An introductory adventure for any number of Cloak and Sword PCs, that should be a good start to a long campaign or a simple one-shot. The DM should be explicit that conflict between PCs is likely and remind them not to optimize the fun out of it. They may then make the classic joke that anyone who gets their PC killed in the most spectacular and stylish way gets a bonus level for their next PC.
When making characters for the scenario, the DM tells the players that their characters have been condemned to death by the crown, and that they should decide for themselves what crime they have been condemned for, whether they are guilty, and who they might blame for their arrest. However, it is their good fortune to have been entrusted to the mysterious Lord D'Reveville, who holds a grand ball for the condemned and always pardons one, sparing them and absolving them of their crime.
Treated courteously by their captors on the way to Reveville, every PC who is not an out-and-out chansel is offered a choice— if they agree to abide by the rules of courtesy in the lord's house, to not attempt an escape by violence or vandalism, and to injure no one in a dishonorable way, they will be given freedom to move within the palace, allowed to carry their arms, and participate fully in the festivities in their honor.
The Host- D'Reveville. A stalwart lord trusted by the king for decades. He is an elfin-featured fay of the satisfaction at revelation of a secret. The secret he nurses best is his resentment of the king, and he intends to use his pardon this year in the way he thinks will most likely result in the king's assassination, though he is too cautious to explicitly offer a quid pro quo.
While in his palace, he can move as fast as the wind and knows the movement of all notable figures. He will not break his word or act improperly. He is beautiful, an inhuman mystery who always seems about to unmask, even when his face is uncovered. If his palace burns, so does he.
Upon arriving at the palace, the prisoners are given quarters commensurate to their station, fine clothing and their effects, and some time to rest. The lord visits them and shares that his daughter and two other maidens will be using this ball as their official "coming out" into polite society, and reminds them of their oaths. To those who have not taken the oath, he reminds them that there are many guards and high walls, and that they will be watched carefully. The prisoners have the night to rest, plan, and size each other up.
The Grand Ball
During each event, each PC can either participate directly and squeeze a quick task in on the side (e.g. spying on someone else, conspiring, searching part of the palace), or shirk the event and perform up to two tasks. When participating, each PC or group of PCs has a 3-in-6 chance of being engaged by a random Chance Encounter. When performing another task, they have a 1-in-6 of running into a Chance Encounter, and are automatically spotted unless they have taken precautions. Many guards ring the perimeter and the main areas, so assume they notice anyone's presence at an event or along an obvious escape vector. Two guards follow any prisoners who haven't sworn an oath of good conduct at all times.
D6/d10 Chance Encounter
Roll a d6 when you just want a prisoner, a d4+6 when you want someone else, or a d10 when it could be anyone. If an encounter doesn't seem physically possible, move on to the next entry that does or have them emerge from a secret passage.
1. The Angel- Michel. A pacifistic detenu desperate to win the Host's favor and get out of this situation, but afraid to promise too much. Certain that if he can stick around long enough, his star will rise. Condemned for refusing conscription during an invasion. Family D, Virility C. Hard preference for killers.
2. The Diplomatist- Fortimond. A charming people-pleaser. Wishes there was a way to cooperate his way out of this. Remembers an old story about a secret tunnel out of the palace. Condemned on trumped-up treason charges by his elder brother Fortilinus. Family A-, Virility W
3. The Spaniard- Jualome. Hates everyone here, and would really like an honorable reason to puncture a couple Frenchies on the way down. Actually very perceptive and witty. Condemned for serial murder after breaches of dueling etiquette. Family D+, Virility Q. Soft preference for Spaniards.
4. The Wolf- Jezebel. Energetic, but in this situation frantic. Cannot help being friendly, cannot help standing out. She seeks vindication, the acknowledgement that it is not fair that she was put in this situation, even if she is not spared. Condemned for grand fraud following a disastrous investment scheme. Family C-, Fertility M. Soft preference for men.
5. The Sorcerer- Job. Straightforward and hard-working Huguenot rustic, overwhelmed by all this splendor and popery. Wants to see you all burn. The only one of the prisoner NPCs not trusted to keep an oath of good conduct, and laden down with chains. If ever freed, knows the Grace Ignite. Condemned for heresy. Family F-, Fertility J (but chaste). Hard preference for non-nobles. Soft preference for Huguenots.
6. The Duelist- L'Haineuse. A swordswoman always masked in thick iron. Unbeknownst to anyone here but the Host, she is his bastard daughter, and wishes to kill the Debutante to impress him. Poor conversationalist. Framed herself for murder to get here. Family B, Fertility N. Hard preference for women.
7. The Debutante- Mensante. Beautiful young woman, the daughter of D'Reveville and a mother recently deceased. The beneficiary of numerous tutors, she is a polymath and insightful study. Lacking experience and companionship, she desires greatly to leave her father's unfulfilling guardianship. Ultimately, she wants to kill her father in revenge for her mother. Family B, Fertility B.
8. The Lush- Aursia, a close friend of the Debutante. Confident and self-directed, she is cripplingly dependent on the Host's Oakwood brandy, and though she is quick to offer love, she cannot be constant. Family C+, Fertility K. Hard preference for men.
9. The Wallflower- Eorda. Practical, but definitely a third-string debutante. Unrefined and likely to believe lies. Family C, Fertility U.
10. The Captain- Couldred. Long-time undramatic captain of the guard of the Reveville estate. Grim and proper, she senses that the Host no longer takes her into his confidence, not knowing that this is because he seeks to destroy the king, while she is a great patriot. Family F+, Fertility A (somehow). Soft preference for anyone with a pulse (touch-starved).
Event Itinerary
This itinerary describes the default actions of the NPCs, so change them as you will. Don't feel the need to describe every character's actions all the time, but be free with it, especially when PCs are paying attention to them.
