So yesterday was my birthday and I had a birthday miracle occur; I finally get to play in a game of Blades in the…

So yesterday was my birthday and I had a birthday miracle occur; I finally get to play in a game of Blades in the…

So yesterday was my birthday and I had a birthday miracle occur; I finally get to play in a game of Blades in the Dark! One of my players was brave enough to step up to the helm of running a game. I’m going to keep track of how he feels about being a brand new GM and how the system feels. He’s never ran anything before and my BitD campaign was the first time he’s ever played a tabletop game.

Without further ado, I am proud to present…

The Strangers: A Tale of Bravos

We all decided on doing a group of Bravos, as our new GM thought that’d be one of the easiest kinds of crew to run. I talked to the group and we decided we’d all start off as Tycherosi and create a group known as The Strangers (as it is said in Clerks II, “we’re taking it back”).

The cast of vicious scoundrels is as follows…

Poppla “Tom Ato” Anri – The crew’s Hound is a ten-year-old boy who was trained by the Unseen to be a killer. However, the obedience part of training didn’t stick and so he and his sister escaped their clutches, becoming deathland scavengers that hunted for treasures. A relic that they discovered interacted with their demonic blood and changed his sister into a demon. Using rushed and dangerous methods, he sealed her inside of himself and now seeks out an artifact to try and change her back…while she works to corrupt him. Covered in arcane tattoos that glow with power when he reaches into the Ghost Field, he is entwined with the element of Darkness.

Sethla “Smiles” Marax – The crew’s leader and cutter, Sethla was a soldier for a mercenary company known as the “Hellguard”. During a campaign to eradicate cultists from one of the Dagger Isles and sick with a terrible disease from the jungle, “Smiles” discovered an ancient and ruined temple dedicated to a Forgotten God known as The Conqueror. Confirming the stories that the Immortal Emperor had crushed the empire the Tycherosi had built, the God’s divine will sent the cutter back to Duskwall to forge an empire built on blood and violence. With black eyes and shark’s teeth, he is more than willing to spill blood to get what is his. (I’m super giddy to be playing a zealous Cutter. Hell, just playing at all lol)

Xia a.k.a. Miss Direction – The crew’s Slide, she was a former teacher of drama and the theatrical arts, she traveled across the world with her family instructing others in the arts. She wanted to help the world, try to alleviate the fear others have for their kind, but returned to find her family’s theater and conclave burned to the ground. The sole survivor, she became cold and now seeks to find vengeance for her family. Using her training, she sneaks in and plays the greatest cons, being the one who opens the gates for the more violent members of her crew to slip in and let loose. Aspected to Water, her eyes are black like Smiles but she has an ethereal, beautiful, almost mermaid-like appearance when she is not in disguise.

Vex “Tink” Bae – The crew’s Leech, she was an orphan after her parents were murdered and their crew was destroyed years ago. Taken in by a toymaker with underworld contacts, he taught her his trade and his unusual skillset. A friend of Papplo, the strange woman sees people as toys rather than living things. Everyone needs to be “fixed” and she is a surprisingly good physicker once you get past her strange bedside manner. Aligned with Fire, her skin is the color and texture of a burnt out piece of coal and flares with dying light when she moves. Her eyes burn like coals themselves.

Gnarls – The crew’s Spider, he was once an up & coming advocate that represented the company that most wouldn’t dare to; Tycherosi, mutated Skovlanders, haunted deathland scavengers, the works. He would use his connections and skills to free them of accusations and built up a solid reputation. However, he lost a major case that put away his client, a major supplier of Spark, away and has been on the run since as the man seeks to reclaim reparations from the entrepreneur. He earned the nickname of Gnarls thanks to the wooden texture of his skin and the ivy-like hair that grows upon him. It doesn’t help that a bird finds his head quite comfortable and home-like. He also has difficulty controlling his inflections, something that kept his rivals off-balanced.

