Stop The Boomwright!: Difference between revisions

From Velthuryn
No edit summary
No edit summary
 
Line 112: Line 112:
This could be an admirer, rival, contact, employer, former partner, or someone holding a grudge. How might this person complicate or enrich the upcoming chaos?
This could be an admirer, rival, contact, employer, former partner, or someone holding a grudge. How might this person complicate or enrich the upcoming chaos?
}}
}}
[[entity type::Campaign Frame]]
[[campaign complexity::2]]
[[setting::Fleaspark Union]]

Latest revision as of 22:11, 9 December 2025

Stop the Boomwright

A griefglass-fueled invention festival, a self-proclaimed genius, and a reactor that might turn Brightcrawl into an artfully cratered memory.

By: Joe McMahon
System: Daggerheart
Complexity: ⏺⏺
Setting: Fleaspark Union

The Pitch

Brightcrawl is the beating, sparking, occasionally-on-fire heart of the Fleaspark Union, and tonight it’s hosting the legendary Patent Duel, the only civic event where competitive inventing, mild arson, and legal procedure are the same thing. But before the first boomstick can be unveiled, the judges mysteriously vanish, strange tremors shake the plaza, and someone starts replacing respected officials with suspiciously polite impostors. Rumor points to Grellix “Boomwright” Barmuzzle, a disgraced alchemist whose inventions usually end with apologies and craters. Now it’s up to a handful of brave (or deeply confused) heroes to sniff out the saboteur, out-invent a madman, and save a city where every street corner is either a workshop or an explosion hazard. Succeed, and Brightcrawl might just throw you a parade; fail, and… well, at least the fireworks will be spectacular.
Tone & Feel
Comedic, chaotic, spectacle-heavy
Themes

  • Innovation vs catastrophe
  • Creativity as both empowerment and hazard
  • Pride, ego, and spectacle in a culture that worships invention
Touchstones
The Legend of Vox Machina, Treasure Planet, The Mitchells vs The Machines, Mystery Men

Overview

If your group decides to play this campaign, give your players the following information before character creation.
Velthuryn is a world where magic saturates the land so thoroughly that even the mountains occasionally sigh, the rivers hum in harmony, and bits of ancient upheaval and trauma are evident in the form of glittering griefglass. Under the long arc of Solivar’s copper-gold light, glowshroom caverns sparkle during deepglow while griefglass shards catch every stray beam like tiny stars trapped in crystal. Scholars call griefglass a “dangerous metaphysical relic”, inventors call it “a power source with character flaws”, and adventurers mostly call it “something to pick up only after someone else touches it first.” It is a realm built for big emotions, bold action, and the sort of excitement that happens when meddling with forces that should absolutely be labeled, “Do Not Meddle.”

On Velthuryn’s western continent sprawls the Fleaspark Union, a confederation that thrives on invention, spectacle, and the unshakable belief that safety regulations are more like encouraging suggestions. Goblins, gnomes, ribbets, clanks, and a rotating cast of brave or bewildered outsiders fuel its relentless creativity. Here, caravans haul volatile prototypes across storm-green coasts, workshops ignite nightly for “testing purposes,” and the air is thick with the smell of ozone, steam, and questionable optimism. Explosions are so common that locals judge them not by severity but by artistry, and the unofficial civic motto remains “If it doesn’t blow up, it isn’t progress.”

At the heart of this controlled chaos sits Brightcrawl, the Union’s shiniest, loudest, and least fire-resistant jewel. Copper rooftops ring with the clatter of gearwork, thunder-cranes circle above in lazy spirals, and even the gutters whistle melodically when the wind hits at the right angle or wrong angle, depending on the original engineering specs. The city thrives on invention as performance: ideas are currency, applause carries political weight, and the justice system occasionally involves fireworks as evidentiary demonstration. Visitors quickly learn that Brightcrawl’s drizzle is flammable on festival days, and that locals consider this a charming quirk.

