Part 1 of a Nightwatch Blood and Bone mission.

A NIGHT OF SONG AND SECRETS
The Pact has been ordered by their Guild Master to attend a banquet hosted by the Emir Muātaz el-Noor.
The Emir ā honor to his name ā contacted the Nightwatch Guild Master after receiving an āunusual itemā from a trader and explorer who frequents the deep desert. Obviously of ancient workmanship, the Emirās concern was prompted by the strange markings covering the item and an aura of āsullen malevolenceā that emanated from it.Ā
A celebration of his daughterās imminent wedding, the social occasion will provide a solid cover for a confidential meeting concerning a potentially dangerous artifact.Ā
The Emir ā peace to his house ā 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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