives. The carriage is drawn by a pair of 
  fine looking matched bays, but a trained eye will 
  see that they are older horses, a little grey around 
  the muzzle. The carriage too seems worn and 
  faded. A successful Good Social Graces feat will 
  tell the Dramatic Characters the carriage is not as 
  well cared for as might be expected from a noble 
  family in possession of a castle estate.
  During the trip to Brodick Castle, Sheach is 
  happy to chat with the Dramatic Characters. He 
  will, in fact, be quite keen on flirting with any 
  Dramatic Character who has a Comeliness Ability 
  of Good or higher. Sheach personally does not 
  believe there actually is a ghost but believes the 
  rumors are of benefit to the village. If pressed 
  further he will explain that talk of the ghost 
  has brought new tourists to the Isle and helped 
  stimulate the local economy. The Laird has even 
  begun charging a small fee for guided tours of the 
  “haunted castle.”
  Chapter 1: Investigations
  In which the heroes are engaged to investigate the 
  strange hauntings at Brodick Castle.
  
  8
  The Black Lady of Brodick Castle ~ an Adventure Entertainment for Castle Falkenstein
  The party will see evidence of this as they 
  approach the castle. A ticket booth has been set up 
  at one entrance to the castle gardens and a servant 
  mans it, allowing tourists to enter and explore 
  for a small fee. The gardens are well maintained 
  and the castle itself seems in good condition but, 
  like the carriage and horses, evidence of neglect 
  can be seen by those with a discerning eye. As 
  he helps unload the party’s luggage Sheach will 
  also recommend that they visit the village pub, 
  named the Eider’s Down, for a meal before they 
  leave. Should he be questioned on the topic, he’ll 
  sheepishly admit he receives a small kickback for 
  advertising the pub to visitors.
  A Bit of  History
  The Isle of Arran, located in the Firth of Clyde, is the seventh largest of the Scottish islands. It is a 
  beautiful location with diverse wildlife but as of the 1870s is losing much of its cultural heritage due 
  to the Clearances, in which a consolidation of land in Scotland by wealthy individuals has led to many 
  residents leaving for cities in hopes of finding factory work.
  In our world, Brodick Castle was a seat of power for the Dukes of Hamilton, a powerful Scottish 
  family, during this time period. Obviously, things are different in New Europa. The notes we received 
  from across the Faerie Veil which inspired this Adventure Entertainment suggest the McIlroy family 
  had the support of some powerful Faerie allies at some point in the distant past and were able to gain 
  control of Brodick Castle as a result. In New Europa, the Dukes of Hamilton claim Hamilton Palace 
  in Lanarkshire as their seat of power instead.
  
  9
  Investigating 
  the 
  haunting 
  will 
  require 
  gathering clues from different sources. These 
  scenes may be played out in any order, as dictated 
  by the actions of the Players. Hosts are reminded 
  that the Players might step outside the bounds 
  of the Adventure Entertainment as written. Be 
  prepared to improvise.
  The Laird of  the Castle
  Entering Brodick castle itself, the Dramatic 
  Characters are greeted by Laird Thomas McIlroy. 
  He welcomes them and politely invites them in 
  for tea and lunch after their long trip. Despite 
  his politeness, though, he does not seem pleased 
  by their arrival. Much like the carriage and the 
  exterior of the castle, the interior seems quite 
  impressive upon first glance but closer inspection 
  shows faint signs of decay and neglect. The food 
  served to the party, however, is quite delicious.
  If asked directly about the haunting, Laird 
  McIlroy will tell the Dramatic Characters that the 
  Black Lady is almost always seen moving through 
  the gardens directly behind the castle and always 
  at dusk, where there is a pleasant formal garden, 
  although she does not appear every night. He 
  will describe the Black Lady as spectral, obviously 
  an adult woman, and as clad in swathing black 
  robes. She wanders the garden as if searching for 
  something but never takes the same route twice 
  and has been known to wail an unworldly cry. She 
  vanishes after the sun completely sets. He himself 
  has not confronted the Black Lady and has ordered 
  his staff not to do so, either. Tourists are not allowed 
  into the gardens around that time, either. Laird 
  McIlroy insists this is for the good of all, as the 
  Black Lady might well be dangerous. Despite this, 
  he is obviously reluctant to grant permission to 
  research the supposed ghost. He will not refuse the 
  request, however. Should anyone mention trying to 
  drive off or banish the Black Lady, Laird McIlroy 
  will flatly refuse. He insists she has harmed no one 
  and deserves to be left alone.
  The Lady of  the Castle
  The Dramatic Characters will find Lady Sheena 
  McIlroy upstairs in her chambers. It is dark and 
  the curtains are drawn, lending a stuffy air to the 
  room. Lady McIlroy is an unattractive, thin-faced 
  woman, who is, as they say “more personality than 
  beauty.” Anyone who speaks to her for a period 
  of time may diagnose her with a successful Good 
  Physician or Great Perception Feat. It is clear the 
  woman is suffering from a malaise, likely brought 
  on due to the stillbirth she suffered through last 
  year. She will refuse to answer questions of a 
  personal nature and insist she is well but simply 
  tired due to the season.
  Chapter 2: Discoveries
  In which our heroes discover the secrets hiding within 
  Brodick Castle.
  