Games: An abrupt start with the lord, prisoners, captain, and various minor guests. Charades, yes-and-no, and other parlor games. The Diplomatist and the Angel attempt to play earnestly. The Sorcerer uses the games to make politically insensitive jokes. The Spaniard, Wolf, and Duelist stand around awkwardly. If the players really want to play out a couple rounds of yes-and-no, have the lord do some foreshadowing with his answers: a portrait, a tunnel, a spy.
Presentation: The three maidens are presented in identical off-white gowns, with no indication of which is the lord's daughter. Fanfare as the band strikes up, and drinks are dispersed. The Duelist spots the Debutante and flees to the library, overcome with anger. The Wolf tries to talk the Debutante into intervening on her own behalf. The Spaniard feigns interest in the Lush in order to make a scene and have an excuse to duel someone. The Diplomatist comforts the clearly nervous Wallflower. If PCs want to get positive attention from a maiden, they will have competition. The Sorcerer stands at the edge of things and pretends everybody stinks. The Angel approaches the least-busy looking PC and asks if they'll collaborate to find a way out of here. The Captain and the Host keep an eye on things.
Open Mingling: The Debutante comforts the Lush, and the Wallflower swoons over an uninterested Duelist. The Sorcerer brokers an alliance with the Spaniard. The Diplomatist inspects the garden. The Wolf begs for clemency from the Host before despondently trying to provoke someone into insulting her so she can duel then and increase her chances. Everyone else sort of floats around and tries to enjoy themselves.
Dancing: The maidens give their first dance to whoever has made the best impression on them, but PCs can wheedle at the last moment. If you have your first dance with a maiden, you both save or hold Esprit for the other, and the maiden gets -2 to saves vs love. Each dancing PC has a 1-in-6 chance of bumping into the Spaniard due to his unfamiliar dancing style, for which he will challenge them to a duel.
Dinner: Everyone has a tense meal— niçoise salad, roast cauliflower, and eel de parsley, paired with an exquisite 1474 Cerevino white. For desert, blueberry souffle, fresh berries, and a 1608 desert red. The Duelist stares daggers at the debutante.
Meander: The guests perform a digestive constitutional. Maidens infatuated with anyone will exhort them to attempt escape. If she is not infatuated with anyone, the debutante will try to convince a PC to try to kill her father. Meanwhile, the Duelist follows her, waiting for a chance to make an attempt on her life. The Spaniard contrives an excuse to duel the Captain, and if he survives, he retrieves the key to the Sorcerer's chains and frees him to start burning the palace down.
Speeches: Everyone present is invited to give a short speech on any topic they like. The Sorcerer gives a speech on why being catholic is gay, but is cut off. The Diplomatist speaks on the value of discretion. The Angel speaks on the nature of harmony. The Debutante compares those who make their own fortune with those who rely on their ancestral name. The Host offers a cryptic parable that sounds like it summarizes the events of the night.
Imprisonment: The prisoners are returned to their cells, and the host announces who he shall spare. If the PCs have gotten to this point, they're probably in serious trouble. The end!
Palace Layout
Among countless bechambers, hallways, and other features, the palace has the following locations:
Ballroom: Site of the majority of events, where NPCs can usually be found when they're not specifically somewhere else.
Feast Hall: Site of dinner and speeches
Cellar: Where the wine is kept, as well as bricks and mortar. A recently redone section of wall covers up an alcove containing a model of the palace, covered in the Host's blood and arcane writings. Anyone magical or possessing a college education can decipher the writing to learn that this was the site of a ritual binding the Host to the palace; damage done to the building is done proportionally to him, and his perfect knowledge of where people are does not extend past its walls.
Garden: Exquisite topiary, a beautiful gazebo, and austere statues of the great investigators of history— Elijah and a priest of Baal measuring the flames of their pyres, Thomas inspecting Jesus's wounds, and Friar William of Bookman. Probing the wound in Jesus's hand presses a hidden switch, which sends a rumbling thrum through the ground…
Oubliette: Just a hedge wall out from the garden is a deep hole in the ground, with a knotted rope bolted next to it for climbing in and out. Unless distracted, the Host will sense if people are messing around in the hole and come to call them back. One brick is carved with a message "ToM PoINts tHE WAy," If the hidden button in the garden has been pushed, a small lid pops open, leading to a secret tunnel that lets out in a lime kiln a quarter mile outside the palace.
Eyrie: Various messenger pigeons. One, just arrived, bears a message from Olivia of Monfor, the queen's handmaid, accepting the Host's offer of an exchange of information and asking to set up a covert rendezvous. To agents of the king, this would be taken as evidence of treason.
D'Reveville's Chambers: Hidden in his bedframe is a journal, evidently started somewhat recently. In addition to some so-so poetry, he expresses regret about an old pact he made with a fay of the winter court, granting him power but making him obedient to everyone who knows his first name, since he believes in time he would have accumulated that power on his own.
Library: Portrait on the wall that much resembles the Host. Small inscription reading "Medouin L'Fay, first lord of Reveville. By a chair sits a book on the D'Reveville family (frequently studied by the Debutante) providing a family tree from the first fay given form through the ages, though none of the lords are listed as having more than one child, nor a mother, until Melien married Mendred to sire Mensante. If the Host is addressed as Medouin, he must obey all commands but will quickly try to kill the offender and regain control if not prevented. If addressed as Melien, he is not compelled as this is just his latest alias, but he will be aware of what they are attempting and make sure to punish them.
(Satisfying deus ex parabola's Glaugust prompt "Random Encounter Table: Dangerous Badass About To Be Executed" and Gokun's prompt "Debutante ball encounter table".)