Where is the Case File against Lord Strangford? Some story inspiration with pictures.

Where is the Case File against Lord Strangford? Some story inspiration with pictures.

Where is the Case File against Lord Strangford? Some story inspiration with pictures.

My crew finished their great first season this week in which we saw 15 episodes mainly based on the Gray Cloaks, their expulsion from the City Watch and the famous case file on Lord Strangford.

I decided that the case file is still there and not burned because Strangford and his big ego has a trophy room to show off and to impress enemies and allies alike. He’s just badass enough to show contempt for the system, but where could that room be? It has to be somewhere save enough to avoid being dangerous to him and it has to be accessible to bath in it’s glory from time to time. Strangford Manor? Too dangerous/obivous. The Nightbreaker? Not posh enough for noble guests. I came up with this:

Before the cataclysm there was a system of towers to relay messages in split seconds across the globe, maybe using demon powers or some other mean of magical mojo. So, every tower had a wizard/summoner and his stuff/staff. The messaging was only available for the high and mighty and therefor those wizards had enough time to practice their own rituals and research in the towers. Therefor they were a place of high magic and an imprint of them remained in the ghostfield as the cataclysm came (a la ghost rooms but whole towers). Today they are in the Void Sea because the land on which they stood is flooded and only the top part of the towers are accessibly above the water level.

Lord Strangford doing his homework of pre-cataclysm stuff and having a Void Sea ship was able to locate a spot some days away from Doskvol. First he constructed a smaller Void Sea ship (= The Black Dagger) and then he “convinced” people to build him a modern steampunk tower at the same location. Now, for a nice twist: To access all those shadowrooms this new tower is mainly empty. It’s just a shell with a spark net to keep the Void Sea troubles out. In the basement you have infrastructure like electroplasma energy generators etc. Inside you have a moveable box like an 3D-elevator/lift to bring you to the place were the old rooms were. Plus nifty runes build inside this movable box to cross the threshold between today and the shadowroom.

Strangford took the old library and build his tropy room into it.

Needless to say that a lot of people died building that thing: The architect knew too much and had an “accident”, the spark craft engineer from Skovland did it to save his family from poverty and is still living as head of technical maintainance. A lot of Skovland helpers were killed by demons/ghost on the void see, the rest is still imprisoned at the Dark Tower. No one will miss them, right? A whisper has to be present at all times to deal with arcane challenges and oh, so a sweet playground to help Strangford with his demon experiments and conduct some rituals of its own, like creating a blend of (skovland) humans with water demons of the Void sea. Ergo: A really twisted place. I created three pictures for that score: 1. A blueprint to give some hints what may be in that Dark Tower 2. A vision of what the tower looked like in the ghost field and 3. How the platform / tower looked today with sparknet and strange magic effect.

The crew had a first score to reach the tower unnoticed on board of the Black Dagger and then we had a second score as the big climax. It was awesome, no AWESOME!!! I don’t have enough space here to describe all those astonishing moments we had. Let’s just say one Lord received a deadly headshot before the room was open, the file was recoved along with strange artefacts from the trophy room and the Dark Tower was blown up. The PCs? They may have survived or not. All three were trauma-ed out at the end during the explosion. We will see in seaon 2 with a lots a brand new plot twists.

Thanks to my players Mathias Belger Oliver Smock Jörg Mintel for the very cool time.

I think this is great example of how good Blades in the Dark + awesome players who are willing to play the game could drive a story. This all coming from maybe 3-4 lines of text in the book. Too cool to be true.

The Orphans bite off more than they can chew when they target the Skovlanders’ vice den in Charhollow…

The Orphans bite off more than they can chew when they target the Skovlanders’ vice den in Charhollow…

The Orphans bite off more than they can chew when they target the Skovlanders’ vice den in Charhollow…

First time I’ve ever run an unsuccessful score – not entirely sure why. Maybe it’s because the concept didn’t fit the strengths of the two PCs (Lurk & Hound) well, maybe because they got a terrible engagement roll, or maybe because their stress pool was pretty low to start out with and so they had little ammunition to dig themselves out of the hole

One more episode of Blades from the WANT crew before we go back to publishing Apocalypse World!