  10
  The Black Lady of Brodick Castle ~ an Adventure Entertainment for Castle Falkenstein
  Lady McIlroy can add little to the information 
  her husband provided about the Black Lady. She 
  has sat at her window and watched it several times 
  now and doesn’t seem particularly interested in 
  speculating upon its nature. She will add one 
  useful nugget, however, saying “I’ve watched the 
  Black Lady several times now and I’ve always seen 
  her walk around the plants and trees, not through 
  them. Don’t you think that odd?”
  The Village Barkeep
  It is only a mile’s travel from the Castle to the 
  village and, despite Lady McIlroy’s complaints 
  about the season, the weather is excellent for 
  walking. There isn’t much of interest in Brodick 
  village itself. What few businesses there are exist 
  either to help facilitate the transfer of wool to the 
  mainland or to service tourists. The Eider’s Down, 
  as recommended by Jock Sheach, is at the very 
  center of everything. The food there is simple but 
  well crafted and Jane Ross, the owner, is always 
  happy to talk to visitors. Any Dramatic Character 
  who speaks Gaelic will be an instant favorite and 
  she will show deference to any party member who 
  is a Faerie.
  Mistress Ross is a good source of information 
  but the following rumors can be imparted by 
  anyone in the village or servants in Brodick Castle 
  as well. Gathering information from Mistress 
  Ross or another villager requires success at a 
  Great Exchequer, Charisma, or Connections 
  Feat. Reduce the Requirement by one step if the 
  Dramatic Character doing the questioning is 
  Scottish or a Faerie. A Partial Success reveals one 
  of these rumors. A Full Success reveals three of 
  these rumors and a High Success reveals all of 
  them. Which rumors are revealed is determined 
  by the Host.
  • The Isle of Arran is a shadow of what it once was. 
  The Clearances saw wealthy individuals take 
  advantage of poorly written Scottish law to 
  evict farmers and consolidate land into larger 
  farms focusing on sheep herding instead of 
  food growing. Many have left the Isle for cities 
  on the mainland, looking for work. Those 
  that remained ended up earning less due to 
  a depressed economy and less employment 
  opportunity. The McIlroys did their best to 
  fight against these Clearances but there was 
  little they could do against the force of the law.
  • The McIlroys aren’t immune to the problems, 
  either. Rumor has it the family coffers are 
  starting to run dry. Several servants have been 
  let go and craftsmen in the village haven’t 
  been called to the castle for repairs in months.
  • There aren’t many Faeries left on the Isle 
  of Arran. Many left during the Clearances, 
  choosing to follow the departing humans 
  with whom they had formed cultural and 
  family bonds. Others vanished into the hills 
  or the waters and haven’t been seen since. 
  • The few older residents of Brodick village who 
  remain remember a Black Lady living on the 
  Isle of Arran decades ago. She was a Banshee 
  who, despite their fearsome reputation, 
  looked out for the locals. She hasn’t been 
  seen since the Clearances began. The original 
  Black Lady had little to do with the castle 
  before but some of the old timers speculate 
  that, perhaps, she has returned and is upset 
  about the state of the Isle.
  • Lady McIlroy was born on the mainland and 
  only moved to the Isle after marrying her 
  husband as part of an arrangement. She has 
  always been somewhat fragile, physically, and 
  the strain of a failed pregnancy has obviously 
  done her in, the poor thing. This was the Lady’s 
  first pregnancy and according to the village 
  midwife it is likely her last. The difficulty of 
  the matter has likely left her barren.
  
  11
  • Laird Thomas McIlroy has been seen around 
  the village with Fiona Logan, the pastor’s 
  daughter who has the “voice of an angel.” 
  Some whisper the two might be having an 
  affair, not that it is anyone’s business.
  The Laird’s Mistress
  The Dramatic Characters will find Fiona Logan 
  in church. She is sitting in a back pew, praying. 
  She is focused on her prayers and will not notice 
  the party until spoken to. At that point, she will 
  attempt to flee, likely through the door into the 
  vestry or a side door from the west transept (the 
  part of the church that forms the “arm” of a cross 
  when seen from above).
  If cornered, Mistress Logan will vehemently 
  deny any wrong-doing and insist she was 
  running because she has little love for strangers. 
  If the Dramatic Characters succeed at a Good 
  Charisma or Courage Feat they can either cajole 
  or intimidate the fetching young woman into 
  admitting to her affair with Thomas. He has 
  promised her the money she needs to go to 
  London and pursue her lifelong dream to “take 
  to the stage.” She desperately wants off the island 
  and dreams of being the next Jenny Lind. If the 
  Dramatic Characters succeed at a Great Charisma 
  or Courage Feat they can push Mistress Logan 
  into admitting she is also doing “something else” 
  for Laird McIlroy. Getting her to admit the truth, 
  that she is playing the part of the Black Lady at the 
  insistence of the Laird, will require an successful 
  Exceptional Charisma or Courage Feat. Even 
  then, she claims not to know the exact reasons 
  for the ruse. With a success on an Extraordinary 
  Charisma or Courage Feat, she will shamefully 
  admit she worries the Laird is trying to induce his 
  wife into having a heart attack.
  The Gardens by Day
  Despite their status as a tourist destination, 
  Laird Thomas will not give the Dramatic 
  Characters permission to investigate the gardens. 
  If the Dramatic Characters press the issue he will 
  insist he does not wish the tourists or the Black 
  Lady herself disturbed and excuse himself. He is, 
  after all, a busy man.
  
