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| title = Stop the Boomwright | | title = Stop the Boomwright | ||
| subtitle = A Fleaspark Union festival caper in Velthuryn | | subtitle = A Fleaspark Union festival caper in Velthuryn | ||
| setting = Fleaspark Union | |||
| system = Daggerheart | | system = Daggerheart | ||
| levels = Level 1-2 | | levels = Level 1-2 | ||
Revision as of 19:42, 9 December 2025
Stop the Boomwright
The Pitch
- Innovation vs catastrophe
- Creativity as both empowerment and hazard
- Pride, ego, and spectacle in a culture that worships invention
Overview
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
Rogue
Sorcerer
Guardian
Player Principles
Lean Into Spectacle
Embrace the Chaos
Collaborate Like Inventors
Let the Crowd Guide Your Brilliance
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.
The Patent Duel: Legal System Meets Talent Show
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
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?

