Grave of the Sun

A NIGHT OF SONG AND SECRETS

The Pact has been ordered by their Guild Master to attend a banquet hosted by the Emir Mu’taz el-Noor.

The Emir – honor to his name – contacted the Nightwatch Guild Master after receiving an ā€˜unusual item’ from a trader and explorer who frequents the deep desert. Obviously of ancient workmanship, the Emir’s concern was prompted by the strange markings covering the item and an aura of ā€˜sullen malevolence’ that emanated from it.Ā 

A celebration of his daughter’s imminent wedding, the social occasion will provide a solid cover for a confidential meeting concerning a potentially dangerous artifact.Ā 

The Emir – peace to his house – has also invited renown scholar, Abdut Tawwab el-Hasen to attend the banquet. The cleric has agreed to inspect the artifact and render his learned opinion on its nature and provenance. The Pact will be on hand should it be determined the item is in fact corrupt and supernatural in nature.

***

Last Saturday saw the Cape Cod Wargame Commission back together after a long hiatus. Our new monthly schedule kicked off with session one of a new campaign, The Grave of the Sun. Set in the fantasy Arabian-flavored Kingdom of Harab in the capital city of Alyad, our heroes begin in disguise, in the opulent, jasmine and spice-scented halls of the Emir’s Palace.

Narrative Scene: The Emir’s Banquet

For those of you unfamiliar with the game format in Nightwatch Blood and Bone, each scenario is composed of two parts: a Narrative Scene followed by a Tactical Encounter. The first is a focused RPG session where the party is immersed in the story’s setting. They encounter relevant NPCs and face various non-combat challenges. The second half is the miniature tabletop wargame portion where spells, swords, and potions settle the matter.

Players don’t have to run them in that order, and indeed, the narrative segment is technically optional. But the round table, rules-light system is the perfect chance for storytelling, character development, and an opportunity to affect the imminent battle in creative ways.

In fact, the Emir’s Banquet was one such occasion. The players were disguised as palace staff/security, and had two important objectives. The first was to meet the Emir and the Scholar later in the evening, in private, concerning the aforementioned mysterious relic. The second was to circulate among the guests and gather information on their identities, ambitions, alliances and grievances.

(above are just a few of the cast of characters painted up for the campaign.)

Non-Combat Challenges

Three stats – Body, Mind, and Spirit – correspond to the character’s physical, intellectual, and moral/social skills. There were six major NPC factions represented at the Emir’s Banquet, each with two bits of information: an Agenda and a Dirty Little Secret. Gathering intelligence wasn’t mandatory, but the players would be rewarded both in the session and later in the campaign for their successes.

Gathering each piece of Intel required a separate test, and each test required a 4+ on the player’s Mind Die Type (to overhear the info) as well as a 4+ on their Spirit die. (to remain inconspicuous) As the evening progressed, John, Matt, Mike D, and Mike E’s characters took turns offering food, drink, and other delicacies to the guests. (hookahs, dancing girls, you know how these things go.)

As the scene unfolded, our heroes actually managed to overhear all manner of indiscretion, conspiracy, and duplicity – any of which would greatly interest the Emir and his spymaster. And all of which relates to or could influence the greater story arc of the campaign. (We won’t talk about the wine spilling incident with Prince Tariq. Or the tray of sweetmeats that was dropped on the Envoy from Benye Adan.)

What matters is they pulled it off without stabbing anyone or needing a single explosive grenado. The very soul of discretion, these guys.

And so, when the party met with the Emir and the Scholar, they were rewarded with magical items for their vigilance on behalf of the Kingdom of Harab.

Oh and that artifact? The scholar confirmed it was very old, very evil, and very dangerous.

The Emir then ordered the Pact to remove it from the premises after the banquet and transport it to a vault at the Nightwatch Chapter House for safekeeping and further study. But not during the festivities, lest they be seen and unease, gossip, suspicion, or alarm be raised among the honored guests.