  12
  The Black Lady of Brodick Castle ~ an Adventure Entertainment for Castle Falkenstein
  Despite this refusal, sneaking into the gardens 
  won’t be difficult as the Laird does not employ 
  enough staff to prevent truly determined visitors. 
  Entry to the garden can be had from either the 
  castle itself or from a single entrance on the 
  grounds. Three servants patrol the interior of 
  the garden during the day to ensure the tourists 
  do no harm to it and two man the ticket booth at 
  the entrance. Any attempt to enter the grounds, 
  including the simple purchase of tickets, will 
  require succeeding at an Average Feat using the 
  appropriate Ability for the method selected.  
  Once the party infiltrates the gardens, success 
  at a Great Perception Feat will spot a black lady’s 
  glove which has fallen under one of the hedges. 
  The glove is velvet, has fine stitching, and is too 
  expensive to belong to any woman in the village. 
  If asked, Lady McIlroy recognizes the glove as her 
  own but insists she hasn’t been out in the garden 
  for months. A quick search of her wardrobe shows 
  the other glove is missing as well.
  By succeeding at an Exceptional Perception 
  Feat a member of the party might notice a cleverly 
  concealed corridor in one of the hedges, most 
  likely allowing castle gardeners an easy route 
  between the gardens and the general grounds.
  No other clues are to be had during the day. 
  The garden has seen many visitors, making the 
  tracking of footprints in the soil impossible. 
  Sorcerous Dramatic Characters who look will find 
  no trace of Magick activity present.
  The Gardens by Night
  Despite his reluctance to give aid to the party, 
  Laird McIlroy recognizes them as agents of his 
  wife’s childhood friend and will offer them shelter 
  for the night, should they require it. He will kindly 
  ask them not to wander about after dark, however. 
  His wife, he insists, needs her rest.
  Dramatic Characters who retire to their rooms 
  on the third floor of the castle will find themselves 
  locked in. Picking the locks will require a success 
  on a Good Stealth Feat or a Great Tinkering Feat. 
  Climbing out the window and scrambling down 
  the castle wall is also an option but requires 
  success on a Great Athletics Feat. Reduce the 
  difficulty to Average if a Dramatic Character is 
  able to properly improvise a rope.
  The entrance to the gardens from the grounds 
  has been gated and locked and requires a Great 
  Stealth or Exceptional Tinkering Fest to unlock. 
  Scaling the gate is easier, requiring only success at 
  a Good Athletics Feat.
  Jock Sheach has been posted in front of the 
  door which leads from the castle to the gardens. 
  If the party befriended him before he will wink 
  and step aside. Otherwise, convincing him to 
  look the other way will require a successful Great 
  Charisma, Courage, or Exchequer Feat or some 
  sort of brute force.
  Dramatic Characters who found the secret 
  passage in the hedge earlier can easily use that to 
  sneak inside.
  If the party makes no attempt to hide once in 
  the gardens, the Black Lady will appear in front of 
  the outer hedge wall, notice them, and vanish once 
  
  13
  more. A successful Good Perception Feat is all 
  that is needed to realize she isn’t dematerializing 
  but passing through the secret passage built 
  into the hedges. If the party does hide they will 
  need to make a contested Stealth Feat against 
  the Perception of the Black Lady (Fiona Logan in 
  disguise). If she notices the Dramatic Characters 
  the Black Lady will escape as described above. 
  Otherwise, she will wander through the gardens 
  for several minutes before leaving through the 
  secret passage. 
  Should the party confront the Black Lady she 
  will run and attempt to flee through the secret 
  passage, dropping a scarf as she does. If Fiona 
  is caught, she will confess her role in things. 
  Otherwise, the scarf will be a vital clue. She was 
  wearing it earlier that day and any resident of the 
  village will recognize it as belonging to her.
  Confronting The Laird
  The party can confront Laird McIlroy at any 
  time. Forcing him to confess requires success 
  against an Extraordinary Charisma, Connections, 
  or Courage Feat. If need be, he will try to deflect 
  blame on Mistress Logan and insist this was 
  obviously some prank on her part. Reduce the 
  Requirement of the Feat by one step for each of 
  the following evidentiary pieces the Dramatic 
  Characters can present.
  • The black lady’s glove from the garden.
  • Fiona Logan’s scarf which was dropped by the 
  Black Lady.
  • The testimony of Lady McIlroy and her 
  observations about the Black Lady walking 
  around obstacles.
  • The village tales about how the Faerie have left 
  the Isle and the lack of Banshee sightings in 
  the past many years.
  • Fiona Logan herself, still dressed in the robes 
  of the Black Lady.
  If every piece of evidence is presented, no Feat 
  is required. Laird McIlroy confesses to stealing 
  some of his wife’s clothing and convincing his 
  mistress, Fiona Logan, to dress up as the Black 
  Lady of legend. He did so to spread rumors of 
  ghost stories in the hopes of attracting tourists 
  to rebuild both the local economy and his own 
  personal coffers. Ever since the Clearances his 
  family’s fortunes have been dwindling and 
  without a windfall he is likely going to have to sell 
  the Brodick Castle.
  Enter the Banshee
  As Laird McIlroy confesses his guilt, the castle 
  doors fly open. There stands another woman 
  in black, her tattered robes whipped around by 
  the wind. She points one long, bony finger at 
  Thomas McIlroy and speaks in a voice which 
  sounds much like rusting nails dragging across 
  pitted metal sheets.
  “I am Caitir Mac An Aba and I am the Banshee of 
  the Isle of Arran. For years now I have wandered 
  afar, looking for a way to take back my home from 
  the greedy and the cruel. Now I have returned and 
  discovered the Laird of this castle repaying my good 
  intentions by mocking both my name and my legacy 
  with a pale imitation!”
  
