Some days our home game is so entertaining.
Some days our home game is so entertaining.
When our Crew went up a tier they set up a bit of an illegal imports milking scenario. They get a cut of all illegal goods that come through the docks. I picked some groups that pay up without question (an Unseen shows up one day, all robe and mask, drops a bag of cash for goods unspecified and leaves). Some don’t (the Hive outright ignores their demands). So the Crew does a mission against them. Steals a very valuable casket of Iruvian Brandy they can’t replace on short notice.
The Hive starts paying. Last session they get robbed. All their cash vanishes. Folks start showing up trying to infiltrate their holdings. Other minor things just start going wrong. They decide that you can’t be solid Thieves if someone steals from you. So they’ve been working on who nicked them.
They realize that their vault was opened via Ghost Key (in our game this has the ability to open paths through the ghost plane a few feet through solid objects). And there are less than 50 ghost keys in town. They’re very hard to make, requiring Essence of Void trawled from the depths of the Never Sea near the Maelstrom. Each key has a signature. Our whisper (Qess Kincaith) traces the signature to a key owned by the Forgotten Gods. Our Lurk and one of their elite shadows infiltrate the cult. They find out exactly who ‘done the deed’ as it were.
They arrange for a meet in neutral grounds. Whitecrown. Flag of truce. Public. Super upscale posh restaurant. They rent a carriage. The cutter (Roberto) and Lady Rivka Gibson dress up. They go to the meet. And ask some plain questions. The Forgotten Gods Whisper drinks tea and is generally snooty and cagey. It’s clear she’s got backers. She assures them it was ‘only business’ and ‘they should understand’. Rivka unloads both pistols out under the table. Stands up calmly and tells Roberto to bring the body.
They walk out amidst screaming upper class people pressing for the exits. Roberto hops up next to their Cabby and screams “drive”. There’s a bit of an escapade as they go careening out of Whitecrown. Inside the carriage they cut off the head, but plasm most of the body. They burst through a barricade of bluecoats, and ride into the worse sections before slowing.
As they get ready to leave, Roberto turns to a cabby and hands him one of the lead coins of the group (they have specific coins made that gang members have, you steal one you get a chance to join) and tell him that if he ever needs anything, he should bring it to their turf and ask. The poor man (wide eyed and terrified) takes it. I roll a die of fate for him, and yeah. He’ll keep quiet.
The crew picks up 4 heat. Flips over to the next wanted level (their reputation is Brutal, you see why). They snag an electrified cage to imprison the ghost from being summoned away. Wait 3 days. Then ask their questions and find out who is after them, and realize they’re caught between a rock (Level 3 faction) and a hard place (they just declared war on the Forgotten Gods).
So the real question is:
What sort of favor would a down on his luck coachman ask for?