I got to run my first game of Blades two nights ago, and we had such a blast!

I got to run my first game of Blades two nights ago, and we had such a blast!

I got to run my first game of Blades two nights ago, and we had such a blast! Thank you, John Harper, for this wonderful game. Also, hat tip to Andrew Shields for the Heist Deck, as you may see a couple of familiar elements here.

The recently named River Sharks are an up-and-coming Professional crew of Smugglers. Brance “Bell” Prichard is a Whisper with holes in his memories, and his spirit mask looks suspiciously like a burned and beaten version of what the Spirit Wardens wear; these two things are related. Quint “Curly Q” Quigley is a former harpooneer, haunted by visions after a full-body baptism in raw leviathan blood. These days he’s putting his violent skills to work as a Cutter on the streets of Doskvol to make ends meet. Sethla “Hush” Vale is a Severosi Hound, a sharpshooter against Skovland rebels during the Unity War. She met her faithful companion, the hyena Shiver, after a near-death experience in the Deathlands… and she has a notion Shiver isn’t altogether natural.

They’ve manged to strike up an alliance with the Fog Hounds, sticking to the southern parts of Doskvol and specializing in Arcane and Weird cargo. The Fog Hounds even gave them a battered Barge to get started, which they keep tucked away in a Secret Lair, a mostly-forgotten canal tunnel in an abandoned portion of Coalridge Mine. Other than that, they’ve got some ambitions and their wits.

Our good smugglers receive a tip from their mutual friend Nyelle that a gentleman named Sir Mournseller had some work needed doing of the illicit transportation variety. Upon meeting him in The Sheets, Mournseller has a simple job on offer: Go to his old manor house and retrieve a box of manuscripts for him. It seems he’s back in town from several years away, and his abandoned ancestral homestead was condemned in his absence. He’s got an old acquaintance named Boghran gathering up books and other valuables from the estate, but he needs someone to transport the goods across town. That might be a bit dicey because some of the books and art are out of modern political fashion. As in seditious. The crew is offered anything else of value at the estate; Mournseller only wants his manuscripts. The man certainly seems eccentric, being very well-mannered and carrying himself as a noble, while dressed as a vagrant with short, unfashionably-styled hair and wild whiskers. Nevertheless, the crew find themselves with few other immediate jobs and a powerful need to eat, so they take Sir Mournseller up on his offer.

The River Sharks pull up by motorized gondola to Mournseller Manor in Six Towers, around the back. As the bells toll that they’ve been waiting an hour for Boghran to show up, Bell and Hush decide to go onto the estate grounds looking for him, while Curly Q keeps the engine running (his player had a bit of a family emergency that required he drop out of the game for the night). Hush’s trained eyes spot Boghran sprawled on the ground some distance on, cargo box a few feet from him. As the scoundrels approach, the prone porter warns them to “keep back from them bushes.” It appears that Mournseller’s old security systems are still active: some spiral-sculpted topiary buses, animated by five runecarved spirit stones at the base of each. Hush acts as a distraction to get Boghran to safety, getting some bruised ribs by way of a 15-foot plant-tentacle for her trouble. Bell uses some vialed electoplasm like a grenade to disrupt the animating spirit essence, with remarkable success. Supernatural lightning arcs from one shrub to the next, disabling them all. The threat neutralized, Bell collects the stones for future research and possibly re-purposing for the crew’s own security measures.

Boghran and the crew get the cargo loaded onto the gondola, first the crate of manuscripts, followed by some silver, antiquities, and framed paintings of questionable taste. As they deliver the tomes to an ecstatic Sir Mournseller, Hush notes that the old man wasn’t just shabbily dressed… he was also barefoot. As they walk away, Bell remembers where he’d seen the cheap gray flannel Mournseller was wearing… it’s the usual attire assigned to the “guests” at Glenhurst Asylum, which is less a house for treatment and more a place to put embarrassing people so the good folk of Doskvol don’t have to think about unpleasantries like dementia or meaningful political dissent.

The crew moves the rest of the cargo back to their Coalridge grotto, and from there peddle it through various fences, making a tidy sum for a night’s work. Over the next few days both Bell and Hush give in to their baser desires, Hush letting loose in the seedy dock-side fighting pits under Sergeant Velk’s watchful eye, and Bell visiting his friend Father Yorek and giving in to some of the least credible pseudo-scientific inquiry with reckless disregard for personal safety or ethics.

And there we have it, The Mournseller Manuscripts score down and a good time had by all. The River Sharks have a number of opportunities presenting themselves in the coming days, including helping the Fog Hounds get some weapons and supplies to the Lampblacks for their war, and a chance to scoop up the assets (and possibly personnel) of an independent gondolier crew that had enjoyed the Crow’s protection until the recent change in leadership left them forgotten. Oh, and there’s rumors that some crew called the Grinders are seizing assets wherever they can, with a particular eye toward barges at the moment. Will they make a play to relieve the River Sharks of their main revenue stream? Stay tuned!