  14
  The Black Lady of Brodick Castle ~ an Adventure Entertainment for Castle Falkenstein
  The Players have several choices once the 
  Banshee reveals herself.
  • They can decide to let the Banshee punish 
  Thomas and Fiona. This will mean their 
  brutal deaths as she plagues them with 
  Glamour nightmares before ripping them 
  apart with her bare hands. Once the two, and 
  any who try to defend them, are dead she will 
  depart. She has no desire to punish anyone 
  but the two conspirators.
  • They may attempt to reason with the Banshee. 
  No one knew she still existed, after all, or that 
  she had left the Isle in search of a way to save 
  it. In fact, Laird McIlroy was attempting to do 
  the same thing! Calming Caitir Mac An Aba 
  down will require a successful Exceptional 
  Charisma or Social Graces Feat. Reduce the 
  Requirement to Great if a member of the 
  party is a Faerie. It is recommended the Host 
  does not tell the Players if they succeeded or 
  failed at the Feat. Instead, make the moment 
  tense by requiring roleplay and acting the 
  Banshee’s supernatural fury to the hilt.
  • Finally, the Dramatic Characters can attempt 
  to fight or drive the Banshee away. She is a 
  formidable opponent and Hosts shouldn’t 
  be afraid of using cards from their hand to 
  augment her abilities. Should things look 
  grim for the Dramatic Characters, a Good 
  Education Feat might remind one that 
  Banshees are repelled by clothes turned 
  inside out, significant quantities of iron, holy 
  symbols, and ringing bells.
  The outcome of the Adventure Entertainment 
  depends upon the actions and successes of the 
  Dramatic Characters. Should Laird McIlroy and 
  Mistress Logan be killed, the Banshee’s fury will 
  temporarily be sated and she will depart. The 
  village will come together to mourn Fiona while 
  Lady McIlroy will have no choice but to sell the 
  castle and move to the mainland. Months later 
  rumors will be heard from the Isle of Arran as 
  wealthy landowners first report hear intense 
  keening outside their homes and then die bloody 
  deaths as if torn apart by the claws of a wild animal.
  If the Banshee is repelled or sent back to the Veil 
  she will vanish for a time but eventually return 
  to nurse her grudge against a new target: the 
  Dramatic Characters. Lord McIlroy and his wife 
  will sell Brodick Castle and move to the mainland 
  and the Isle of Arran will struggle along, slowly 
  losing its Gaelic identity as more locals leave to 
  find work.
  If Caitir Mac An Aba is calmed and a peace is 
  brokered, she will agree to work with the Laird 
  and the people of the Isle of Arran to buy back 
  as much of their land as possible. The banshee 
  Chapter 3: The True Black Lady
  In which our heroes must confront an angry Faerie and 
  decide the fate of  a Laird.
  
  15
  even has a possible lead. While wandering abroad 
  she discovered the location of a hidden treasure. 
  All she and the Laird will need now is a group of 
  stalwart adventurers willing to retrieve it…
  No matter the outcome, the Dramatic Characters 
  will receive the agreed upon payment from Mrs. 
  Memory Lord of the London Society of Phantasmal 
  Research upon filing their report. Once she has 
  given birth, Mrs. Lord intends to travel and visit 
  her childhood friend, Lady McIlroy. It is Mrs. Lord’s 
  hope that the presence of a baby in the Lady’s life 
  will help cure the malaise which ails her.
  
  16
  The Black Lady of Brodick Castle ~ an Adventure Entertainment for Castle Falkenstein
  Sample Dramatic Characters
  The following six Dramatic Characters are provided for the convenience of groups who wish to 
  proceed right to playing the Great Game. They were built using the standard rules as presented in Castle 
  Falkenstein unless otherwise noted.
  