The crew stays within an abandoned house nearby Strathmill House, the crew has gathered up territory nearby the Docks where they commit armed robberies; ambushing carriages and ransacking boats that drift too close. This has put them in against the Bluecoats (who were transporting dangerous criminals that the crew “liberated”) and the Cabbies (who were running scams in the territory that the Strangers have taken over). However, they also made decent steps with the Red Sashes, who view the strange group of Tycherosi as fellow foreigners in a strange city.

The Strangers have a simple goal; to take over all of Crow’s Foot and then all off Duskwall if they can. Subtlety be damned, they’ll show everyone that they should be ruled or they will rule over a mountain of corpses. Just remember, watch your step by Strathmill House, there are Strangers about…

We commenced with our Blades adventures in the grim darkness of Warhammer 40,000.

We commenced with our Blades adventures in the grim darkness of Warhammer 40,000.

We commenced with our Blades adventures in the grim darkness of Warhammer 40,000. We had fun even though we hadn’t gotten any character miniatures painted (or even prepared in most cases).

The first operation for our Blades of the Inquisition campaign had a trio of acolytes scouring the undercity drug trade on the mining world of Tigranya for a new product linked to psychic phenomena. To the disgust of Sister Helius the outspoken cleric, Tigranya has a hundred saints and ten times as many sects, most of which incorporate intoxicating narcotics into their worship. The team would need to rub shoulders with vile drug dealers to find their target.

Following a tip from a noble contact and some black market investigation, the ne’er-do-well ex-noble Jean led her team into the maintenance tunnels under the Sobat Deep district, the turf of the Deep Knives drug gang. Due to bad luck the acolytes walked right into an ambush by well-armed cultists of the Rasmikael Heresy, who had a history of armed revolt. Our protagonists survived a desperate exchange of fire in the dimly-lit tunnelways through sheer grit (and a lot of help from the Forged by Horror special ability). The fight ended when Sister Helius charged the heretics that Jean had helpfully shot holes in, setting them on fire with her hand flamer and detonating their ammunition, grenades and drug supplies.

Exploring the tunnels in the wake of the bloodbath, the acolytes were wounded and exhausted, even suffering visions of glowing ghosts. Julius the hive-world scholar diagnosed his entire team with poisoning from the hallucinogenic drug smoke they had inhaled after the shootout, but his survey of their surroundings failed badly enough that they were taken by surprise by ten Deep Knives who questioned their allegiance. Sister Helius was quick to declare her loyalty to the Emperor, displaying her purity seals as evidence. Fortunately the gang leader, Samael, was religious enough to be impressed by Helius, and the gang escorted the injured acolytes to their hidden lair, where they were surprised to meet a visiting nobleman…

Overall the game ran quite smoothly, both during free play (gathering info) and during the operation (full of desperate rolls, stress and injuries). The playbook was well designed enough for Julius’ player Ezra to pick up on things despite being new to RPGs. And we managed to get a fair bit done in-game in just 2.5 hours. Really looking forward to resolving the impact of the acolytes’ investigations on the many interlinked Imperial Cult sects, gangs, mining guilds, noble houses and high priesthood of Tigranya.

Just ran a first session (which I’ve been wanting to do for a while but have been holding off until the full version…

Just ran a first session (which I’ve been wanting to do for a while but have been holding off until the full version…

Just ran a first session (which I’ve been wanting to do for a while but have been holding off until the full version came out) it was a little tricky since I was skimming around through the pdf (shipping is a killer here in the UK)

I ran a group of scoundrels who were organised for a few jobs by a Mr. Johnson type character. After a few fairly successful jobs, he suggested that they could make a go of it in the gang structure of Doskvol and they used the money to finance their lair and make some contacts.

Everyone is really excited for the next session since they’re gonna be able to pursue their own jobs – they’ve taken the Shadow crew type so I’m kind of worried about our Cutter being a little neglected, but still really pleased with how it went!

More Blades AP goodness for you fine folks!

More Blades AP goodness for you fine folks!

More Blades AP goodness for you fine folks!