One more episode of Blades from the WANT crew before we go back to publishing Apocalypse World!

One more episode of Blades from the WANT crew before we go back to publishing Apocalypse World! Please enjoy the exciting conclusion of our catacombs skirmish!

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/2017/09/13/blades-in-the-dark-session-03-side-c/

https://fictivefantasies.wordpress.com/2017/09/09/blades-in-the-dark-clockworkers/

https://fictivefantasies.wordpress.com/2017/09/09/blades-in-the-dark-clockworkers/

https://fictivefantasies.wordpress.com/2017/09/09/blades-in-the-dark-clockworkers/

My home table’s crew now has a name: the Clockworkers. Of a potential 6 players I had 3 show last night, and they weren’t feeling terribly proactive, so I whipped together a couple related heists using my deck. We got through 2 heists of very different temperament and 2 busy downtimes in about 3 hours. Good times.

https://fictivefantasies.wordpress.com/2017/09/09/blades-in-the-dark-clockworkers/

She protec

She protec

She protec

She attac

But most importantly

She bac

Deemo the Leech rejoins the Dead Setters after babies and basketball leagues in time to watch Duskwall burn in The Brightstone Riots Caper.

Endgame. The crew is Tier IV and Strong hold (modified to weak due to wartime), and is at war with the Bluecoats. Rook the Cutter and Ulf Ironborn (+3 status) rally the Skovlander Refugees throughout the city behind the dubious leadership of the Reconciled and Queen Tamar, the first and last Empress of Skovland.

Rook, who’s also a Skov, wants to strike against Imperial authority, but the Dead Setters have plans within plans. Richter the Spider wants to end the Bluecoats war by taking over the Bluecoats from the inside. The riot is the crew’s way into Brightstone so they can take down Commander Bowmore of the Watch and Magistrate Rolan Wott. If these notables are not there to organize a defense, there’s a chance the City Council might acquiesce to some of the mob’s demands, and between Richter and Teatime the Whisper’s social pull, the mob is convinced they want Mr. Falseworth (Richter’s fake identity) on the Council.

This score was played across two two-hour sessions. Last week, the crew led the Skovlanders and other blue-collar forces across Brightstone’s west twin bridges. A well-timed flashback involving the Setters’ cohort of pit fighters dealt with Bluecoat and military leadership, then Rook and Ulf assaulted one bridge while Raven the Hound and Teatime hit the other with sorcery. Brightstone became a war zone, with house-to-house combat, fleeing nobles, and military hulls resorting to indiscriminate grapeshot to maintain their hold on the blocks between the mob and Whitecrown.

Teatime was supposed to help Raven take down Rolan Wott, but ended up fighting heavy hulls instead. Tempest proved potent but stress-intensive, and at 3 Trauma, Teatime didn’t want go down fighting for peasants or anything foolish like that. He attempted an arcane boobytrap but it went horrible awry – the ghost bomb ripped the souls of his Skov protectors apart and left him amidst corpses while six military hulls bore down on him.

Rook, Ulf, and Richter used their Shadows’ ghost passages to bypass much of the fighting and enter Commander Bowmore’s estate unnoticed. From there, they rolled nothing but sixes. Bowmore’s personal guard were wiped out and the Commander himself killed when Richter threw dynamite at the remaining survivors. No witnesses.

During the chaos, Raven and her Reconciled friend, Nyryx, eliminated Rolan Wott’s bodyguards and his retainer whisper (who tried and sadly failed to turn Nyryx against Raven). We ended that session with Raven’s gun to Wott’s head as the magistrate begged for his life.

Come With Me If You Want to Not Die

This past session, Rook’s player couldn’t make it but Deemo’s player could! It had been a while since we had our Leech back, and because 1) Deemo’s current LTPs were building a hull body and 2) I was feeling that endgame feeling, we decided that Deemo was gone for so long because she was making herself into an immortal steampunk Terminator. I told them don’t worry about fitting into the riot – that’s why we have flashbacks.