  17
  Janet Black
  The men all laughed when Janet Black showed 
  up in California with her pickaxe and her panning 
  gear but damned if she didn’t show them a thing 
  or three. The blacksmith’s daughter struck her 
  claim, worked it, and came up with enough gold 
  to make her rich for life. Tired of working for a 
  living, the newly wealthy Janet set off from San 
  Francisco aboard an aeroship, intending to see the 
  world and investigating a haunted castle sounds 
  like loads of fun!
  A few tips on playing Janet Black: You grew 
  up rough but you grew up loved. You believe in 
  speaking plain and not holding back. Luckily, 
  people in New Europa seem to expect that kind 
  of behavior from Americans so your attitude, plus 
  your money, have won you a few friends on this 
  side of the Atlantean. Just remember, there’s not 
  much honesty and a good think can’t solve and if 
  a problem gets too ornery, you’ve always got your 
  Colt to back you up.
  Working with the Others: Maybe you’ve taken 
  a fancy to one of the others or maybe you’re just 
  bored. You left home looking for adventure and 
  romance and this haunting’s giving you a chance 
  for both. Never shy, you’re happy to insert yourself 
  into anyone’s investigation as long as it is exciting.
  Abilities: Charisma [GR] ● Courage [GD] 
  ● Exchequer [EXC] ● Fencing [PR] ● 
  Marksmanship [GD] ● Physique [GD] ● Social 
  Graces [PR] ● Sorcery [PR] 
  Health: 7
  Notable Possessions: .44 Colt (Range 50/300 / 
  Load 6 / 4 (P) / 5 (F) / 6 (H) / Harm Rank D), 
  bank book, passport.
  Marquess Marie-Christine 
  Bourdon
  Though she was born to the aristocracy of 
  France, Marie-Christine Bourdon has always been 
  a tinkerer at heart, much to the exasperation of her 
  parents. In her youth, Marie-Christine’s governess 
  often found her taking apart some device or 
  another as she attempted to discover how it 
  worked. As the young aristocrat grew older, Marie-
  Christine made something of a truce with her 
  parents. She would act more properly like a lady 
  if they would arrange for her to learn engineering 
  from experts across New Europa. Recently, 
  inspired by Lady Ada Lovelace, Marie-Christine 
  has become interested in the functioning and 
  programming of Babbage Engines.
  A few tips on playing the Marquess Marie-
  Christine Bourdon: To please your parents, you 
  have learned how to act like a proper lady but, at 
  heart, you are a tinkerer. Any chance to talk shop 
  with another inventor should be leapt upon, and 
  any new device must be examined and documented 
  thoroughly. You are, in many ways, the original 
  geek girl even if you were born to wealth.
  Working with the Others: Is it a ghost? A Faerie? 
  Or a clever trick using clockwork and mirrors? 
  The engineer in you demands to know! The others 
  might be bamboozled by the supernatural but 
  your presence will ensure a smooth, orderly, and 
  thoroughly scientific investigation is conducted.
  Abilities: Athletics [PR] ● Connections [GD] ● 
  Education [GD] ● Fencing [PR] ● Fisticuffs 
  [PR] ● Marksmanship [GD] ● Performance 
  [PR] ● Social Graces [GR] ● Tinkering [EXC] 
  Health: 5
  Notable Possessions: .22 Derringer (Range 10/25 
  / Load 2 / 1 (P) / 2 (F) / 3 (H) / Harm Rank A), a 
  selection of useful tools.
  
  18
  The Black Lady of Brodick Castle ~ an Adventure Entertainment for Castle Falkenstein
  Doctor Montague MacTaggart
  Born to a well-off merchant family, Montague 
  MacTaggart was sent by his parents to London 
  to attend school with the hopes of becoming a 
  medical doctor. During his time in the Empire’s 
  capital young Montague was introduced to the 
  works of Andrew Jackson Davis, an early pioneer 
  of spiritualism and became fascinated. While 
  Montague did eventually complete his studies and 
  become a doctor he did not return to Scotland to 
  take up a medical practice. Instead, much to the 
  chagrin of his parents, he presented himself to 
  the London Society of Phantasmal Research and 
  was inducted into their ranks as a field researcher.
  A few tips on playing Montague MacTaggart: You 
  are a man of science and believe, given enough time, 
  energy, and resources, science can explain anything. 
  This includes the so-called Magick of Sorcerers and 
  the Faeries. You are calm, collected, and rational 
  in the face of the unexplained. Yet, in your darkest 
  moments you must admit to a hint of uncertainty. 
  Being Scottish in an English medical school, you 
  suffered more than your share of bullying from your 
  fellow students and you have never quite shaken the 
  need to prove yourself to others.
  Working with the Others: As an actual member 
  of the London Society of Phantasmal Research 
  and a Scotsman, you naturally consider yourself 
  the leader of this investigation, even if other 
  members of the expedition might be older 
  than you. However, you recognize the value in 
  exploring a problem from multiple perspectives. 
  You might be a bit overbearing but you won’t turn 
  away another’s idea out of hand. After all, even a 
  broken clock tells the right time twice each day.
  Abilities: Athletics [GD] ● Charisma [PR] 
  ● Education [GR] ● Exchequer [GD] ● 
  Perception [GD] ● Physician [GR] ● Stealth 
  [PR] ● Tinkering [GD]
  Health: 5
  Notable Possessions: Doctor’s bag with 
  appropriate tools, several books on 
  spiritualism, Abercrombie’s automatic 
  recorder (portable typewriter)
  Peter Last
  Peter Last’s father serves as Mrs. Memory Lord’s 
  butler. His father was her father’s butler and when 
  the time comes, his family expects him to answer 
  the call of duty and take his place as the most 
  distinguished of servants for the Lord family. Is 
  it any wonder, then, than young Peter Last wants 
  for a bit of adventure before he settles into a life of 
  domestic servitude? Perhaps recognizing Peter’s 
  desire for greater things, Mrs. Lord has asked him 
  to join her team of investigators as they look into 
  the matter of the Black Lady.
  A few tips on playing Peter Last: Being on the 
  cusp of manhood marks you as the youngest 
  member of the party. As a result you are full of 
  vim and vigor and always eager for an adventure. 
  You are eager to prove your worth and happy to 
  rush ahead where others might fear to tread. Any 
  moment might be an opportunity in disguise if 
  you are ready to seize it!
  Working with the Others: The men and women 
  with you are capable, handsome, and beautiful 
  and you just know you will prove yourself a 
  valuable asset to the investigation. After all, most 
  of them seem to be the respectable type. They 
  don’t understand that, while nobles and the 
  wealthy are clever in their own way, the true dirt 
  on any situation can be found by speaking to the 
  commoners and servants!
  Abilities: Athletics [GD] ● Charisma [GD] ● 
  Connections [PR] ● Courage [GR] ● Fisticuffs 
  [GD] ● Perception [GD] ● Performance [PR] ● 
  Physique [GR]
  Health: 8
  Notable Possessions: Brass knuckles (1 (P) / 2 
  (F) / 3 (H) / Harm Rank A / Causes blows 
  only), a waterproof box of lucifers, extra 
  handkerchiefs packed by your mother.
  
