More Blades!

More Blades!

More Blades!

Originally shared by Colin Matter

Hello! Please join the Wednesday Night Crew for side A of our sixth session of Blades in the Dark! Blades in the Dark is a game of daring scoundrels pulling heists and jobs in the haunted streets of Doskvol.  Alex (playing Cobra, a Leech), Elspeth…

http://wednesdaynightgame.wordpress.com/2018/01/10/blades-in-the-dark-session-06-side-b/

Kicking off “Season 2” of our Cultist campaign tonight.

Kicking off “Season 2” of our Cultist campaign tonight.

Kicking off “Season 2” of our Cultist campaign tonight. To get people in the mood, I wrote an opening credit sequence which I’m going to read over “Furnace Room Lullaby” playing in the background.

Close up on half of a hollow metal sphere the size of a fist, as glittering powder is poured into it with a sshhh…

Someone’s hands, the cuffs of a heavy-knit sweater visible, screw the two halves of the sphere together until they click…

A wick is dipped in fluid and inserted into the top of the sphere

A match is struck.

The screen goes dark.

[cue music]

A match appears in the darkness, held by a white-gloved hand which touches it to the wick of a candle…

Shallow focus on a taut catgut thread, stretching away from the candle…

A sharp knife is held up for scrutiny, an eye reflected on its shiny blade…

A painting of a uniformed woman with a scarred face, as the knife cuts into the scar and across the canvas…

A cloaked figure, observed from above as it crosses a cobbled street at night…

Close on the muzzle flash of a flintlock pistol, then a hand clutching a shoulder torn by the shot…

Fade back to the catgut thread as it meets another lit candle, from which several other threads radiate…

Tea is poured from an ornate porcelain kettle, the teacup is lifted to a mustachioed mouth…

Rings glitter on the fingers of a hand that traces words in an ancient language across parchment on a cluttered desk…

Fade into a face wearing a beautiful mask, which is removed to reveal another mask, grotesque and disturbing…

Close on a torso sheathed in shiny eelskin, drawn up to reveal a perfect set of washboard abs…

Brief glimpse of overlapping naked forms contorted in pleasure, or suffering, or both…

Close on a complex knot being tied, the rope tight against a bare body…

The rope fades into the catgut thread as it meets another lit candle, from which several other threads radiate…

Shallow focus as an elaborate rifle scope, an eye staring through it as the trigger is pulled…

A fist wrapped in cloth strikes a face in such slow motion that droplets of blood are visible, suspended in space…

A blueprint is unrolled across a table…

Fade into the back of the head of a woman with long white hair, a strange shape visible coalescing out of the darkness in front of her… her hair flares out in a numbus…

Close on the catgut thread from above as it reaches the last candle; we pull back to a top-down view of the complete sign of Azarax, marked out on the floor.

I am way behind on these AP write-ups.

I am way behind on these AP write-ups.

I am way behind on these AP write-ups.

Here’s one from a while ago with youtube footage embedded into the post.

It was a fine job, striking a hard blow against the Hive’s human trafficking with Sean Nittner, Jason Bowell and Pete Cornell.

In which the gang takes turf from the Hive.

On the first day of Bladesmas my scoundrels gave to me a spectre in a dead tree….

Questions and comments welcome…

https://githyankidiaspora.wordpress.com/2018/01/08/wobbegong-crew-the-haunted-warehouse-job/

Last night we did our first Blades game, it went pretty well, but it was definitely a challenging start.

Last night we did our first Blades game, it went pretty well, but it was definitely a challenging start.

Last night we did our first Blades game, it went pretty well, but it was definitely a challenging start. Character creation took a long time and crew creation was pretty challenging too. We eventually settled on playing Shadows, we had a hound, a whisper, a leach, a lurk a slide and a spider.

The part with Bazo Baz worked out good as we had already allied with the Lampblacks and our Slide was buddies with him.

Our GM had trouble figuring out where to go after the initial engagement roll. He got a good idea of where the war stash was being kept, on an old broken down riverboat and former casino in Tangletown.

Figuring out the rest of the score was super tough for him. So Im all ears for GM advice to share with him.

Hey guys!

Hey guys!

Hey guys! First podcast of the new year and what are we continuing? Blades in the Dark, baby! This comes after a fairly long hiatus so the group is (understandably) a little scattered when we start, but we get back into the swing of things. The Cult is assaulting a Spirit Warden garrison. It’s a wild ride! Come join us!

Originally shared by Colin Matter

Hello! Please join the Wednesday Night Crew for side A of our sixth session of Blades in the Dark! Blades in the Dark is a game of daring scoundrels pulling heists and jobs in the haunted streets of Doskvol.  Alex (playing Cobra, a Leech), Elspeth…

http://wednesdaynightgame.wordpress.com/2018/01/03/blades-in-the-dark-session-06-side-a/

Christmas in the Dark – A holiday one-shot in snowy Duskwall!

