This is what happens when Washington state archaeologists and anthropologists get together to crime in Duskwall.

This is what happens when Washington state archaeologists and anthropologists get together to crime in Duskwall.

This is what happens when Washington state archaeologists and anthropologists get together to crime in Duskwall.

I’m writing this stream of consciousness, mostly to archive what went down in our opening session, and maybe someone will enjoy it!

I have an extremely large group for Blades, 7 players, but I went with it because our schedules are so chaotic and demanding that it’s inevitable I won’t get everyone in the room at the same time again, which will work just fine.

I brought up the possibility at being a crew affiliated with Charterhall University, but the suggestion was immediately rejected. Something about not being enough of an escapist fantasy. After debating between choosing either Assassins, Cultists or Hawkers, the players settled on Hawkers selling, and I quote, “Ghost Heroin, Ghost X, and Ghost Whiskey.” I asked specifically if these were things they sold to ghosts, and was informed that no, they are made of ghosts. They decided their reputation would be Weird, and that their goal would be to corrupt the wealthy with their product. The lair is the protected basement in the storefront of the Iruvian Whisper, where there happens to be an altar to a demon…

Our Crew(there are many):

Zamyra. Iruvian Whisper who fronts as a fortune teller. She has an intimate relationship with Setara, and serves as the organizing force behind the crew.

Setanta McRoth “Junker.” A Skovlander Leech and refugee. Left to seek his fortune and indulge in experimentation at the industrial heart of the empire.

Brass Knuckle Bill. A Skovlander Cutter. Huge, quiet, and actually terrifying. He said almost nothing the entire game, but his violence was… Well. Also refused to reveal his vice publicly.

Octavious. A Sevorosi ex military officer (Hound). Kicked out for improper conduct. Thoroughly enjoys mixing it up with pistols regardless of the consequences. Addicted to violence and whiskey.

Holtz Helker “Holtz the Horseless” A rangy tracker from a Severosi Deathland clan. Never could ride, instead accompanied by his ghost eating hound “Goodboy.” Worked as a bounty hunter in Duskwall before getting overwhelmed with gambling debts.

Corine Vale. A Lurk from the Dagger Isles. Once a young wealthy merchant captain, lost everything in uncertain circumstances. She clawed her way to success once already through shady circumstances and supernatural prowess and is ready to do so again. Has a taste for the rich life.

Voletta Daava. A Slide from the Dagger Isles. Humble origins, but obsessed with her obligation to the memory of her family, and those who destroyed them. The only one who continually pushed for “non-violent conflict resolution.”

Whew. Half the session was spent with character and crew creation, then we jumped into the score. Basso Baz called them to a meeting, and we began play there. I was hoping they’d decide that they were there to take him out, but they were heavily against the idea, instead seeking to assure him of their loyalty, but also their relative uselessness in the coming war with the Red Sashes. The opening roll was a Sway from Voletta the Slide to convince him that they were absolutely on board, but not of use in anything dangerous. I was really hoping for consequences in this roll, alas, she critted. Fuck. So instead Bazso toasted their friendship, and gave them a tip for a vulnerable piece of turf the crew could use, owned by a crew(Eels) that had foolishly tried to assassinate Baz in his own lair. They were welcome to it, no strings attached. An easy mark.

The crew went full bore in gathering information, discovering that the Eels had 1) Taken Red Sashes money and equipment for the hit 2) Had weaponized ghost jars they had attempted to use in the Hit on Bazso Baz. Worrying due to the realization that this was something far beyond what a zero crew tier could be expected to have access to 3) There was easy access to the lair through the canals (Thank you Ghost eating Hound).

There was debate on whether the crew should talk to the Eels first, but ultimately what followed was a pretty clean eradication of the Eels in their lair. The Leech set up an ambush, the Slide and Lurk lured most of the Eels into it, and the Cutter, Whisper, and a Hound lay into the gang. No one escaped. The weaponized ghost jars were found by Holtz and his ghost eating dog, and unfortunately(for me) rolled another crit in securing the forced ghost extraction/hungry ghost creation setup.

As far as the crew was concerned, total success! There were several moments where things could have gotten very sketchy for the crew, but crits at key point circumvented those. At the same time, the use of Wreck by the Leech and Cutter caused collateral damage, and the last Eel trying to get away was gunned down by the Lurk in full view of a Bluecoat. So there was a lot of heat generated which resulted in a fun entanglement being generated at the end of the session…

Going forward. The Red Sashes don’t care about the Eels, but will want their money and equipment back. The crew wants to sell their high end product to the wealthy, whom they do have some inroads with. At the same time, this is a crew of immigrants, who have sided with a (in my interpretation) nativist gang against the Red Sashes, whom I will be building connections between them and the Iruvian Whisper. There’s a heavy Marxist “Fight the Oligarchs!” tone currently running through the PCs. So that will have fun effects going forward as well.

Good times. Next session I think will be ethic entanglements, demons and selling drugs made of ghosts.

John Harper Thank you for the game! It’s already been a great, great time.