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 by John Harper and published by Evil Hat.  It’s a game of daring scoundrels pulling heists and jobs in an industrial fantasy setting of…

http://wednesdaynightgame.wordpress.com/2017/07/05/blades-in-the-dark-session-02-side-a/

Ran my first game tonight of Blades, for 2 of my 3 players

Ran my first game tonight of Blades, for 2 of my 3 players

Ran my first game tonight of Blades, for 2 of my 3 players

The PC’s

* Thread – A Tycheros doctor w/ raven feathers for hair (Leech)

* Map – A disgraced Imperial soldier from The Dagger Isles (Cutter)

The Crew – Professional Shadows who lair is an abandoned house, down an alley in Six Towers

The Hunting Grounds – Espionage in the Nightmarket

They were approached by a Skovlander tattooist that goes by “Jerry” that is feed up with Ulf Ironborn’s rampages making it hard for her and other honest Skovlanders just trying to work and live in the city. “His actions are hurting us!” So, she tells the crew how Ironborn has been bragging about “acquiring” some of Red Sashes drugs he has stashed at his gambling den. The crew decided to buy some of the drugs from Ironborn and then take it back to Red Sashes.

Sadly, the Engagement Roll was not good. They are at the right place but if they wanted to see Ironborn, they will have to beat his second, Havid in a fight! They walk in and Map calls out Havid. As soon as Havid rises up from the bar, Map pulls out a gun and shoots him…with Success! Havid flies over the bar and now the rest of Ironborn’s men (4) try to put the beatdown on Map. Meanwhile, Thread tries to cross the bar to heal Havid.

Map has a hard time with the fight but with a Devil’s Bargain, (Skovlander ruffians will occasionally call him out in the future to test their mettle against him) he shows he is worthy of an audience with Ulf Ironborn. Thread does a quick patch-up job of Havid and talks with Ironborn about buying a box of the drugs. Since neither Thread or Map are Akorosi, he is willing to sell a box to them. Transaction are made and the two of them leave with a box half filled with 4 Black Lotus vials.

Thread & Map make a dash to the Red Sashes headquarters, but they have to convince a Gondolier to get them across (which they do). They get to the dock and Thread has a meeting with Mylera Klev while Map waits dockside (he looks like a bloody wreck). Mylera Klev thanks Thread for the information, pays her for her hard work, and tells Thread she might have use of this crew’s skill in the future. After her people deal with Ulf Ironborn’s meddling. Thread & Map head back to their lair in Six Towers.

Entanglements: Map gets questioned by the Bluecoats about the reports of a shooting in a certain bar. Map pays off the Bluecoats with most of the money they got from the Red Sashes and ponders when will their third partner will get out of Ironhook Prison so they can set up a bigger score.

A fine night in Doskovol with Jason Bowell, Pete Cornell and Sean Nittner.

A fine night in Doskovol with Jason Bowell, Pete Cornell and Sean Nittner.

A fine night in Doskovol with Jason Bowell, Pete Cornell and Sean Nittner.

Demonic altars, tea and pocket watches….

https://githyankidiaspora.wordpress.com/2017/07/03/the-wobeggong-crew-between-jobs-leave-the-bottle-take-the-hook/

I finally got to run my 1st session of a Blades in the Dark game this weekend.

I finally got to run my 1st session of a Blades in the Dark game this weekend.

I finally got to run my 1st session of a Blades in the Dark game this weekend.

Some cool friends that I have not RP’d with in awhile were itching to play something so I said, “I’m up for running this cool new Blades game” and they were down.

So between character/crew creation and game session….we spent like 10 hrs playing….and not a single complaint from anyone lol.

We’re not in the same location so we used Roll20. I didn’t have anything planned because I wanted to wait until the Characters/Crew was created to get a feel for the system. I had this idea in my head on how to start a Blades game with the new crew dumping a wrapped body into the harbor so I started with that.

I then asked the first player “Who is the body and why are they dead?” and then then another player “How did he die and where was it?” to get the ball rolling. They decided to have it from a rival gang that they were on bad terms with who had found out something and was trying to blackmail them.

I figured I would have to provide the Crew with some missions to pick from but instead they went all in on the fiction and made their own first mission, which was spreading rumors and then attacking a small Dog Fighting/Gambling Hall of a rival gang. The fighting was intense and chaos was everywhere. The crew made it out alive but barley.

