Blood on Silk: Episode 2 – The Assault

Blood on Silk: Episode 2 – The Assault

Blood on Silk: Episode 2 – The Assault

The game kicked into high-gear with an assault on the Red Runner’s drug den, aiming to make a spectacle for the Hive to see and be impressed with. The group decided to attack from above, using a bomb to blow open the roof the building before charging down and fighting the Lieutenant here, Ezra the Claw.

The roof exploded and the darkness of Duskvol was made brilliantly bright for a moment by the red, almost firework like explosion of the bomb that Thaddeus the Spider had found for them. Torvald the Hound and Ashton the Cutter both scared the bejeezus out of the guards up top and rushed downwards to get help. Lagatha the Lurk tossed a quick blade at one of the retreating men, taking a Devil’s Bargain that he was someone “important”.

The group descended into the drug den and began kicking ass all the way down. Reaching a barred door, Torvald tries to smash it down but rolls terribly. His glaive crashes into it, leaving a hole before an answering blunderbuss rebukes him. They can hear the old, rough voice of the Tycherosi woman known as “Ezra The Claw” shout “Which one of you bastards hurt my boy!?”

The bomb had knocked out the power in this area and the group was very excited to see if the ghost downstairs would finally attack (I kept rolling fortune dice for it but alas, it never worked). Lagatha snuck through the blunderbuss hole, disappearing from the enemy’s electroplasmic lanterns before they could attack. A large skirmish happened between the groups, one that eventually entered darkness when Atiya the Whisper was able to pull on the lantern’s energy and turn everything into darkness.

The end result was the Lurk who successfully ambushed Ezra being the first person to suffer Trauma and get thrown out the window by her. He decided to suffer being Reckless now, though he is considering playing a Leech instead of his current character.

The group succeeded on killing Ezra, kicking out the Red Runners, and increasing their territory. The rival gang hasn’t gone to war yet but they have one more segment left before things will hit the fan. The job was decidedly loud & chaotic but not wild, giving them a base of +4 heat. There was an additional 3 heat added on, one for the murder and the other for a complication from earlier.

The group had their entanglement rolled and the option that was rolled on both dice (since they’re Tier 0) is an arrest. This intrigues me because the group has a -2 with the Inspectors already, so I’m going to make their rival Inspector who will be a thorn in their side coming for an arrest. XP was handed out since some had to get home and we’ll be picking up with downtime right when people get back.

Overall, not a bad session. I feel I could’ve put more work into the drug den and made it come to life better but my group was very hard to rein in and have them decide on a single plan. They also have some bad habits of trying to control other players’ actions but I put my heel down on that pretty quickly.

Downtime was super quick and easy to get through and help people do. That took much less time for others to think about and I liked how natural it felt to move from one event towards the others. The score will still take awhile to get things figured out (they’re now in sandbox mode, so I hope they’re ready and willing to get their feet wet) but downtime should be relatively quick.

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