Because Brightcrawl values spectacle above safety, heroes in Stop the Boomwright gain access to the Showmanship mechanic: a system that rewards bold, flashy, hilarious, or cinematic actions with tangible benefits. Describe a dramatic flourish, deliver a triumphant monologue mid-leap, jury-rig a gadget with flair, or turn a near-disaster into slapstick brilliance, and the crowd responds...literally. A well-timed bit of flair can grant Hope, shift audience morale in your favor, or even sway onlookers who might otherwise be indifferent. In a city that treats applause like currency, being entertaining isn’t just fun; it’s a tactical advantage.

Stop the Boomwright invites players into Brightcrawl at the height of its most explosive season: the annual Patent Duel. During this celebration, inventors unveil their latest awe-inspiring, brilliant, some outrageous, many questionably legal devices and the entire city turns into a carnival of prototypes, pride, and competitive problem-making. Crowds surge through alleys lit by spark-lanterns, performers juggle alchemical charges, and the air vibrates with anticipation. Even before the festivities begin, you can feel the city leaning forward, waiting to see which invention will dazzle the crowds...and which one will scorch the plaza. It is an ideal moment for bold heroes to step in, whether as competitors, bodyguards, curious travelers, or people who simply took the wrong ferry and refuse to admit they’re lost.

Yet beneath all the color and comedy, there is the unmistakable pulse of opportunity, the sense that adventure lurks around every corner, waiting to be discovered or accidentally tripped over. The Union is infamous for sudden breakthroughs, strange accidents, unscheduled detonations, and inventions that mysteriously vanish into the night. In Brightcrawl, a single wrong lever pull could ignite a chain reaction, launch someone skyward, or open a path to unexpected heroism. The campaign offers players the chance to dive headfirst into this world of volatile creativity, forge connections in a city that applauds daring, and leave a mark on a place where every idea, no matter how small, has the potential to reshape the world or at least blow up in spectacular fashion.

Communities

Loreborne

Loreborne characters thrive in Brightcrawl’s invention-heavy culture because their deep academic grounding helps them analyze prototypes, decipher schematic graffiti, and navigate the social politics of patent guilds. Their ability to recall history, culture, and political nuance is enormously valuable when dealing with guild officials, rival inventors, or legalistic moments during the Patent Duel. However, they may struggle culturally in a city where goblins consider “research” to mean “light it on fire and take notes.” The rapid-fire chaos of Fleaspark innovation may overwhelm their instincts for caution and structure.

Slyborne

Slyborne shine in Brightcrawl because the Union’s underground markets, black-powder bazaars, and illicit prototype trades align perfectly with their knack for deception, negotiation, and advantage in criminal dealings. They excel at sniffing out sabotage, locating hidden workshops, or slipping past suspicious guild guards. Their network-savvy instincts also make them natural investigators in a city buzzing with rumors and shady back-alley deals. The disadvantage: Brightcrawl goblins love pranks and petty crime so much that even honest moments look suspicious, meaning a Slyborne PC may draw unwanted attention from spark-police or rival saboteurs.

Wanderborne

Wanderborne are natural adapters with wide exposure to different cultures and odd survival skills, making them calm under the unpredictable conditions of Brightcrawl. Their Nomadic Pack feature is particularly useful in an invention-heavy scenario where an unexpected tool, component, or improvised gadget can swing an encounter. Their flexibility and social ease help them blend into diverse crowds or navigate chaotic festival streets. Their disadvantage lies in the city’s claustrophobic density—Brightcrawl is packed wall-to-wall with people, noise, inventions, and explosions, which may overwhelm a PC accustomed to open roads and moving horizons.

Highborne

Highborne characters bring influence, charm, and the ability to negotiate with elites thanks to their privileged backgrounds and advantage in dealing with nobles or economic power brokers. In the Patent Duel culture where prestige, applause, and reputation matter, they can leverage status to gain access to restricted areas, private demonstrations, or guild leaders. Their presence also contrasts hilariously with goblin inventors who treat social etiquette like an optional side quest. However, Highborne may be disadvantaged socially: Brightcrawl’s citizens often distrust authority and mock anyone who appears too polished, which may force a Highborne PC to work harder to earn the city’s chaotic respect.