  19
  Pauly the Pixie
  Let Brownies have their boring work and Faerie 
  Lords their courtly intrigues. Life for Pauly the 
  Pixie is nothing but adventure! After all, adventure 
  is so very easy to find. All it takes is finding an 
  interesting group of humans and slipping into 
  their belongings. Before Pauly knows it they’ve 
  been taken to a new place and are having quite a 
  bit of fun! This latest group seems to be hunting a 
  ghost. Or is it a Banshee? Whatever the case, Pauly 
  is sure to have an exciting time of it!
  A few tips on playing Pauly: As a Pixie, you are a 
  study in contrasts. You can covertly tag along with a 
  group of humans for days, observing their actions 
  and helping them without their knowledge. At the 
  same time, you are bubbly and light and full of 
  laughter and can’t help bursting out at just the 
  right time to trigger a scare or bring a smile to 
  someone’s face. So long as things are exciting, 
  you’re content to participate in any adventure. 
  Should they turn boring, however, you might be 
  forced to make a bit of excitement of your own!
  Working with the Others: These humans and 
  their ghost hunting seem quite fascinating! It 
  should lead to interesting times in a place you’ve 
  never explored before. On the other hand, they 
  are just big, bumbling, blind humans. They’ll 
  certainly need the help of a clever, properly sized 
  Pixie in order to solve this mystery. The humans 
  just might not know it yet!
  Abilities: Athletics [GD] ● Etherealness [GD] ● 
  Exchequer [PR] ● Fisticuffs [PR] ● Glamour 
  [GR] ● Love Charm [GR] ● Perception [GD] ● 
  Physique [PR] ● Stealth [EXC] ● Shapeshift
  [PR] ● Sorcery [PR] ● Tinkering [PR]
  Health: 4
  Notable Possessions: A collection of oddities and 
  sparklies kept in a marble bag.
  Repulsions: As a Pixie, Pauly is repulsed by clothing 
  turned inside out, large quantities of iron, holy 
  symbols, and significant quantities of salt.
  Please note, Pauly was built using the Pixie template 
  in Memoirs of Auberon of Faerie. To make her conform with 
  standard Castle Falkenstein rules, remove the Shapeshift Ability 
  and change Etherealness to AV.
  Sir Peter Windhelm
  Sir Peter Windhelm, an English gentleman through 
  and through, has recently returned to London with 
  his Parisian wife, Corrine. A Sorcerer and member 
  of the Order of the Temple of Jerusalem, he takes 
  advantage of his relative wealth and the leisure time 
  it produces to act as did the knights of old, righting 
  wrongs and aiding those in need. A relic in an ever 
  changing world, Sir Peter stands by his belief that 
  it is the duty of the fortunate to give aid to the less 
  fortunate whenever possible. 
  A few tips on playing Sir Peter Windhelm: You 
  are an English knight of the noblest sort, through 
  and through. You live by a strict code, helping those 
  in need and bringing to justice those who have 
  committed crimes. You are, technically speaking, 
  a Sorcerer but you are no scholar. Magick, to you, 
  is as much a tool as a hammer or a sword. Still, 
  at the end of an adventure, when you have done 
  all you can to help the world, you return home to 
  your wife, whom you love with all your heart.
  Working with the Others: Mrs. Memory Lord 
  seems a capable woman. If she has selected the 
  others to investigate this matter you will lend 
  your aid, no matter how strange their methods. 
  If this Black Lady turns out to be a monster in 
  need of slaying you will do the deed. Otherwise, 
  perhaps you can help a lonely soul cross over to 
  the next world.
  Abilities: Athletics [GD] ● Courage [GR] ● 
  Exchequer [GD] ● Fencing [GR] ● Physician 
  [PR] ● Sorcery [GD] ● Stealth [PR]
  Health: 7
  Notable Possessions: Court sword (4 (P) / 5 (F) / 6 
  (H) / Harm Rank C), wallet with bank notes.
  Spells: As a Templar, Sir Peter can cast from 
  the Libram of  Mystic Transformation and 
  Osman’s Tome of  Physical Movement. For 
  more information on lorebooks and Sorcery 
  in general, see the appropriate section of the 
  Castle Falkenstein rulebook.
  
