Downtime – Session 2 for #theHulls
Payoff: 2 coin, mainly from loose cargo they found tidying up the warehouse.
Heat: +2
Entanglements
Usual Suspects: One of the Rat’s (the Lurk) friends in the nobility, Roslyn Kellis, gets picked up by the Bluecoats after she’s caught on a gondolier, loaded with contraband. Rat pays of the Bluecoats to get Roslyn off before they question her too hard.
Extra entanglement from Devil’s bargain
Unquiet dead: The ghost of Ashyln Daava, who as an occult collector and Talon’s last bounty and the one around which the Hulls formed, has been sighted amongst the ship’s graveyard the crew now calls home, searching for something.
Rat overindulges his Vice Stupor, through imbibing refined leviathan blood procured at the Red Lamp in Silkshore. Rat becomes a little unhinged, somehow getting to the distillery area underneath the Red lamp and opening up the still of leviathan blood, burning the first two floors of the Red Lamp and incinerating the body and spirit of an unknown number of patrons and workers in electroplasmic inferno.
Extra Entanglement from Rat’s overindulgence
Unquiet dead: The spirt of Nigel Posselthwaite, Duskwall Councillor and blood addict, escaped the Red Lamp inferno and has been trying to find his way home to Brightstone. In the meantime, he has been haunting Rat, taunting him that he knows the truth about Red Lamp, whispering the names of those he killed, and he will find a way to have him punished for his crimes.
Because of these hauntings, Rat Acquires an Asset: Vixen, an ex-railjack Whisper, to help them handle the ghosts themselves.
Dust Reduces Heat back to zero. Something to do with quelling the rumours about the Hulls stealing turf from the Seaside Dockers.
And finally, Dust Gathers Info through his friend Nyrx about rumours Baszo’s Whisky supply. Turns out, the Foghounds are going out to ships, particularly Skovlan merchant and refugee ships, before they reach the safety of Duskwall’s harbour, to unload contraband and bring it ashore and avoid customs. How do they protect themselves outside the fence? Anyhow, the Seaside Dockers won’t much like this when they find out.
NPC factions
Seaside Dockers have 4 segment clock: Take back North Dock turf.
The Foghounds seize turf from the Canal Dockers, friends of the Hulls, after failing to get North Dock. It’s an old Ink Manufactory on the South side of Crow’s Foot.’ And they have a 6 segment clock: Find a patron.
The war between Lampblacks and Red Sashes swings heavily toward the Red Sashes. Calling in a favour from the Seaside Dockers, the Red Sashes raid a Lampblack’s brothel, disappearing all who worked there and leaving a trail of damage. 2 ticks toward the Red Sashes destroying the Lampblacks.
Under increasing pressure, Dust hears word Baszo Baz is doubling down on favours. Soon he’ll realise her soothing words ain’t winning him the war. So another tick on the clock toward Baszo Baz demanding an answer to whether the Hulls with him or against him?
Furthermore, the Lampblacks Acquire an Asset: the well-known Whisper twins “Kain and Tory”, who are said to have been passengers on an electric train who took down a demon that had overcome the trains Railjacks.
There was an extra Action by one of these Factions from a Devil’s Bargain, but the crew haven’t discovered info about that yet.
Excellent Ollie. Just Brilliant. I love this game so much.
Wonderful. And that is a hell of an overindulgence! I love it.
Yes indeed! The consequences of it drove play for the next two sessions.
This is great stuff. One of my favorite things about this game is how it keeps tossing stuff into play, so you can continue the game without prepping story arcs.
Yeah, the player decided to indulge their Vice even though they had only 2 stress. They volunteered the oil inferno, amnesia and hangover when it turned out they overindulged. They picked an entanglement, not the simple 2 heat, which ended up another Unquiet Dead obviously related to the deaths from the inferno he caused. So yeah, the game provided temptation, opportunity, and inspiration for the players to riff off their vision of their character and the world. I just had to pick up from where they left off and push the consequences. Tons of fun.