Ancestries

Clanks

Clanks bring precision, logic, and engineered resilience into a city where most inventions rely on hope, caffeine, and questionable wiring. Their steady intuition and methodical thinking make them excellent at analyzing prototypes, stabilizing dangerous mechanisms, or resisting alchemical mishaps that would flatten more fragile species. Locals treat Clanks with half awe and half exasperation, “Stop improving things! We like breakable parts!” The disadvantage is cultural friction: Brightcrawl goblins may dismiss Clank safety protocols as “creativity inhibitors,” leaving the Clank PC to wrestle with chaos no one ever warned them to expect.

Goblins

Goblins fit so naturally into Brightcrawl that they might as well be part of its municipal infrastructure. Their instinct for chaotic innovation and their comfort around unstable devices make them exceptionally good at navigating spark-labs, improvising gadgets, and surviving “routine explosions.” Goblins tend to gain instant street credibility with locals, especially guild engineers and troublemakers. Their disadvantage is subtle: goblins in Brightcrawl are expected to perform, invent, and show off...meaning a goblin PC may find themselves pressured into Showmanship moments for which they didn’t plan.

Ribbets

Ribbets thrive in Brightcrawl’s canal-heavy, steam-damp environment and often understand hydro-alchemy far better than most surface-born travelers. Their agility and comfort with water-centric machinery give them a natural advantage in flooded labs, mist-filled alleyways, or pressure-vat challenges. They also connect quickly with the Union’s hydraulic engineers and Sparkmire expatriates. Their disadvantage is ironically moisture-related: some inventions destabilize or short out around excess water, which can turn Ribbet abilities into unexpected liabilities when things go boom in the wrong direction.

Classes

Bard

Bards are rock stars in Brightcrawl, where crowds, spectacle, and applause actually matter. Their social sway and Grace/Codex mix make them perfect for rousing audiences, sweet-talking guild officials, or verbally dismantling rival inventors. Showmanship comes naturally to them, so they’re likely to rack up extra Hope when they lean into big speeches and theatrical flourishes. The downside is expectation: everyone assumes a Bard can fix any situation with a song, even when the problem is “this tower is exploding right now.”

Rogue

Rogues are in their element in a city full of shadows, scaffolding, side-doors, and “misplaced” prototypes. Their Midnight/Grace toolkit makes them ideal for sneaking through spark-labs, sabotaging devices, and navigating Brightcrawl’s shadier patent markets. They also pair beautifully with the campaign’s Showmanship angle, turning daring rooftop chases and last-second heists into crowd-pleasing stunts. Their disadvantage is that in a place where everyone is pulling cons, even a master Rogue can be out-schemed by a gleeful goblin with a clipboard and a smoke bomb.

Sorcerer

Sorcerers fit right in with Fleaspark’s “magic first, questions later” philosophy. Their Arcana/Midnight blend gives them raw, instinctive power that can supercharge inventions, counter magical hazards, or turn failures into dramatic, explosive successes. Crowds love a Sorcerer who leans into the chaos, making them naturals for high-Showmanship moments. The risk is that their volatile magic can interact unpredictably with griefglass, spark-powder, and unstable engines, so every big spell carries a hint of “this might also blow up the balcony.”

Guardian

Guardians are the much-needed “adult supervision” in a city designed by pyromaniac engineers. With Valor/Blade domains, they excel at bodyguard work, crowd protection, and holding the line when prototypes misfire or structures start to collapse. They give the party the confidence to take risks, knowing someone can literally stand between them and the worst consequences. The disadvantage is that Brightcrawl’s culture rewards flash over caution, so a Guardian who focuses on safety may feel constantly ignored until things go catastrophically wrong… at which point everyone suddenly remembers how valuable they are.

Player Principles

Lean Into Spectacle

This campaign rewards bold choices, ridiculous stunts, and cinematic flair. If you can imagine the camera zooming in or the crowd shouting “oooooh,” you’re probably doing it right. Subtlety has its place, but Brightcrawl loves a hero who makes an entrance.

Embrace the Chaos

Things will explode, collapse, short-circuit, or start juggling themselves. Instead of resisting the madness, treat it as an opportunity for improvisation and creativity. The more you adapt and roll with the sparks, the more fun you’ll have.

