Showing posts with label brugghes campaign. Show all posts
Showing posts with label brugghes campaign. Show all posts

2011/01/03

Brugghes Campaign #7a: Message to Gelion

The following message was found in the personal archives of the Burghermaster of Brugghes, Heer Richard Gelion III. It was sent shortly after the aggressive attacks on the Church of Our Lady and the Thyssen estate.

Mein Herr Gelion,


Regrettedly I have to confess that you are superior to me for now. For my love of Brugghes I will warn you without cost: beware of Anglia and her fleet. We will meet again, I promisse.


Until that time,


F.H.

F. H. probably refers to Francois Haselman, the second man to Richard Gelion in both the Main Council and the Shadow Council of Brugghes. Haselman was involved in trying to stop the attempted theft of the relics (Saintly bones) kept in the Church of Our Lady. Shortly after the attacks a fleet of Anglian navy vessels and buccaneers threatened to blockade the Scheldt and the Honte See, effectively blocking the Brugghes sea outlets.

picture in public domain, courtesy Wikipedia

2011/01/02

News #7: Happy 2009!

Happy 2009! The year 2010 was a prosperous year for the citizens of Nirdday and Htrae, and we hope the same will be true for this year. Since the fortysecond black september of 2012, and the subprime Doomstone crisis that preceded it during 2015-2013, and the twin towers of Brugghes attacks by the Movement, our world has thankfully survived, and we are still at peace with Eurasia.

For those of characters and players among you who are from worlds where the calendars do not count down,

HAPPY 2011!

And now for a commercial break:

*static*
This is the year ***static***
You will not be saved by ***static***
In fact you will not be ***static***

*ZZZAP!* (change channel to something silly)

2010/10/20

Brugghes #7: For a Fistful of Doomstone

If you're new to this column, read the read this first. Play date: october 8, 2010

Serapha really wants to infiltrate the vampyre chain of command, but to prove that she is with the vampyres, she feels she has to betray the hunters. And she also has to let it look like she's betraying Francesco. And he has to believe it. So, she sends out the order to capture, and possibly execute Francesco's favorite adopted niece. And tell him about it. Naturally he is not amused at all.

Yes, indeed. This adventure I let something dreaded happen as a GM. I allowed a player to play a basically chaotic and evil character. Or, that is surely what it looks like. And worse, Serapha, who fits the description, now confronts the other player characters in direct conflict. This gives incredible tension and excitement – like, is she really gonna kill this innocent NPC, is she really turning on us? – but it's also walking a thin line. If Serapha does not come up with a sensible explanation – which she does have, but she'll still have to tell in time – it will become unplayable. Player character killing player character is just not an option – we tried in the past, and hated it.

So, Francesco and Will find themselves on the streets at midnight to send a message out to set up a rescue of the niece. Through the priests of St. Gabriel, who can send messages with godspeed. But the church is strangely padlocked, and full of cobwebs. Creepy. In the next building, where they know the Paladyns have their secret base a strange couple enters. They don't look like Paladyns, and the bearded Paladyn that always waved so friendly at them now acts as if he doesn't know them. Weird.

Francois, a fourth PC who missed last week's episode, is just across the square. As second man of the shadowcouncil, and recently also second in command to the mayor, he has his own problems. One of them is mayor Richard himself, who rightfully suspects Francois of foul play. Another is that Francois has hired the Paladyn order to raid the vampyres that hide in the factory of the influential mr. Thyssen. And Thyssen is friends with both the vampyres... and the mayor. Richard will of course play the game along, and now chat and drink with the Bishop of Cluny, the boss of the Paladyns. But will Richard drop his friend Thyssen?

An earthshattering explosion across the square gives him the answer. Doomstone grinder bombs. Will and Francesco stood next to it and try to evade the debris. Serapha, watching from a house nearby is hit by shattering windowpanes. The safehouse of the Paladyn order has been blown to bits. And so are all left inside. It looks like there will be no Paladyn left to do a raid tomorrow. More explosions follow under the street, close to the cathedral.