Teatime weathered the hulls’ opening barrage, but at the cost of all his armor. 3 stress left and six hulls to contend with is textbook desperate situation. Luckily Deemo decided to spider-climb off a building wall and smash one of the ironclad-tachikoma legs clean off! She took a nasty hit in return (most of the rolls this session were 5s, not the previous foray’s streak of sixes), but hulls have integral armor. Beyond that, Deemo’s most powerful ability was perhaps the fact she was coming in with an open stress track and could feed Teatime assist dice and take protect actions. Deemo’ leapt into the fray and managed to sabotage one hull so it stumbled into its fellows, clumping them up for Teatime’s final desperate attempt. He pushed himself, took increased effect from Deemo’s setup action, and ripped the souls out of the hulls.

He got a five. Whoever made these automatons wasn’t going to leave military-grade war machines lying around dormant, so when their spirits stopped animating their bodies, the hulls detonated their powder magazines. Deemo took the protect action and snorted lethal harm for both her and Teatime. Between all her worn armor, plus Forged in the Fire, she didn’t come away too badly.

Meanwhile, Rolan Wott talked his way into serving the Dead Setters in their conspiracy to insinuate Richter into the Bluecoats. His legal expertise and council knowledge would serve his new masters well… at least until new, more powerful masters displaced them in turn.

Live Long Enough to Become the Villain

Here’s where we left the Dead Setters:

1. Richter Falseworth is Commander of the Watch, protected by a few cells of bluecoats loyal to him, the whim of the mob, and Rolan Wott’s legal webs.

2. Deemo is a hull. Destroy – Discover – Acquire. What will she create next?

3. Teatime explores Lord Scurlock’s “Dracula castle” out in the Deathlands and, with the help of Mr. Clicks, Scurlock’s former hull servant, discovers the missing secrets to becoming an immortal vampire. He holds off, though – he has time.

4. Teatime and Richter are invited to join the Circle of Flame. They’ve had some positions open up, and would rather offer peace in order to bring their missing Eye of Kotar back to the fold instead of fighting and possibly losing more artifacts.

As for Raven and Rook, and Duskwall itself, I’m hoping to have one final wrapup session where everyone can make it. I don’t think we’ll roll dice – just talk about what kind of endings everyone sees for their characters. I’m not coming back to Duskwall for a while, but if/when I do, it would be really neat to bring up a new crew with the old Dead Setters as the NPCs around the city.

#heestcomplete

You want another serving of Blades!? … Of course you can have more!

You want another serving of Blades!? … Of course you can have more!

You want another serving of Blades!? … Of course you can have more!

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/2017/09/06/blades-in-the-dark-session-03-side-b/

Six & Twenty: The Shroud

Six & Twenty: The Shroud

Six & Twenty: The Shroud

I’ve had the dubious privileged of hosting an incredible first season of Blades in the Dark. I play Nyx, a megalomaniacal Spider who wants nothing more than control of Doskvol… well… except maybe the destruction of North Hook.

This game is so fun and I had an amazing time playing.

Season 1 set The Shroud on a path of talking loudly and somehow being able to back it up.

We made a deal with The Hive to give them control of Crow’s Foot, we double-crossed the Red Sashes and made it look like the Lampblacks did it. We killed Crows, and made it look like Red Sashes did it. We planned an elaborate Leviathan Blood heist, and leaked it to the Red Sashes, and watched as they were cut down by Skovlan mercenaries, until to sweep in with our new Lampblack allies to kill the rest and take the caravan. We passed the caravan through Crow territory and made it seem like we were working for The Phantoms, and when we tried to ship the good to a dock near the railway, we convinced North Hook’s Skovlan merc that the man who owned the dock worked for The Phantoms.

Finally we worked out manipulative magic you bring the Red Sashes, the Lampblacks, and the Crows to the table for a very important discussion, in a massively climactic finale that you will have to see to full appreciate.

In Season 2… we’re moving from gangs to politics…

I would love more than anything to share this experience with all of you, so below is a link to the Season 1 playlist of Six & Twenty: The Shroud.