  20
  The Black Lady of Brodick Castle ~ an Adventure Entertainment for Castle Falkenstein
  Janet Black
  The men all laughed when Janet Black showed up in California with her pickaxe and her panning 
  gear but damned if she didn’t show them a thing or three. The blacksmith’s daughter struck her claim, 
  worked it, and came up with enough gold to make her rich for life. Tired of working for a living, the newly 
  wealthy Janet set off from San Francisco aboard an aeroship, intending to see the world and investigating 
  a haunted castle sounds like loads of fun!
  A few tips on playing Janet Black: You grew up rough but you grew up loved. You believe in speaking 
  plain and not holding back. Luckily, people in New Europa seem to expect that kind of behavior from 
  Americans so your attitude, plus your money, have won you a few friends on this side of the Atlantean. 
  Just remember, there’s not much honesty and a good think can’t solve and if a problem gets too ornery, 
  you’ve always got your Colt to back you up.
  Working with the Others: Maybe you’ve taken a fancy to one of the others or maybe you’re just bored. 
  You left home looking for adventure and romance and this haunting’s giving you a chance for both. 
  Never shy, you’re happy to insert yourself into anyone’s investigation as long as it is exciting.
  Abilities: Charisma [GR] ● Courage [GD] ● Exchequer [EXC] ● Fencing [PR] ● Marksmanship [GD] ● 
  Physique [GD] ● Social Graces [PR] ● Sorcery [PR] 
  Health: 7
  Notable Possessions: .44 Colt (Range 50/300 / Load 6 / 4 (P) / 5 (F) / 6 (H) / Harm Rank D), bank book, 
  passport.
  
  21
  Marquess Marie-Christine Bourdon
  Though she was born to the aristocracy of France, Marie-Christine Bourdon has always been a tinkerer 
  at heart, much to the exasperation of her parents. In her youth, Marie-Christine’s governess often found 
  her taking apart some device or another as she attempted to discover how it worked. As the young 
  aristocrat grew older, Marie-Christine made something of a truce with her parents. She would act more 
  properly like a lady if they would arrange for her to learn engineering from experts across New Europa. 
  Recently, inspired by Lady Ada Lovelace, Marie-Christine has become interested in the functioning and 
  programming of Babbage Engines.
  A few tips on playing the Marquess Marie-Christine Bourdon: To please your parents, you have learned 
  how to act like a proper lady but, at heart, you are a tinkerer. Any chance to talk shop with another inventor 
  should be leapt upon, and any new device must be examined and documented thoroughly. You are, in many 
  ways, the original geek girl even if you were born to wealth.
  Working with the Others: Is it a ghost? A Faerie? Or a clever trick using clockwork and mirrors? 
  The engineer in you demands to know! The others might be bamboozled by the supernatural but your 
  presence will ensure a smooth, orderly, and thoroughly scientific investigation is conducted.
  Abilities: Athletics [PR] ● Connections [GD] ● Education [GD] ● Fencing [PR] ● Fisticuffs [PR] ● 
  Marksmanship [GD] ● Performance [PR] ● Social Graces [GR] ● Tinkering [EXC] 
  Health: 5
  Notable Possessions: .22 Derringer (Range 10/25 / Load 2 / 1 (P) / 2 (F) / 3 (H) / Harm Rank A), a selection 
  of useful tools.
  
  22
  The Black Lady of Brodick Castle ~ an Adventure Entertainment for Castle Falkenstein
  Doctor Montague MacTaggart
  Born to a well-off merchant family, Montague MacTaggart was sent by his parents to London to attend school 
  with the hopes of becoming a medical doctor. During his time in the Empire’s capital young Montague was 
  introduced to the works of Andrew Jackson Davis, an early pioneer of spiritualism and became fascinated. While 
  Montague did eventually complete his studies and become a doctor he did not return to Scotland to take up a 
  medical practice. Instead, much to the chagrin of his parents, he presented himself to the London Society of 
  Phantasmal Research and was inducted into their ranks as a field researcher.
  A few tips on playing Montague MacTaggart: You are a man of science and believe, given enough time, energy, 
  and resources, science can explain anything. This includes the so-called Magick of Sorcerers and the Faeries. You are 
  calm, collected, and rational in the face of the unexplained. Yet, in your darkest moments you must admit to a hint of 
  uncertainty. Being Scottish in an English medical school, you suffered more than your share of bullying from your 
  fellow students and you have never quite shaken the need to prove yourself to others.
  Working with the Others: As an actual member of the London Society of Phantasmal Research and a Scotsman, 
  you naturally consider yourself the leader of this investigation, even if other members of the expedition might 
  be older than you. However, you recognize the value in exploring a problem from multiple perspectives. You 
  might be a bit overbearing but you won’t turn away another’s idea out of hand. After all, even a broken clock tells 
  the right time twice each day.
  Abilities: Athletics [GD] ● Charisma [PR] ● Education [GR] ● Exchequer [GD] ● Perception [GD] ● Physician 
  [GR] ● Stealth [PR] ● Tinkering [GD]
  Health: 5
  Notable Possessions: Doctor’s bag with appropriate tools, several books on spiritualism, Abercrombie’s 
  automatic recorder (portable typewriter)
  