We talked afterwards about how refreshing the system felt and how there was no way what we did in the session would have been completed in the same time frame if it had been a Pathfinder/D&D game.

So I give you the new Bravos crew working in the Docks area who call themselves “The Bad Moons”.

3rd episode of our Arcus campaign. We conclude our restaurant heist and get into some more trouble.

3rd episode of our Arcus campaign. We conclude our restaurant heist and get into some more trouble.

3rd episode of our Arcus campaign. We conclude our restaurant heist and get into some more trouble.

For those wondering the Quiet Year game we used to create this setting was recorded, and will be going up on [insert quest here] Patreon next week. It cost a $1 to access it. After the whole show has aired we will release it for free to everyone.

https://insertquesthere.wordpress.com/2017/06/26/blades-in-the-dark-arcus-episode-3/

Tales of the Veiled: Episode 6

Tales of the Veiled: Episode 6

Tales of the Veiled: Episode 6

Having returned from the Deathlands after successfully assassinating Tuhan, the crew kept their heads down low. There were two new recruits; Volette “Tick Tock” Daava who was the cousin of Tiros and Rafellos “Gizmo” Greenswood. The more experienced Cutter took these potential assassins under his wing to show him what a day was like out on the streets for the crew. And what a damn day it was…

Rook’s (Tiros) friend, Sawtooth, had them meet him in a secluded alleyway to warn them that the Bluecoats were looking for them and looking for them hard. It seems that the evidence that the crew had gathered previously was false and now a good number of Bluecoats were being sentenced soon enough to prison. Hoping to alleviate the problem between them and the Bluecoats, a meeting was established between the three assassins and the Bluecoats that hired them.

It was less of a meeting and more of an intimidation, as Cinda, Jol, Lewit, and Reyf all advanced on the assassins and made it damn clear that they were going to solve this issue for them or there would be bigger problems to deal with. An agreement was made to kidnap the magistrate’s only son and hold him for ransom until the Bluecoat charges were all dropped and they were cleared.

As the group returned back though, they encountered an unwelcome face that they had met before in the Deathlands. Made of living quicksilver and shifting cogs of an unknown metal; the demon known as Ixis revealed itself again and demanded there be “justice” for the slain Inspector. The group was able to calm it down enough that it would watch and see what they would do but it still held its demand; it would require their blood or the blood of the Bluecoats.

Stuck between either the dangerous and newly outfitted Bluecoats or the danger of a power and vicious demon, the crew decided that they would accept the consequences of pissing off the Bluecoats more and go after them. Using Tick Tock’s friendly connection with Grace, the group was then able to secure a key to infiltrate from the third floor and move down. A risky engagement left them trying to manuever through a crowded Watchtower during the Blinding Hour when a quiet fight broke out. Bad rolls led to bad resistance rolls, though few Bluecoats were even aware of what had happened and the group was able to slip downstairs and to the kitchen.

After flashing back to show they acquired a poison (a good Acquire Assets roll showed that they had secured Devil Root for the job), they intimidated the cooking crew and forced them into the freezer before poisoning the porridge and getting the Bluecoats to grab some as well. Unknown to them, the shifts changed and a good portion of Bluecoats came in for grub, unknowingly eating their doom.

The assassins escaped soon after, vanishing into the thick and dangerous fog, where they were soon contacted by Ixis again. The demon was impressed by their brutal methods of justice and offered to become a patron of theirs, letting the three bind him per the old sorceries. Infused with the excitement of having gained a demon’s power upon their side, the crew’s excitement dwindled when they realized that the Bluecoats marching into Six Towers for a manhunt for a dangerous outfit known as….The Veiled. War has come to the assassins and no one is sure who’ll be left standing…

The game was small but good, with only three of the five players able to actually make it. I can see why John suggests three to four players, as I was able to focus more on side roleplay and questions for the characters. This is my first war I’ve gotten to play through, especially a war with the Bluecoats, and I am excited to see how my players are going to end hostilities. I had suggested to them to make it “not cost-effective”; if you hurt them enough, they will eventually back off. I’ve also alerted them that heat is going to skyrocket now, as they try to do their work.