Thanks to a recommendation I picked up a copy of “A Burglar’s Guide to the City” by Geoff Manaugh.

Thanks to a recommendation I picked up a copy of “A Burglar’s Guide to the City” by Geoff Manaugh.

Thanks to a recommendation I picked up a copy of “A Burglar’s Guide to the City” by Geoff Manaugh. It arrived this morning and a quick glance through the first chapter revealed it to be a goldmine of material for any sort of heist game. So for some good ideas regarding things for your crew to do and ways to do it I’d recommend this book.

Critical with zero dice possible or not?

Critical with zero dice possible or not?

Critical with zero dice possible or not?

We had our second session last night and we had some rolls with zero dice (= 2d lowest result) and a double 6 came up. In a normal roll this would be a critical and I ruled it as that. I was in the mood the give my players this favour of the gods as sheer and pure luck.

Is this as intented or are there no criticals with zero dice.

If anyone is looking for some great literary Blades inspiration I wholeheartedly suggest Six of Crows by Leigh…

If anyone is looking for some great literary Blades inspiration I wholeheartedly suggest Six of Crows by Leigh…

If anyone is looking for some great literary Blades inspiration I wholeheartedly suggest Six of Crows by Leigh Bardugo. Throughout the entire book I was just thinking about how it read like an amazing campaign of Blades.

http://www.amazon.com/Six-Crows-Leigh-Bardugo/dp/1627792120/ref=sr_1_2?ie=UTF8&qid=1460597099&sr=8-2&keywords=crooked+kingdom

Here is a brilliant inspiration for a “ghost key” or entry to some location in the ghost field.

Here is a brilliant inspiration for a “ghost key” or entry to some location in the ghost field.

Here is a brilliant inspiration for a “ghost key” or entry to some location in the ghost field.

Quick question about the Cutter’s Not To Be Trifled With ability: Should it allow the Cutter to fight a small gang…

Quick question about the Cutter’s Not To Be Trifled With ability: Should it allow the Cutter to fight a small gang…

Quick question about the Cutter’s Not To Be Trifled With ability: Should it allow the Cutter to fight a small gang and take them down with a single roll, or does it just prevent limited effect and so on from being outnumbered?

All things being equal, if the Cutter wants to say, fight six thugs on his own, what’s a decent way to model that? I’d think making six+ rolls is kind of boring, but one roll might be inflating the value of “Not to Be Trifled With” too much? I suppose you could always go to the clocks, set up a clock and have better effect/successes involve killing more than one dude. A HP track for a group, essentially. Pretty simple.

HEEST COMPLETE!

HEEST COMPLETE!

HEEST COMPLETE!

The Not Another Sewer Level Caper:

With the Spirit Wardens closing in on the tattoo parlor the Dead Setters were currently in, the Cutter and Hound set the building on fire for them, covering their tracks, and the gang escaped into Duskwall’s catacombs.

After some navigational mishaps, they found their way to a sewer crossroads/hideout of sorts where their score was. The only problem was that they spent too long mucking about in the tunnels and the Eels got to Father Yorren’s stash first – barely. The Dead Setters took the Eels by surprise (a 6 on an engagement roll) and Rook, the Cutter, laid into a half-dozen toughs while the Hound and Leech chased down the two Eels escaping with the strongbox.

The fighting went in the PCs’ favor, though everyone had to burn armor (that’s what it’s there for!). The Leech burned the corpses and they dumped them in the deeps – I didn’t ding them the Heat for killing because they covered their tracks and it happened far away from witnesses.

Then the best entanglement happened. With 7 Heat and 1 Wanted level on the table, I rolled “Show of Force”. The Eels make a play against the Dead Setters. They could either give up their single claim (a spirit well/turf area) or go to war. Considering that they took the spirit well off the Eels in the first place, and the guys already were thinking of ways to get the Eels off their back, it was an easy choice.

During downtime, everyone spent the Coin they earned to reduce Heat and recover Stress, so they’re down to 2 Heat/1 Wanted. They’ll be glad of that reduction because in the grimdarkness of Duskwall, there is only war.

#heestcomplete

This is what happens when your Leech goes too far and somehow creates electro-plasmicly-energized ‘hollows’ out of…

This is what happens when your Leech goes too far and somehow creates electro-plasmicly-energized ‘hollows’ out of…

This is what happens when your Leech goes too far and somehow creates electro-plasmicly-energized ‘hollows’ out of already dead bodies.

Looks like fitting inspirational material for Blades in the Dark.

http://io9.gizmodo.com/dr-frankensteins-research-spawns-a-worldwide-zombie-ar-1770537105

Maybe of interest for inspiration on your version of Duskvol’s docks.

Maybe of interest for inspiration on your version of Duskvol’s docks.

Maybe of interest for inspiration on your version of Duskvol’s docks.

Originally shared by Mark Cookman

Maybe you need a pawn shop. . .

http://www.blacksharkenterprises.com/#!20-Items-to-Find-in-a-Dockside-Pawn-Shop/c1q8z/570b0d4f0cf20b4e25a1cb58