Collaborate Like Inventors

Think of the party as a workshop team: sketch wild ideas, combine abilities, and help each other refine or escalate plans. The most memorable success often comes from mixing everyone’s strengths into one gloriously untested solution. Even failures can turn into huge crowd-pleasing moments.

Let the Crowd Guide Your Brilliance

The people of Brightcrawl are an audience as much as NPCs, and their reactions can shift the tone of entire scenes. Play to them—show off, boast, charm, or improvise something impressive or hilarious. When you treat the city like a living stage, the adventure becomes even more rewarding.

GM Principles

Let Chaos Be the Baseline, Not the Distraction

Brightcrawl is noisy, unpredictable, and occasionally on fire but this chaos should support the story, not swallow it. Use environmental mayhem as flavorful texture and a source of opportunities, not as punishment. When in doubt, let the explosions propel the story forward rather than derail it.

Reward Bold Player Choices Immediately

This is a campaign where big swings should feel worth taking. Whenever players make theatrical, inventive, or wildly confident moves, the world should respond: through Showmanship bonuses, crowd reactions, or narrative momentum. Even failures should produce interesting outcomes that fuel excitement instead of shutting down ideas.

Make Every NPC a Fan, Critic, or Rival

People in Brightcrawl have opinions, flair, and absolutely no chill. Whether they cheer the heroes, boo them, try to sabotage them, or recruit them into questionable side hustles, NPCs should feel vibrant and reactive. Treat the whole city like a living audience that influences the tone and tension of the moment.

Keep the Pace Fast and the Stakes Visible

This adventure shines when scenes transition quickly, consequences are clear, and each moment feels loaded with energy. Present problems the players can immediately engage with: sparking machines, panicked apprentices, alleyway clues, or crowds on the verge of frenzy. Let tension rise like a too-full boiler, building naturally toward a spectacular finale.

Distinctions

The Culture of Explosive Innovation

In the Fleaspark Union, invention is both civic duty and public entertainment. Brightcrawl’s citizens are raised in a culture where failure is expected, explosions are applauded, and safety regulations are more like fun suggestions to ignore. This creates an environment where players are rewarded for taking creative risks, improvising solutions, and embracing the chaos of their surroundings. The campaign’s tone intentionally encourages characters who act boldly rather than cautiously. For character building, this means classes and ancestries that lean into spectacle, risk-taking, or dramatic play will feel right at home. Characters who prefer careful planning or quiet subtlety can still thrive, but they may find themselves constantly adapting to the city’s maximalist energy. Leaning into Showmanship, creative tool use, and “try something wild” thinking will be more fun and more effective than strict optimization.

Griefglass Resonance and Magical Volatility

Griefglass, Velthuryn’s shimmering, dangerous crystalline substance, is woven into the story, architecture, and inventions of Brightcrawl. It hums with emotional resonance, reacts unpredictably to magical energy, and appears everywhere from lanterns to circuits to alchemical prototypes. This makes it a source of both wonder and risk, as interacting with griefglass can lead to breakthrough...or small craters. Magic users, especially Wizards and Sorcerers, will notice their abilities behave in colorful and occasionally alarming ways around it. Players should understand that griefglass isn’t simply a plot token; it’s an active part of the environment. Characters who are curious, reckless, or magically inclined will find exciting ways to engage with it, while cautious or physically-oriented characters may approach it with suspicion. Either way, griefglass changes how problems are solved and how conflicts escalate, especially when spells or inventions misfire in its presence.

Applause-as-Law: The Power of Crowds

In Brightcrawl, public opinion literally changes outcomes. Crowds cheer successful stunts, turn frantic when danger sparks, and can shift the emotional or mechanical tone of a scene using the Showmanship system. A brilliant speech, a daring move, or an improvised gadget may grant Hope or advantage, not because of divine blessing or tactical mastery, but because the audience loves it. Conversely, a botched performance can sour the crowd and escalate tension. Players should think of the citizens of Brightcrawl as an ever-present second audience. Roleplay that embraces drama, humor, bold style, or over-the-top gestures will be rewarded. Characters who specialize in persuasion, charm, or performance can become local celebrities overnight, while more stoic or understated heroes might find it worthwhile to step outside their comfort zone for the sake of the crowd.

