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The Fear-Maker's Promise
“Death in itself is nothing; but we fear
To be we know not what, we know not where.”
— John Dryden, Aurengzebe. Act iv. Sc. 1.
A Story for Changeling: The Lost using the Storytelling Adventure System
Written by Chuck Wendig Development and Book Design by Will Hindmarch Illustrations by Andrew Hepworth and Pat Loboyko
STORYTELLING ADVENTURE SYSTEM
SCENES
8
XP LEVEL
0-34
Mountain East Business Center
2075 West Park Place Boulevard
Suite G
Stone Mountain, GA 30087
MENTAL OOOO
PHYSICAL OOOOO
SOCIAL OOOOO
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“Death in itself is nothing; but we fear
To be we know not what, we know not where.”
— John Dryden, Aurengzebe. Act iv. Sc. 1.
A Story for Changeling: The Lost using the Storytelling Adventure System
Written by Chuck Wendig Development and Book Design by Will Hindmarch Illustrations by Andrew Hepworth and Pat Loboyko
STORYTELLING ADVENTURE SYSTEM
SCENES
8
XP LEVEL
0-34
© 2007 CCP, Inc. All rights reserved. Reproduction without the written permission of the publisher is expressly forbidden, except for the purposes of reviews, and for blank character sheets, which may be reproduced for personal use only. White Wolf, Vampire and World of Darkness are registered trademarks of CCP, Inc. All rights reserved. Vampire the
Requiem, Werewolf the Forsaken, Mage the Awakening, Promethean the Created, Changeling the Lost, Storytelling System and The Fear-Makerʼs Promise are trademarks of CCP, Inc. All rights reserved. All characters, names, places and text herein are copyrighted by CCP, Inc. The mention of or reference to any company or product in these pages is not a
challenge to the trademark or copyright concerned. This book uses the supernatural for settings, characters and themes. All mystical and supernatural elements are fiction and intended for entertainment purposes only. This book contains mature content. Reader discretion is advised.
Check out White Wolf online at http://www.white-wolf.com
MENTAL OOOOO
PHYSICAL OOOOO
SOCIAL OOOOO
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“So the Bluebirds have contracted, have they, for a house?
And a next is under way for little Mr. Wren?”
“Hush, dear, hush! Be quiet, dear! quiet as a mouse.
These are weighty secrets, and we must whisper them.”
Susan Coolidge , Secrets
These are weighty secrets, and we must whisper them.”
Susan Coolidge , Secrets
A t twilight, a young boy chases a rabbit into
Introduction
The cruel reality is this: the True Fae like to steal children
from the world. Why is this? Hard to say, and it’s not like
the Others are particularly clear about their motivations. Do
they milk the humanity out of such younglings, drinking their
Glamour (or their blood)? Could it be that, if taken at an early
enough age, a child can grow up to “become” one of the Fae?
Or are their purposes so alien that no human mind can come
to comprehend them?
This story centers on a ritual performed within the local
freehold with members of all the local Courts in attendance.
The purpose of this ritual is to forge a new ceremonial con-
tract with the city itself — the invocation of this so-called
Children’s Contract ends the True Fae’s ability to steal
children from this city for one year and one day.
This adventure kit provides something of a moral mystery
for the characters. Can they navigate a tense social situ-
ation and a moral conundrum in time to see the truth of
things? Can they muster the strength to combat the physi-
cal elements that stand in their path? This kit can be used
as a stand-alone story comprising one or two sessions, or
it can be folded into your current Changeling: The Lost
chronicle.
At midnight, a mother hears the sudden cry of her
newborn girl on the baby monitor... and when she
enters the room to check on her, the child is gone,
the crib is overturned, and the room is filled with
red moths.
Toward morning, twelve-year-old twins finally
decide to confront the monster that lurks in their
closet, and in doing so, are snatched away by a pair
of hands sticky with silk spun by greasy worms.
Perhaps it’s time to put an end to these abductions.
But is the cost of stopping these abductions too high?
Is there cold comfort to be found in the sacrifice?
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“So the Bluebirds have contracted, have they, for a house?