Francois realizes: “That's where the bone relics are”. The relics they worked hard to take from the vampyres. The relics they handed to the Paladyns, to help prevent Doomstone plagues. To help prevent war. While he shouts and commands as many people he can to fight the fires, his brain fevers. How to save the bones? There is hardly a Paladyn left! Then he spots Francesco and Will. They will help him.

When I GM, I now like to work on many different levels at once. Each character has its own goals, its own edge, its own conflicts. And all these personal stories I try to weave together into one whole, which hopefully is enjoyed by all. The good thing is that you can tell a complex story and motivate everyone personally. The tough thing is to get all characters heading the same way.

Serapha is on her own now. But she sees how the couple that entered the exploded building of the Paladyns, are walking away unscathed! She burns some of the blood she sucked – she is a vampyre, too – and follows them to an inn on the edge of town.

Francesco has a smart plan. He will create a diversion. He'll take the wrong bones from the crypt of the cathedral, and bring them to the safehouse mayor Richard suggested. And Francois will tell Richard and others that these are the real relics – to keep away from the vampyres underground. But the real relics are instead secretly taken into the bell tower.

And then a mysterious knight drops a note to Will. It turns out to be Aster, the Paladyn. And most other Paladyns are still alive too. They were already out to do the raid one night earlier than planned. So they have not been blown up after all. Will, Francesco and Francois should join them.

And that's where the party wants to split up demon kicked in again – it took another threat from Aster to get him to join. A realistic one, but still. “If you don't join, I'll tell them about your dirty ops.” Serapha meanwhile drifts by the other heroes in a boat, together with the couple. It's not quite clear if she is the hostage or they are. But, all are at least heading for the same goal. The Thyssen mansion and factory.

Approaching the estate from different sides, the heroes break in, climb the walls, and join the Paladyns. Will and Francesco go for the mansion, Francois and the main force storm the factory. Quickly both parties dispose of the guards, and with the use of grenades they make diversions. They're in. But why are the cellars so empty? Where are the coffins? Where are the doomstone containers? Where are the people experimented upon, that Francois saw in a vision? A greenish light shimmers in a corner. “It's a trap!” Francois and the Paladyns dive for cover. But for most of them it's too late.

The explosion breaks all windows in the mansion too, where Will, Francesco and Aster are. They too have to conclude that the vampyres have fled, and Thyssen too. It's just the guards and servants that are left. And a horrible creature – a kind of huge eyeless fish – which lies in a bed. In horror they find themselves displaced in the house. GM-ing a bit of delirium again.

As you see, a lot of twists and double turns. But it's not over. The heroes manage to rescue the dragon rider, and reunite her with her mount. Soon enough, it appears that both may be dragons! One in human form. In the city another surprise awaits. The bones have been stolen... just as Francois feared. Mayor Richard is said to be very sorry. Yet it seems to Francois that Richard made a trade with Thyssen and the vampyres. They left town but took the bones. The messenger tells they were taken right from the safehouse. Francois lightens up – those were the false bones! The ones in the tower are still safe. But for how long? And now for sure he cannot enter town without fearing for his life.

As a last scene, Serapha's threat still stands. She betrayed Francesco, and her vampyre blood boils too much – no matter how much he likes, or loves her. And no matter that she is a PC. Will, Francesco and Aster have bound and gagged Serapha. But what next? Well, that's to be continued...

2010/10/08

Brugghes #6: Lamb to the Slaughter

If you're new to this column, read the read this first. Play date: october 1, 2010

Serapha woke from her feverous dream. How much time had passed? She wasn't sure. But it looked like dusk had finally come. The night would hide her, and she could seek out her new mistress. There she was, on the street, ready for the sun to set. Except that it did not.

Francesco just lost a few hours of memory. Was he on this street before? He rubbed his sore neck. There was blood. Serapha clenched him suddenly. “You startled me” he said. “It's almost night, we should go to the Thyssen place” she whispered. “No it's almost day” he could know. For he had been out all night.

What I tried to do as a game master in this session was mess a lot with the characters senses and their sense of time. And with those of the players too. Cutting scenes at moments that were unexpected, skipping whole hours of memory, give disorienting descriptions. Why? Because these two heroes (or are they villains? – the difference with my player characters is often thin), because these heroes are under the influence of vampyric blood. I'll tell, it's cool to GM delirium.