  23
  Peter Last
  Peter Last’s father was a butler as was his father before him. Peter, however, has no desire to become 
  just another domestic servant in a long line of domestic servants. Instead, he wishes to roam the world 
  and have adventurers like the men and women he has read about in the pages of the Strand Magazine. 
  With a keen eye, a strong frame, and a good heart, the young man has struck out to travel the continent 
  in search of his fortune.
  A few tips on playing Peter Last: Being on the cusp of manhood marks you as the youngest member 
  of the party. As a result you are full of vim and vigor and always eager for an adventure. You are eager to 
  prove your worth and happy to rush ahead where others might fear to tread. Any moment might be an 
  opportunity in disguise if you are ready to seize it!
  Working with the Others: If this isn’t adventure, what is? There’s people to protect, a madman to 
  stop, and all sorts of interesting people to chat with. Growing up as a member of a serving family 
  means you aren’t likely to take the lead but you’re happy to assist the others as they come up with 
  clever plans and push forward to stop evil from winning.
  Abilities: Athletics [GD] ● Charisma [GD] ● Connections [PR] ● Courage [GR] ● Fisticuffs [GD] ● 
  Perception [GD] ● Performance [PR] ● Physique [GR]
  Health: 8
  Notable Possessions: Brass knuckles (1 (P) / 2 (F) / 3 (H) / Harm Rank A / Causes blows only), a waterproof 
  box of lucifers, extra handkerchiefs packed by your mother.
  
  24
  The Black Lady of Brodick Castle ~ an Adventure Entertainment for Castle Falkenstein
  Pauly the Pixie
  Let Brownies have their boring work and Faerie Lords their courtly intrigues. Life for Pauly the Pixie 
  is nothing but adventure! After all, adventure is so very easy to find. All it takes is finding an interesting 
  group of humans and slipping into their belongings. Before Pauly knows it they’ve been taken to a new 
  place and are having quite a bit of fun! This latest group seems to be hunting a ghost. Or is it a Banshee? 
  Whatever the case, Pauly is sure to have an exciting time of it!
  A few tips on playing Pauly: As a Pixie, you are a study in contrasts. You can covertly tag along with a 
  group of humans for days, observing their actions and helping them without their knowledge. At the 
  same time, you are bubbly and light and full of laughter and can’t help bursting out at just the right 
  time to trigger a scare or bring a smile to someone’s face. So long as things are exciting, you’re content 
  to participate in any adventure. Should they turn boring, however, you might be forced to make a bit of 
  excitement of your own!
  Working with the Others: These humans and their ghost hunting seem quite fascinating! It should 
  lead to interesting times in a place you’ve never explored before. On the other hand, they are just big, 
  bumbling, blind humans. They’ll certainly need the help of a clever, properly sized Pixie in order to solve 
  this mystery. The humans just might not know it yet!
  Abilities: Athletics [GD] ● Etherealness [GD] ● Exchequer [PR]  ● Fisticuffs [PR] ● Glamour [GR] ● Love 
  Charm [GR] ● Perception [GD] ● Physique [PR] ● Stealth [EXC] ● Shapeshift [PR]  ● Sorcery [PR]  ● 
  Tinkering [PR]
  Health: 4
  Notable Possessions: A collection of oddities and sparklies kept in a marble bag.
  Repulsions: As a Pixie, Pauly is repulsed by clothing turned inside out, large quantities of iron, holy symbols, 
  and significant quantities of salt.
  
  25
  Sir Peter Windhelm
  Though he was born in England, Sir Peter Windhelm moved to Paris years ago to be with the love of 
  his life, Corinne. A Sorcerer and member of the Order of the Temple of Jerusalem, he takes advantage of 
  his relative wealth and the leisure time it produces to act as did the knights of old, righting wrongs and 
  aiding those in need. A relic in an ever changing world, Sir Peter stands by his belief that it is the duty of 
  the fortunate to give aid to the less fortunate whenever possible.
  A few tips on playing Sir Peter Windhelm: You are an English knight of the noblest sort, through 
  and through. You live by a strict code, helping those in need and bringing to justice those who have 
  committed crimes. You are, technically speaking, a Sorcerer but you are no scholar. Magick, to you, is as 
  much a tool as a hammer or a sword. At the end of the night, when you have done all you can to help the 
  world, you return home to your wife, whom you love with all your heart.
  Working with the Others: Mrs. Memory Lord seems a capable woman. If she has selected the others 
  to investigate this matter you will lend your aid, no matter how strange their methods. If this Black Lady 
  turns out to be a monster in need of slaying you will do the deed. Otherwise, perhaps you can help a 
  lonely soul cross over to the next world.
  Abilities: Athletics [GD] ● Courage [GR] ● Exchequer [GD] ● Fencing [GR] ● Physician [PR] ● Sorcery 
  [GD] ● Stealth [PR]
  Health: 7
  Notable Possessions: Court sword (4 (P) / 5 (F) / 6 (H) / Harm Rank C), wallet with bank notes.
  Spells: As a Templar, Sir Peter can cast from the Libram of  Mystic Transformation and Osman’s 
  Tome of  Physical Movement. For more information on lorebooks and Sorcery in general, see the 
  appropriate section of the Castle Falkenstein rulebook.
  
SOURCE: textdata/thevault/Castle Falkenstein (GURPS) [multi]/Castle Falkenstein - The Black Lady Of Brodick Castle.pdf