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