Both heroes tried to infiltrate the nest of two vampyre princesses, elven vampyres at that, hiding with the powerful businessman Thyssen. One, Leni von Brockdorf even married to him. Serapha tries to infiltrate, looking for an even more powerful undead. But unfortunately she is also addicted to the blood. Francesco is still human, and actually on a mission of his own. But he fell for her charms.

Will (played by a woman – Serapha played by a man), their mutual... well, someone they met and works with them - Will does not agree with their relationship. Will has his own goals. Yesternight he saw how a dragon was shot from the sky, and made an emergency landing on the Thyssen estate. Together with its rider. Will snuck unto the grounds, and confronted the guards and their dogs. There the dragon was, in all her majesty – and he could speak with her, for Will was trained to do so when he served as a dragon rider in the ImperiMor army. But she was wounded badly, and her rider was captured. By the Thyssen men. And more soldiers came. All Will could do was make a diversion, so the dragon – her name “Blue Thunder”, couldn't resist the pun – could escape swimming in the river. Hit by shrappnel, Will dove after her in the cold water.

So that's why Will needed Francesco. To help hide the dragon. Which they did eventually, in a boat house – feeding it some poor sheep – which they mercifully executed before letting them be eaten... And Will needed Francesco to prepare a rescue mission into the Thyssen house, to get the dragon rider. But preparing such a raid is not easy, when the Brugghes officials are patrolling the streets, and vampyre spawn are on your tail. That's where some more psychedelic GM-ing came in.

Francesco planned to invite Will and Serapha for a talk in his luxury office – which he hired to attract the arms traders he was actually staking out – but that's another tale. And while they admired the view, they noticed Leni's friend vampyre, Evi. Small, with a powerful and unamused gaze she looked up at them. Will hid, Francesco ducked. When they looked again, she was gone. And the stairs in the building creaked. 't is always great fun to see one's players spooked. The thing on the stairs turned out to be the new neighbour. Who of course also was not okay. After he tried to attack them, and they shot his arm off, he just kept standing. Until Serapha's focus lapsed, and the GM jumped her player mimicing a stake and mallet. It's always good to act things out physically a bit for effect.

Luckily, there are friends in the neighbourhood. The paladyns from Cluny have promised the Brugghes mayor to clean out the Thyssen vampyre nest. Aster Floryn, a hardened female warrior who smokes cigars for breakfast, is one of them. Aster is a long standing NPC. But while Aster'd like Will and Francesco to participate in the raid – who can then rescue the dragon rider in the process – she does not quite trust Serapha. She suspects Serapha is an ImperiMor enemy agent. And a vampyre too. Yet... she unwittingly shares information with Serapha. “Read this book”, she says. And in the book are her notes of preparing the raid.

Serapha remembers flashes of lying in bed with another woman. A love relationship? No... or yes? It's her new mistress Leni, and they speak of the coming attack by the Paladyns. Has Serapha betrayed them already? This, and more... in the next episode of Brugghes.

Brugghes Campaign: Read First

I've game mastered for about thirty years now, and every once in a while I try to seek out new challenges to keep the game interesting. New ways of storytelling, new ways of constructing stories, new story arcs, new worlds, new ways of letting players interact, new ways of cooperating with other game masters. And telling about what I'm doing now is a way to share what I learned – and still am learning.

So, also inspired by James “Grognardia” Maliszewski 's reports about his campaign Dwimmermount, I'll give it a try my way. Currently I'm running four different campaign lines on my world Nirdday, which is a mirror world of the Yaddrin world which I and some fifty other game masters shared since twenty years. The Brugghes campaign is one of these lines.

In Brugghes, the heroes try to unravel a network of crime – both in money laundering, drugs and arms trade – and they find vampyres, bone relics and ancient secrets. Nice detail is that most of the heroes were hired by player characters in another campaign, who need financial information about the criminals.

Writing on this blog starts at session #6, mostly to be up to date as I start. The first five episodes may appear some other day. Hope you enjoy it. Let me know what you think!