Goblin Civic Anarchy (and Courteous Misrule)

Brightcrawl’s goblins operate a surprisingly functional society built on flexible rules, light bureaucracy, and democratic sabotage. Guild voting is done by applause; disputes are solved through fireworks battles; and mayoral candidates often campaign by launching prototypes off rooftops. This anarchic-but-friendly culture affects how the city responds to the heroes: goblins expect visitors to participate, contribute ideas, and laugh when things go wrong. Players should know that authority figures here are more like referees than rulers. Characters who expect strict law enforcement or orderly governance may be repeatedly baffled. On the other hand, heroes with a rebellious streak, creative mind, or playful temperament will integrate quickly into civic life and gain allies who appreciate their style more than their resume.

Sparkstorms and Environmental Hazards

The Fleaspark Union is meteorologically unhinged. Sparkstorms (chain-reaction detonations caused by nitrate haze and Solivar’s intense light) can detonate across the horizon without warning. In Brightcrawl, these storms cause street lights to flicker, prototypes to misfire, and the citizenry to hurriedly tie themselves to grounding chains. Atmospheric instability is as much a backdrop as it is an occasional obstacle. Players should be ready for shifting battlefield conditions, sudden hazards, and moments where the environment becomes a major character in the story. Classes or builds that favor agility, perception, or resilience will find ample time to shine. Meanwhile, players who enjoy environmental puzzle-solving will find fun ways to use sparkstorms to their advantage or at least avoid becoming part of the fireworks.

Brightcrawl’s annual Patent Duel isn’t just entertainment, it’s the city’s central civic ritual. Inventors display their new creations, compete for patents, and sometimes settle real disputes in front of roaring crowds. Applause determines rulings, failures are recorded as cultural history, and winning can catapult an inventor to fame and influence. The Duel shapes how citizens measure worth: creativity, bravery, and spectacle matter far more than rank or lineage. For players, this means their actions are often evaluated in the same spirit as the Duel: loud, clever, risky, and public. It’s a great campaign for characters who enjoy crafting, tinkering, or using magic in unconventional ways. Even heroes who aren’t inventors can become breakout performers: bodyguards, advisors, saboteurs, or unexpected crowd favorites.

The Inciting Incident

As the sun dips into deepglow and Brightcrawl’s lanterns flare to life in shimmering griefglass hues, a frantic ripple moves through the spark-plaza. Rumors crackle faster than firepowder: the Patent Judges (esteemed arbiters of spectacle, law, and occasional explosions) have vanished without a trace. Fireworks misfire overhead, scrap-golems wander confused out of alleys, and the usually chaotic city feels suddenly, unsettlingly wrong. A panicked apprentice stumbles into the plaza, shouting about copper masks, locked districts, and a humming sound beneath the guild towers. Whatever is happening, the Patent Duel is hours away, the city is growing restless, and Brightcrawl needs heroes before the whole celebration goes up in sparks.

Session Zero Questions

         What draws your character to Brightcrawl: curiosity, ambition, trouble, or something stranger?

Are they here to compete, observe, protect someone, chase rumors, or escape their past? What do they hope to gain from a city where everything is loud, unpredictable, and occasionally explosive?

How comfortable is your character with chaos, risk, and improvised brilliance?

Do they thrive in the spectacle-loving culture of the Fleaspark Union, or are they perpetually overwhelmed by its enthusiastic disregard for safety? What does “rolling with style” mean to them?

What is one invention, tool, or unusual skill your character is known for whether it works flawlessly or fails hilariously?

This can be practical, ridiculous, half-finished, or purely aspirational. How does Brightcrawl react to it when people find out?

What is your character’s relationship with crowds and public attention?

Do they love applause, freeze under pressure, crave recognition, or accidentally become local celebrities? How will they react when the city becomes an active participant in their adventures?

Who in Brightcrawl (or the Fleaspark Union) might already know your character and why?

This could be an admirer, rival, contact, employer, former partner, or someone holding a grudge. How might this person complicate or enrich the upcoming chaos?

Campaign Frame