And a next is under way for little Mr. Wren?”
a thicket and is never seen again.
At midnight, a mother hears the sudden cry of her
newborn girl on the baby monitor...
newborn girl on the baby monitor...
newborn girl on the baby monitor and when she
enters the room to check on her, the child is gone,
the crib is overturned, and the room is filled with
red moths.
Toward morning, twelve-year-old twins finally
decide to confront the monster that lurks in their
closet, and in doing so, are snatched away by a pair
of hands sticky with silk spun by greasy worms.
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What is Inside
In lieu of a traditional table of contents, this product uses bookmarks
to help you turn immediately to the page you’re after. Most PDF readers
list a file’s bookmark links in an easy-to-access part of the interface, but
check your program’s documentation for more on bookmarks.
This story kit breaks down into three basic parts:
The Introduction , which you’re reading now, gives you the gist of
the story, the rundown on Storyteller characters and lots of history and
back-story to help you bring the setting and the characters to life.
The Scenes are the heart of story. They detail the core actions of
the tale, and help you improvise in the midst of your story.
The Scene Cards mark the beginning of in-play resources designed
for easy printing. If you can’t print this whole kit, just print pages 48-
55 for the bare-bones you need to tell this story.
Treatment
In “The Fear-Maker’s Promise,” an outsider to the freehold called
Red Wren has offered up a promise to the local Lost: with a certain
ritual that she has performed elsewhere, she can ensure that no chil-
dren under the age of fifteen years will be abducted by the True Fae
for one year and one day. The invocation of this Children’s Contract
is not pleasant, however, and forces the changelings of the freehold
into a moral dilemma. The dilemma? The ritual demands that physical
harm and mental trauma be brought against a single child — acting as
a scapegoat, and a focus of the ritual.
The fear of the sacrificial boy is the catalyst for the ritual. His fear is
enough to keep all the local children sufficiently afraid of that which
they do not know (the Others) and the True Fae at bay.
The Children’s Contract, performed on the Autumnal Equinox
(on or around the 22nd or 23rd of February), therefore falls under the
governance of the Court of Fear. Given that Red Wren belongs to the
Autumn Court, it’s not surprising that the court decides to go ahead
with the ritual.
The adventure itself begins the night of the Children’s Contract
enactment, around sundown. Once the ritual begins, it must be com-
pleted by sunrise of the following day for its mystic effect to be invoked.
Fail to complete the ritual by then, and it doesn’t “take” — meaning
children can continue to be abducted by the Others.
If only it were so simple. Early in the invocation of the ritual, an
unseen figure absconds with the child and disappears into the Hedge,
leaving behind a set of strange footprints. Those Lost in attendance
remain torn as to what to do; some present claim to have second
thoughts, and wonder if maybe the so-called “kidnapper” might not
have the right idea, planning not to harm the child but instead to
take the child somewhere safe. Other Lost feel that the child must be
recovered — who knows what will happen to him in the Hedge? And
isn’t the minor harm that will be brought against this child worth it if
it keeps all the children of the city safe?
The players must decide where their characters stand in this moral
dilemma. If they choose to go after the thief and the child, they must
enter the Hedge and descend deep within the tangle of Thorns to
reclaim the stolen boy. If they remain with the other Lost, they must
navigate an escalating social conflict that threatens to see violence
between the Courts, driven on by their individual views.
About the Storytelling Adventure System
If this is your fi rst Storytelling Adventure System (SAS)
product, you’ve chosen a fi ne place to start. To keep this story kit
lean and focused, though, we haven’t included a lot of the core
Storyteller advice that’s at the heart of the SAS. Whether you’re
a new Storyteller, or a leathery vet, be sure to read the free SAS
User’s Guide , found at the SAS website:
The gist of the SAS format is this: The actions described in the
World of Darkness Rulebook are archetypal, but by no means
exhaustive. The “Foot Chase” action on p. 65 of that book, for
example, describes foot chases in general. It gives you a place to
start. The action in an SAS scene describe one specifi c event, one
instance of action. So while the World of Darkness Rulebook
gives you mechanics for a foot chase, an SAS product gives you
game mechanics for this one foot chase.