Feel free to take a look and let me know what you guys think.

https://www.youtube.com/playlist?list=PLPQJhQ7kamKxYq3U7i2PEv9-icEUkI_X5

Played my first game of Vigilantes with a former-Shadows crew. Heres how it went:

Played my first game of Vigilantes with a former-Shadows crew. Heres how it went:

Played my first game of Vigilantes with a former-Shadows crew. Heres how it went:

A little bit of discussion led to the last-minute creation of a custom faction called the Grenmald – a radical group that split off from the Grinders, Skovs that are all HEAVILY mutated, more than most Grinders – and the decision that instead of the Grinders The Opposition would go up against them as their -2 Faction (for taking docks they wanted). With their group sharing a border with them, The Opposition decided that it would be best to attack and deal a severe blow to them.

So the former noble of the group barreled ahead and attempted to climb down the chimney of a warehouse administration office the Grenmald owned – only to get stuck – followed by the former reporter – who also got stuck – and then both of them fell into the office. They met their first two Grenmald there, killed one, the other managed to shout for help. They killed her, but 8 others slowly made their way. A brutal fight later, one our unfortunate former-noble (the Cutter) was nearly Stressed out. The Spider of the group (another noble background) manages to find a safe and tells the Lurk (former journalist) about it. She proceeds to work on it while the other two go about looking through the now-mostly-empty warehouse looking for and destroying whatever drugs and whatnot the Grenmald was financing their opperation with.

Meanwhile, the Lurk has a bit of trouble with the lock, and decides to just Wreck the lock open with a point-blank shot. She has no points in Wreck, so I offer the Devil’s Bargain “the Grenmald’s leader shows up,” she takes it. However, things go poorly – see, she’d taken a lot of stress as well, and when a partial success prompts her to try and resist Level 1 harm she rolls…. JUST low enough to give her a Trauma. So she passes out in the office, while in the warehouse below a collasal figure completely obscured by robes walks in. The Spider and Cutter hide and plot to attack him.

The Cutter takes out one of the guards, but the Grenmald’s leader – Boris the Animal – is made aware of their pressence. The Spider jumps on him, tries to put him out with slumber essence, but he’s just a little too big to get taken down by it all at once and so tosses him off. The other guard is dealt with fast enough by the Cutter. However, this is where things get interesting, because EVERY member of the crew is Akorosi, and Boris’ got a BIT of a grudge against Akorosi for… well, Lockport in general. So he gets into the fight…

Takes off his concealing robes…

He’s this thing: http://wh40kart.im/_images/48aa3ea45dae5bdd580507d6649dcf29.jpg

And he’s A LOT stronger than either of them, plus the poor Spider keeps rolling 1s on his Hunt. In the end the Cutter pops his rage vial in order to kill him. Boris’ last words are “Skovland…” before his passes. The Cutter, now still VERY much enraged and POSSIBLY going to attack the Spider… knocks himself out to prevent that from happening. So the Spider, now the only one left concious, drags his two friends out of the door of the warehouse. There’s one last guard, who sees Boris’ body; the Spider tries to use this to convince him to back off, because this guard is nowhere near as tough as Boris was… and he rolls terribly. A gunshot and VERY poor Resist roll later, and in a trauma’d panic the Spider drops his friends and runs away, leaving them at the mercy of the Grenmald.

But, my friends, this was only in the FIRST HALF of the session.

Three days later, Cutter and Lurk wake up in a makeshift prison, chain to the walls. Another Grenmald, a mid-tier leader named Brill, gives them an ultimatium: work for the Grenmald he’ll let them live, or don’t and he’ll kill them. The Cutter tries – and fails – to Wreck his way out of the manacles that chain him to the wall, but does succeed in getting Brill close enough to headbutt him unconcious. A foot-fishing for the keys later, they get their equipment back, kill the unconcious Brill, and just BARELY managed to sneak their way out of the Grenwald tavern – the HQ of the mutant Skovs.

So, in summary: in the first session every member of the the crew trauma’d, but they took on a gang a good but tougher than them (Tier 1, but fictionally more powerful and threatening), killed its boss and a subordinate (both were two of the named examples for the gang) which throws their leadership into dissarray (currently have clocks racing as to whether or not they get a new leader or rejoin the Grinders) and rolled SO many Desparate rolls that the Cutter got two advances with only having to throw in 2 XP from session XP.

So in conclusion: this is going to be fun.

http://wh40kart.im/_images/48aa3ea45dae5bdd580507d6649dcf29.jpg