What happens to the Wobbegong Crew after a job goes bad?

What happens to the Wobbegong Crew after a job goes bad?

What happens to the Wobbegong Crew after a job goes bad?

How bad?

Failed to kill a demon that was being brought down by the Spirit Wardens, a demon that had closed Coalridge down.

Find out at 9PM EST with Pete Cornell, Jason Bowell and Sean Nittner.

https://go.twitch.tv/actualplay

In Doskvol, there’s never a shortage of orphans.

In Doskvol, there’s never a shortage of orphans.

In Doskvol, there’s never a shortage of orphans.

Some end up as streetrats. Some end up as corpses.

But, other still, end up at the Crooked Warden’s Home for Displaced Young Ladies, and as the name implies, those souls who find a home here are of a particular gender.

Taken in by the matron, they are fed and trained to learn a trade of a particular nature, unless they show a talent in other areas.

However, two days ago, the training grounds for so many streetbirds, burnt down to the ground. Ulf Ironborn, displeased with a angry rival, fought a running street fight against a rival gang, and by some random accident, the orphanage became a battleground, where the Ironborn left behind a burnt crisp.

Left behind in the ruins, a pack of young girls saw fit to use the old basement as their new home. And a place to work from, as a new small gang of girls began operating in Crow’s Foot. For some bizarre reason, the gang, composed of teenage girls, seems to thrive, against all odds.

The Sootpickers are a crew of thieves and cutpurses.

They consist of:

– Mint, a 13 y.o. street hustler from a family that has disappeared. She is the leader of the gang, as her wit and planning have given them all a purpose. Because, unbeknownst to her, she is of one of the oldest, and most talented lines of crime in Doskvol. And, she likes hats.

– Mender, a 13 year old Leech, from a displaced Iruvian refugee family that ended their days as victims of a Bluecoat beating. Mender had a talent for snipping strings and sinew, making her a valueable asset for the gang. But, to most onlookers, she is just a twitchy, shifty muck-ridden girl in a fishnet poncho.

– Mourner, a 14 year old Whisper, who have always been to the cooky side, as she was sold to the orphanage for her silken, black hair. Lately, she has begun displaying a unhealthy aptitude for the spirits who haunt Doskvol.

– Marrow, the oldest girl at 16. She is the Cutter. She cuts people who threathens her younger friends. And anyone who looks at her funny. Blonde curls, a pretty face? Everyone thought she was heading for Silkshore. But then, a killer named Mercy taught her to deal with problems. With a knife.

Session 5: The Coalridge Job

Session 5: The Coalridge Job

Session 5: The Coalridge Job

A confidence game to get a burgeoning workers union to buy medical supplies that the group could then take to supply their own infirmary went south when riots broke out and cornered them in the wrong part of town.

The Hound manned a snipers nest on top of a burning building, with some laborers he armed with molotov cocktails. He made a daring escape across the rooftops. He stressed out and took the first point of trauma in our game after declining a devil’s bargain that the laborers wouldn’t make it out.

The Leech ended up performing a desperate amputation in a fishing boat to save the life of the union leader they needed to keep their scam running.

They ended up getting the supplies, and everyone assumes they just burned in the fire.

This week we bring you experience and discussion of the future of the Cult. Please enjoy!

This week we bring you experience and discussion of the future of the Cult. Please enjoy!

This week we bring you experience and discussion of the future of the Cult. Please enjoy!

Originally shared by Colin Matter

Hello! Please join the Wednesday Night Crew for our second session of Blades in the Dark! Blades in the Dark is a game written by John Harper and published by Evil Hat.  It’s a game of daring scoundrels pulling heists and jobs in an industrial fantasy…

http://wednesdaynightgame.wordpress.com/2017/10/25/blades-in-the-dark-session-04-side-c/

From barely managing to keep my game going with 2-3 players for the first 6 episodes, I’ve suddenly gained six new…

From barely managing to keep my game going with 2-3 players for the first 6 episodes, I’ve suddenly gained six new…

From barely managing to keep my game going with 2-3 players for the first 6 episodes, I’ve suddenly gained six new players for Blades of the Inquisition here in Malaysia! Granted, not all of them will be able to stay on, but five of them are part of an established group that hasn’t been in a regular game for a while, so just having more fresh blood is good.

And they had a good time investigating undercity drug gangs connected to supernatural murders of religious pilgrims on the Imperial mining world of Tigranya. Our Tech-Priest battled his rival, a data-priest, for control of surveillance records. Our Psyker read the minds of various undercity scum and suffered psychic backlash for his trouble. The Cleric bellowed and condemned with deafening tirades on local citizens, and the Guardsman assaulted his way into a drug den with some combat drugs and a sledgehammer!

Hoping to keep things going on to the Downtime part of the cycle so players get to make the hard decisions in managing their Inquisition cell in the long run. They’ve already started to raise heat on themselves for their unsubtle approach…

Ran a one-shot of Blades at the (fantastic!) GauntletCon last weekend.

Ran a one-shot of Blades at the (fantastic!) GauntletCon last weekend.

Ran a one-shot of Blades at the (fantastic!) GauntletCon last weekend. The Fulcrum, a crew of Shadows breaks up a betrothal that would join two warring criminal families in a powerful alliance.

https://www.youtube.com/watch?v=UME40nIYEek&feature=share

The Orphans knock over a payroll (and other, more dangerous items) delivery to the Dagger Isles Consulate – and then…

The Orphans knock over a payroll (and other, more dangerous items) delivery to the Dagger Isles Consulate – and then…

The Orphans knock over a payroll (and other, more dangerous items) delivery to the Dagger Isles Consulate – and then are drawn into a risk raid on a Leviathan Hunter still at sea

First time playing, Great Experience.