This gives your story’s actions more color and detail, and adds
mileage to every Skill on the players’ character sheets. No two foot
chases — or whatever other action they’re taking — are alike.
Likewise, the scenes in this story are not mandates. This kit
doesn’t describe how the story must go, but rather creates confl icts
and circumstances from which it can begin.
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What’s worse, one of the Others, bent on disrupting this ritual, shows
his nightmarish face.
If the child is recovered, and the characters choose to go through
with the ritual, and all threats are appropriately obviated, the ritual
is impeded by a final wrinkle: the child is autistic, and does not scare
easily. Morning approaches. Will the characters aid in this, too, by
terrorizing an innocent boy?
Some of the scenes of this story are linear, whereas others happen
only according to certain triggers. All scenes, however, can be reorga-
nized as is necessary according to your story’s needs and in reaction to
the characters’ actions and motivations. Remember that the troupe’s
characters are the protagonists — not Joey, not Red Wren, not any-
one else. If the protagonists do not undertake a particular action, and
a particular scene doesn’t actually take place in your version of the
story, so be it. That only means the relevant scenes can receive more
attention in your tale.
A Chapter
In Your Chronicle
This story plays well on its own as a singular gameplay experience,
or as part of a larger Changeling: The Lost chronicle.
When played as part of a larger series of stories, the characters
presumably already have allies and enemies within and outside of
the four Courts. They have their own preconceptions (and fears)
regarding things like fetches, Keepers, and the Hedge. “The Fear-
Maker’s Promise” works as one chapter in this overarching story.
The Storyteller characters provided in this kit can easily be swapped
out for characters that already exist in your chronicle. It’s even
possible that, in your chronicle’s city, the practice of this ritual
has been going on for years, and during this time has been keeping
the children of the city safe from the thieving hands of the Others.
In which case, things change or stay the same depending on the
decisions made by the players’ characters.
As part of an ongoing chronicle, once the story is complete the char-
acters will have made choices that affect not just one child, not just the
freehold, but a city’s worth of children. What are the repercussions?
Do they act against their own Court’s interests? Have they alienated
themselves from their allies? This story is meant to have far-reaching
repercussions both socially and morally for your troupe’s characters.
A Story by Itself
Alternately, “The Fear-Maker’s Promise” plays well as a stand-alone
story (though it may well take more than a single session of play).
You might tell this tale as a singular, experimental play experience.
Maybe you’ve just gotten your copy of Changeling: The Lost and you
want to try out the game, or maybe you’re looking for a self-contained
follow-up tale to the Changeling demo, “Dwelling in Darkness.” This
story is a fine way to begin a new chronicle, too.
While this adventure cannot possibly provide game statistics or
details on every persona of every Court in the freehold, it does pro-
vide a few of the lynchpin characters. From here, you may choose
to expand or revise the cast of characters according to your future
plans for the chronicle, or use these quick impressions of Storyteller
characters to create the illusion of a whole lived-in freehold existing
in the background, behind the players’ characters.
Acts and Scenes
Drama is about tension, and tension is about escalation.
In this story, things are “off” or “bad” to begin with — people have
gathered to watch the torment of a young boy. Every scene after that
needs to escalate that uneasy feeling, with the risks rising along the
way. If you feel that a scene is dragging, or suddenly deflates for some
reason, either insert some new conflict, or cut to the quick and push
to the next scene — provided the players are ready for some resolu-
tion. Just as you shouldn’t let a scene linger when it’s finished, you
shouldn’t rush through a scene that hasn’t done its part yet unless it’s
clear that the scene is getting in the way of tension going up or the
story going forward.
Tension and conflict can draw a lot of negativity to the characters,
but that’s not to say that successes shouldn’t be rewarded. Players
should be made to feel good when their characters resolve something
or manage a small success. But if the adventure isn’t over, then such
successes should only be breathers — the tension should return soon,
more taut than it was before, urging the characters forward.
Dramatic Tension
Dramatic tension runs behind each scene, between the scenes, no
matter what scenes are played, no matter how they turn out. Dramatic
tension is what turns a conversational scene into a pivotal moment
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