WoD Changeling: The Lost 2e, with House GM David on Tuesday, June 2nd, from 6pm to 11pm, 6 Seats Maximum
About this experience
-Changeling: The Lost 2e-
The Fear-Maker's Promise:
At Twilight, a young boy chases a rabbit into a thicket and is never seen again.
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 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 closest, and in doing so, are snatched away by a pair of hands sticky with silk spun by greasy worms.
Perhaps it is time to put an end to these abductions. But is the cost of stopping them too high? Is there cold comfort to be found in the sacrifice?
A stranger has come to the Freehold of Dallas, also known as Neverwhere, claiming to have a Contract that will protect the city’s children from the depredations of the Gentry. She claims to have performed this ritual at other major cities in the United States, and can assure that no children under the age of 15 years will be abducted by the True Fae for a year and a 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 for the ritual.
The fear of the sacrificial child is the catalyst of 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 is performed on the Autumnal Equinox, and therefore falls under the governance of the Court of Fear. It is not surprising that the court decides to go ahead with the ritual.
The players must decide where their characters stand in this moral quandary and deal with the consequences that follow.
Pregens will be provided. Bring your d10s and imaginations!
Your Host
House GM David's Backstory:
There’s nothing I love more than seeing the looks of surprise and enjoyment on my players’ faces as they make those connections with others around the table. Sharing their creativity, whatever it may look like, and becoming immersed in the stories that they’re helping to tell is the greatest reward of being a GM. I’ve been playing RPG’s since being a freshman in 1986 when I bought the Red Box D&D books from a senior classmate in high school. I have gone on to collect thousands of books and game products for hundreds of systems over the last several decades. I’ve also been creating a gaming room in my home as the dedicated play space for all things gaming.
I’ve been published by White Wolf in 2007 and have written community content for Onyx Path, White Wolf and Green Ronin. My favorite game settings are Vampire: Dark Ages, Changeling: The Lost and Vampire: The Requiem along with Scion, Exalted, Call of Cthulhu (especially the Dark Ages and Roman Legion settings), Old Gods of Appalachia and I’ve recently gotten into Our Brilliant Ruin.
My style would best be described as player driven. I love nothing more than taking bits from character backgrounds and integrating them into stories to more deeply invest both characters and players in those stories. Even when running prewritten modules, I will try and incorporate bits of player material to make those stories feel more personal and connected. The greatest thrill I get is when the table is role-playing freely and I, as GM, only have to toss out a few words here and there to keep them on the general path. I can plot the coordinates for A, B and C but how the players get their characters there is entirely up to them and I couldn’t be happier when I see the table coming together to accomplish those goals (or in the case of Vampire games, tearing each other’s plans to shreds, you know, whatever).