Christmas in the Dark – A holiday one-shot in snowy Duskwall!

Christmas in the Dark – A holiday one-shot in snowy Duskwall!

This was also my first game of BitD, played on roll20 with its automated playbooks and such.

My players decided to make a crew of Shadows, named the “Midnight Consortium” because they wanted a name that implied they were way more awesome than they actually were. Of course, they had an ambitious reputation. As a hideout, they had a barge lashed onto that big cluster of boats in the river just south of Crow’s Foot. There are four of them, and what a shabby group of scoundrels they were:

Gloss, a bureaucratic liar and manipulator, with a “patron” that was actually blackmailing them.

Copper, a destitute banker who longed for the days of swimming through piles of filthy lucre. They had an accident one day and can now see ghosts. No, they can’t turn this off. Yes, it’s how they lost their money.

Silk, a social climber who wears different outfits depending on her company. She has a bad drug addiction.

Lark, a tumbler from a family of acrobats. Likes to sneak around, tinker with locks, and has relatives to take care of.

They chose one crew contact, a job-facilitator who immediately had a job to, er, facilitate: They gotta steal a document from a building in Charterhall! It’s filled with awful bureaucrats, and of course Gloss leverages one of their contacts (Lady Dame, a Charterhall magistrate) who was willing to spill some details for a couple coin. The Planning Department has been working on a transcription project, and the document in question is in a safe on the 4th floor. Some noble wanted the document to use as blackmail material, and they’re paying very well.

We had a quick chat about the engagement roll and ended up with three dice for their bold plan to zipline from an adjacent building’s roof onto the roof of the Planning Department. I note, much later, that the adjacent building was the crematorium. Anyhow, they rolled 1,1,2 and discover half-way across the line, through the whipping snow and wind, that the flat roof has about 20 desks set up on top, adjunct-bureaucrats plying their dull trade of cross-referencing, stamping, writing, erasing, and transcribing bits and pieces of some much larger document source.

It’s a desparate position, so of course it calls for a “Surprise bureaucracy inspection”! Gloss and Silk distract the office workers while Copper snatches a couple of their papers to see what they were working on. A list of names? During the holidays? Lark leads them onwards down the rooftop stairwell to the 3rd floor.

There’s a locked gate here, so he picked the lock, rather noisily shutting and locking the gate behind the crew. One of the guards from down in the courtyard is onto them, but they duck into a utility room on that floor and observe the guard patrolling inside. It’s warm enough in here that he’s probably not going back outside again. There’s a flashback and the crew reveals that they sent a package courier in to find out which room had the safe.

The rest of the floor is shut down for the evening, so Lark leads them in a quick team maneuver to sneak around the patrol path. And it’s a good thing, too – he soaks up 3 stress covering for everyone else’s loud footsteps. You know, coughing at the right moment – keeping everyone on track.

Time to crack the safe! Lark finds out that picking a lock that has ghost-field shit inside is more like picking an electrical socket, taking the “tased” level-2 harm rather than using up any more stress. Silk steps outside to pacify the guards, warning them of an imminent “Level 6a ghost breach!”, so they retreat – however, they also call in the ghost squad (spirit wardens?) and they’ll be here real soon. They’re literally next door!

With pressure on all sides, the crew wants to try picking the lock again, but I offered a devil’s bargain – get 1d if you heave it out the window instead, wrecking it. They do, and follow it by rope to the snowy walk outside. The safe busts open, and Copper focuses on the spirit energy inside, luring several ghosts who immediately get into a tussle with the awaiting Spirit Wardens.

There’s one more flashback – Copper had arranged for a “Shop Lyft” wagon to be waiting outside, so they grab the document out of the safe, pile in, and get away while the spirit wardens work on the ghosts.

Afterwards, we did an abridged downtime where almost everyone overindulged in their vices, but the whole night fit into a clean 3 hours.

~~~~~~

Some notes:

We skipped over most of the crew creation steps relating to factions, mostly because I forgot to do those steps. I would definitely follow this more closely next time I play, since bringing in the different factions would make crow’s foot feel more lived-in for the players.

I already had a specific job in mind for this one-shot. My prep was pretty much just “Steal Santa’s Naughty List”, and everything else came out of what the players chose or said they wanted to do. None of the players took any combat-oriented special moves, so I pitted them against paper pushers and ordinary bluecoats rather than specialized armed guards or cutthroat gangs.

The playbooks on roll20 helped smooth out the rules for how many dice to roll, and the game is really forgiving when you forget something. Just press onward!

I had to remind my players a couple times about flashbacks, but they followed my suggestion to use them. Devil’s Bargains were a fun way to negotiate the consequences before a roll, instead of having to improvise them afterwards.

I think this was the smoothest one-shot in any system I’ve played to-date, and it’s pretty easy for me to see now where exactly I should do preparation.

Have fun, and stay warm in Duskwall!