HEEST COMPLETE: The And You Will Know Us By the Campaign Trail of Dead Caper
The Dead Setters entered into a Ghost Contract with Ava Dimmer to take over security and transport for the spirit well in Coalridge (the PCs destablized the region in the previous session). The first problem to be dealt with was the small matter of the Spirit Wardens being called in to investigate and potentially exorcise the location.
Time was against them, but they discovered the identity of Warden Grine, who was leading the investigation into the Coalridge well. Rook the Cutter hired his pit fighter friend Marlane and some of her MMA buddies to steal an illegal artifact from the Fog Hounds. This Omar Little-style raid was incredibly successful, and after some reconnaissance work in Nightmarket, Raven the Hound spotted Grine (older guy, prosthetic leg) in the crowd. Richter the Spider and Rook distracted the crowd with Richter’s sudden urge to campaign for public office while Raven planted the artifact (a carved leviathan tusk) in Grine’s bag, then tailed him home and fed his address to Laroze, the Dead Setters’ Bluecoat contact, for the arrest.
With Grine under arrest for corruption, his active cases came under suspicion as well, and the heat was off the Coalridge location. While the Bluecoats and Wardens were able to erect a lightning barrier around the Coalridge spirit well, it’s manned by a skeleton crew instead of being a hotbed of law enforcement activity. It’s uncertain if the city will ever get around to actually assigning resources to wiping out the well.
The Dimmer Sisters still want to move fast – the spirit well isn’t in immediate danger but it’s not yet under anyone’s control except maybe (MAYBE) you could say the Bluecoats at this point, plus they have clients that need their product. Next time we’ll probably stay in “Heist Time” off the bat.
Richter’s player wanted a long-term project to get elected to public office somewhere, which led to our group deciding that it’s more fun if there’s some sort of democracy in Duskwall, it’s more in-theme if it’s ultimately a futile gesture, and it’s more useful to me as a GM if it’s excessively corrupt. I’m treating it as several project clocks Richter can fill in, the first of which is “Recognition as a Legitimate Candidate”.
They were in Nightmarket for Spirit Warden Grimes, for which I pulled liberally from Perdido Street Station’s opening scenes with the transactions performed via baskets and pulleys and the huge, constant press of stalls and traders creating a sea of people between tall rowhomes and apartments crisscrossed with balconies, power lines, and scaffolding. A real Assassin’s Creed parkour playground.
Raven’s nemesis Casta the bounty hunter showed up as well. Our Casta is a female Tycherosi, in black eelskin with vestigial eyes above her normal pair giving her the look of some sort of spider-person. Both she and Raven have project clocks for hunting the other down.
The dice favored the players this session and nearly every action was an unqualified success. I didn’t mind; last session it went the other way so it was nice to get something of a breather in.
Man, this series is so good.
Thanks, seriously. Kudos to how well the mechanical bits are meshing too – it was great to see the group start out by skirting the edge of overplanning and going in all Shadowrun murder-sneak style, then watch them realize how useful flashbacks and the load vs. gear mechanics are, then watch their despair as yet another job involves copious amounts of murder (and Heat/Wanted), then after that see them execute a job with no violence other than some farmed-out work for their contacts. Everyone’s about to trip their playbook advances too, I think, so that’ll be interesting to watch as well.
Yeah, that’s great to hear. That’s what it’s all about.