All’s well, right?

No.

Late that night, after the guests departed, as cool winds murmured atop the dunes like the whispers of lovers, and stars glistened in the sky like fiery diamonds on black silk, our heroes ventured back to the Emir’s private quarters to retrieve the artifact.

What they found was an open window, the artifact gone, and the honored scholar dead on the floor, his blood staining the carpet crimson.

Peering through the open shutters, seven figures were seen fleeing in the direction of the Grand Souk.

End of Session. Tactical Engagement Imminent.

What! No Fighting?

Yep, I was amazed too. But between the catching up, the mini selection, character creation, intelligence gathering shenanigans, a consult with the Emir and Scholar, then the murder/theft, the time had flown by.

Next time, we’ll dive straight into the Grand Souk in pursuit of the assailants, then – hopefully – continue onto the next chapter.

Until then, take care and game on.

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5 responses to “Grave of the Sun”

  1. > hookahs, dancing girls, you know how these things go.

    yes, yes we do… šŸ˜€

  2. It’s cool to see examples of the narrative scenes being put to use!

    1. I can’t tell you how happy I was to watch the guys get into the flow, grasp the mechanics, and have the scene unfold. 2.5 hours and there wasn’t a lag or dead spot in the game.

  3. Patrick, how much prep did you do for the narrative portion? Was it pretty well fleshed out or did you improv a lot of it?

    1. Hi Rod,

      Good question.

      Short Version is my prep fit on one page.

      Long Version is I set up my Narrative Scenes the same as my battlefields: Objectives, Obstacles, and a Timeframe. The RPG scenes in BnB are very focused, the players are there for specific reasons. All I do is set the stage, relate the mood, mention some dramatic ingredients, then present the player’s with the scene’s tasks, their Objectives. The players know these must be accomplished without combat, and which actions/approaches rely on which Attribute. (Body, Mind, or Spirit)

      Before the session, I outlined the framework for the NPC factions. Each had a short sentence on their place in society/relation to the Emir, and some dramatic distinguishing feature. (the sheiks from the nomad tribes were traditionalists, tough and lean. As opposed to the city Mayor and Grand Imam who were progressive, well-dressed and well-fed. That kind of thing.) Each faction also had a one-sentence Agenda and a Dirty Little Secret. All of that fit on one page.

      In this instance, the scene’s Obstacles are the NPC factions’ suspicious natures. As staff/security, each player’s challenge was to 1. blend in and 2. overhear, tease, or trick the pertinent info from each group. If possible.

      Once the scene started, it was on the players to improv their approaches to the various groups. Mike D, an experienced RPGer, asked a couple questions, then decided he would go to the Mayor/Imam bearing the Emir’s best wine. (It’s a celebration of the Emir’s daughter’s imminent marriage, an opulent occasion with the finest of everything. Perfectly reasonable assess/adapt/improvise bit of role playing)

      That got him a bonus to his rolls. Later, when he went to investigate the desert sheiks, he grabbed a tray of traditional foods and tobacco for their hookah. (Again, a bonus.) Those were his ideas, not mine. All I did was set the scene, keep the faction personalities/secrets in the forefront of my mind, and keep the players from veering too off-script. After that, I tracked who got what info from who.

      I did have to improve the NPCs a bit when character’s fumbled their rolls – near-disasters with wine and food spills, an attempt to join a conversation with personages above their station – but I did so in the tone of their distinguishing features/history, and kept the scene moving.

      The Timeframe was represented by the banquet itself. The banquet starts, there’s a meeting in the middle with the Emir and Scholar, and there’s the planned pickup of the artifact when the banquet ends. As GM, I knew the artifact was evil and that the Scholar would be murdered, the item stolen. Scene ends with Murder, Theft, Pursuit; Narrative Scenes lead to Tactical Engagements.

      Apologies for the long-winded reply. I guess the answer is: “Improv in a well-defined, focused scene.”

      That help?

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