First time playing, Great Experience.

First time playing, Great Experience.

So a month or two ago I ordered the book and was very pleasantly surprised to receive a quality hardback copy. I must’ve glossed over that detail when purchasing.

Tonight I ran the game for the first time with three friends. The crew consisted of an addle-brained Leech named Caulston who likes to experiment on dead bodies (Vice: Weird), An Iruvian Whisper named Umin, whose vice is luxury, and a Hound named Teric who is ex-military and has an obligation to a deceased comrade.

They decided to make a crew of Assassins and took Crow’s Veil. Odd to me since only the Hound had a dot in Prowl but hey, they can do it how they want! Certainly not Dishonored’s Whalers.

Anyway, glossing over Duskwall’s factions, the group took an immediate interest in wanting to fuck with the Spirit Wardens. Which is why they chose Crow’s veil. They also wanted to be allies with the Reconciled and have their lair close to the Spirit Wardens so they chose Charterhall. We decided they lived in an ancient crypt beneath the partial ruins of Charter Wall; a relic from a time before the Crematorium was built and the dead were still buried. They also reasoned that Caulston and Umin had academic backgrounds and had attended one of the Academies in the District, so they knew it well.

Again, odd choices but I figured we’re learning this game together so we’ll see how it rolls.

So, we started with the opening Scenario in Bazso Baz’s office. I used the Assassin’s option. Oh! The Iruvian Consulate sounds like it would be in the Charterhall District! Our Iruvian Whisper had some qualms about taking the job and Bazso eyed him suspiciously but they all ended up taking the Score after they successfully swayed Bazso to pay one Coin up front.

The gather information phase almost turned into a mini score as I tried to teach these guys the game. I did give them a bonus die for gathering info in their Hunting Grounds. The Hound surveyed a great sniping position. The Leech distracted some Bluecoats while the Hounded eyeballed the building. The Whisper did a lot of ‘Face’ work; he is Iruvian, had Academic credentials, and due to his Luxury Vice went everywhere dressed as best he could. So He just walked in the consulate and asked for work. The Consul received him well and had a pre-teen postal porter give him a tour. On the tour, Umin met the mark in person and impressed him. Then asked where a good place was to relax after work. The Mark, a bookkeeper named Jorah, suggested Maslow’s Tavern.

So the crew decided the Plan was Social and the detail was carousing at Maslow’s Tavern. I made the Tavern up on the spot of course. Liquor in front, gambling den in back. The gambling den was run by a bunch of University upper class. The Engagement roll landed the crew in a controlled position. The Crew went in Light. They found Jorah playing craps, and doing pretty well. Umin, hailed him and after another winning throw, offered a drink spiked with Caulston’s Standstill poison (Trance would have been better in hindsight but we didn’t know all these details yet). Jorah refused. So the crew let the night wax on. I made a Fortune roll for Jorah’s gambling and he kept winning, “This is the luckiest night of my life!” lol. Finally Umin approached him again (this time after pouring the contents of the spiked flask into a house mug) after another winning throw. Jorah was so exhilarated at his winnings that he took the drink and declared a round on him. Then he became paralyzed… Umin tried to console the crowd that Jorah was a lightweight and he would take him home…banking on his common Iruvian heritage to earn the crowd’s trust. But they weren’t altogether buying it.

At this point, Caulston our Leech, who had been idly drinking at the bar all night, wanted to make an exaggerated distraction by stumbling into the craps table and well, ‘wrecking’ the craps game. He successfully did so but the Door men hauled him up and gave him a light beating before throwing him out on his chin. The distraction was enough for Umin to carry Jorah out and (finally) took a more aggressive tone (utilizing his two dots in Command) with the crowd. They went out the back door where Teric, our Hound was waiting. They prowled alleyways for about a block before Jorah started coming to. Teric slit his throat.

About midday the next day, rumors started circulating that an Iruvian man was found murdered. Then at Dusk, the victim was properly Identified. The Spirit Wardens were perplexed why the belltower didn’t ring, but their official statement was that the Deathseeker Crows were merely delayed.

The next morning the Crew was paid. Little Heat was generated so the only Entanglement was Eckart the corpse thief, The Leech’s contact, was taken in for questioning but he didn’t know anything.

Caulston who took a beating relieved his stress and began working on a Silencer for Teric’s rifle. Umin wanted to start a project to find an ancient power, forgotten god or demon to use his “Occultist” ability with. I didn’t know at the time it was his character’s ability pick so I would have fleshed it out more beforehand if I was aware.

Anyway, it was a great first session to learn the ropes. And with a lot of great rolls, the crew got away with little consequence.

The name of the Crew? The Bizarre Blokes (ugh)

Fazio is finally getting to use his Jailbird ability, while the rest of the gang is busy making Turf Claims.

Fazio is finally getting to use his Jailbird ability, while the rest of the gang is busy making Turf Claims.

Fazio is finally getting to use his Jailbird ability, while the rest of the gang is busy making Turf Claims.

CW: This episode has a rather graphic murder scene at about the 31 minute mark.

https://insertquesthere.wordpress.com/2017/09/18/blades-in-the-dark-arcus-12/