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04 Night's Watch.pdf - Chaos Bleeds

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CHAPTER 1: The Night’s <strong>Watch</strong>Wall. Circumstances can affect this, particularly a specific lord’s attitudetowards the <strong>Watch</strong> and the Wall. Officially, the King treats the LordCommander with the same respect he would show towards the head ofany other noble house, though the Wall is far from King’s Landing andnot often in King Robert’s mind.Running a Night’s <strong>Watch</strong> GameAt first blush, running a game that focuses on the Night’s <strong>Watch</strong> canseem like a daunting task—life on the Wall is filled with similar daysbroken up by brief moments of abject terror. At the same time, there canbe plenty of rewards to running stories among the black brotherhoodfor the Narrator willing to make the effort.As with any story, you must decide what sort of tale you want to tell.Will it be a saga of brave and desperate defense against the onslaught ofthe wildlings and the King Beyond the Wall? Will it be a slowly buildinggame of horror about the dark purposes of the Others, and whatthings awaken in the Far North? Or will it be a tale of political intrigueas the families of the South try to influence the once-incorruptibleNight’s <strong>Watch</strong>?All of these are possibilities, or you can combine multiple styles intoa single story. Once you have decided on your themes, it is far easier toplot the adventures that lead to the resolution of your story.Adventure IdeasBecause each branch of the Night’s <strong>Watch</strong> is so specialized, there can bea number of challenges to presenting adventures to your players. Everyplayer wants (and deserves) a chance to do what his or her characteris good at, but at the same time it is important to avoid repetition inyour adventures or the players will become bored. This section features ahandful of ideas for each branch of the Night’s <strong>Watch</strong>, as well as a fewideas for adventures that combine all three branches of the brotherhoodtogether in groups that are smaller than a great ranging. Each hookis kept deliberately vague so that you can pull it more easily into yourcampaign and filter in the details relevant to your themes.RangersThe rangers are the easiest and most obvious branch for which you canwrite adventures—after all, they’re out in the Far North ranging beyondthe Wall for the betterment of all Westeros. At the same time, it’s importantto avoid becoming repetitive and not challenging your playersto extend their characters. There are only so many times you can ambushthem with a group of blood-crazed wildlings, after all.BBBBThe rangers receive a plea for help from an injured wildling woman,whose people are under siege. She leads them back to a smallcamp of wildlings who are hastily burying the remains of a wight.The players must overcome their prejudices and work with thewildlings to discover the origins of the wight, and make sure nofurther are created.After a series of lightning raids disrupt life in the Gift, the rangerstravel southward from the Wall, discovering a town that is aidingthe wildlings in exchange for a share of the proceeds to make upfor a bad harvest.BBBBBBAfter hearing repeated rumors among the wildlings of a challengerto the King-beyond-the-Wall, the rangers head into the Far Northto confirm the legends of a wildling carrying a Valyrian blade.The rangers uncover a new pass through the Frostfangs, and haveto map and secure it before the wildlings can use it to enter thegorge and bypass the Shadow Tower at the western end of the Wall.The rangers head into the Haunted Forest after uncovering theremains of a prior ranging and a group of wildlings side by side,and try to learn what they uncovered before it succeeds in stalkingthem among the weirwoods.BuildersThe men who repair the Wall are quiet-minded and dedicated to theirtask, which can make them tricky to involve in adventures. Rememberthat builders’ expertise in construction and fortification makes them invaluablein many situations, often before an area has been determinedto be safe enough for others in the brotherhood.BBBBWhen a portion of an old watchtower collapses, it uncovers a stringof crudely dug rooms. The builders are called in to make certain thetunnels are not in danger of collapsing, and that they do not link upto Gendel’s and Gorne’s fabled tunnels beneath the Wall.When a wanted gang of wildling raiders take refuge within awatchtower in the Far North, the builders are called to find a wayto breach the defenses before wildling reinforcements can arrive.17

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