Scum and Villainy: Stardancer going live at 7PM PST

Scum and Villainy: Stardancer going live at 7PM PST

Scum and Villainy: Stardancer going live at 7PM PST

Join us: https://www.twitch.tv/actualplay

GM: Stras Acimovic, Players: Jory Bowers, Andi Carrison, and me.

Game: Just some awesome space faring action! Stuck in the brig of the Red Wolf, how will we get out? Come find out!

https://www.twitch.tv/actualplay

Episode 5 (I’ve been told it was) of The Chimera

Episode 5 (I’ve been told it was) of The Chimera

Episode 5 (I’ve been told it was) of The Chimera

GM: Luke

Alaka’i – Cutter – Chris

Amaliese Jenette – Cutter – Matthew

“Ask” – Cutter – Oskar

Emeline – Slide – Thomas

Following a disasterous attempt to taking the Horde head-on that nearly resulted in the death of all of our daring scoundrels, the Gondoliers found a wounded and 3-trauma’d Faus on the streets and took him in to help him recover. Faus had saved a young Gondolier by the name of Philipe from being assaulted, and in return Philipe’s mother, Ebbe, has offered her services as a healer to the Chimera as well as tending to the Severosi elder’s wounds.

Later that same day as Ask and Alaka’I lick their wounds, a new woman walks into their lair and introduces herself as Amaliese Jenette. An orphan from the streets of Duskwall, she had heard about The Chimera through the underworld grapevine, and offered her skills as a killer and guide to the city to the mercenary company. With their original guide, Emeline, having been unable to join them for a few weeks, Alaka’I allows her to join. A wry smile in response to a question of if she’ll follow The Chimera’s laws makes him nervous, but he is certain it is just youthful eagerness.

Amaliese presents a plan to the group: target the Scions of the Fallen, a gang of the young sirs and madams of the one-great-now-fallen old nobles of Six Towers. They recently had joined up with a strange organization called the Cult of the Hanged Man, wearing seemingly-silver necklaces inscribed with an ibis – a weird variation of which had recently come to infest the city – and so likely have much worth stealing wherever it is they are meeting. Having identified the church of the Hanged Man, the group prepares to assault it.

Before they do this, Ask decides to visit the church himself, and is aided by the Gondoliers, who draw a distraction to give him time to Attune to the place. Here he is noticed by a familiar presence: the god that reached out to him in Mistshore Park, the god that commanded the Hollows against them during the Chimera’s assault against them, the god that is devouring Ask’s own: Gesalt, or as it goes by now: The Hanged Man. Ask reports back, but the Chimera carries on with the assault regardless.

With luck and skill favoring them, they get into position with effective ease. Alaka’I takes a shot at a dangerous-looking gatekeeper from the front to cause a distraction, wounding but not killing him, while Ask, Amaliese, and their thugs assault the church from the back. Ask manages to pin a labor director to hold off the fighting, though he is wounded in the process, and Amaliese steps in afterwards, commanding all of the hired dockers to surrender. One responds by firing a crossbow bolt into Amaliese’s shoulder, which embeds itself in her armor. “I tried to warn you,” she says as she splits the man’s skull with her pistol.

Ask attempts to command the director to tell them where they’re holding all of their wealth. The director is unintimidated, and in a resulting brawl Ask kills him. A fight nearly breaks out once more, and the situation becomes desperate as The Hanged Man begins to becoming involved, but before much more bloodshed can happen, and avoiding irritating the Hollows being used to pull carriages of loot, the dockers are culled into submission, with Amaliese promising they won’t come to any harm under her “care”.

Back up front the spirit wardens have arrived and attempt to discern what happened by peering into the echos of the ghost field. Alaka’I puts one of them down before he can be spotted, and successfully avoids being drawn into situation against his will. He has a sandwhich and waits for more Spirit Wardens to arrive – he wants to talk with them when this is all said and done.

Back around back, Ask and Amaliese discover four of the six carriages are filled with treasure, the other two are empty. Ask secretly wants to take the two empty carriages to fill with their prisoners, which will become sacrifices to his god. Managing to Study him enough to get a sense of his motivations, Amaliese pushes back against these desires, eventually calling out a pair of thugs she had hired and armed with the Chimera’s weapons behind the backs of the others to act as muscle to back her up. They’ll be taking the four carriages filled with sellable goods. With the new muscle, though, Ask points out that they could take all six carriages.

“… Got as much brains on you as muscle, I see,” Amaliese says, slapping Ask on the shoulder. Ask and the two Chimera-loyal thugs (Barbosa and Rile) take three of the carriages and the prisoners. Amaliese stays behind for a while longer, using yellow paint she had requested the thugs bring her to graffiti the back of the church with the silhouette of a slithering snake. She and her hired goons take the remaining carriages back to The Chimera’s lair.

After the Spirit Wardens arrive and kill the wounded gatekeeper to save on paperwork (two dead instead one of dead, one wounded), Alaka’I manages to find one off on his own and confronts him. “Why aren’t you doing your job?” he glares as the warden with accusatory eyes, “there’s an army of hollows running amok in the northern half of the district. You’re supposed to be protecting people from them. Deal with it.” The Warden, though not happy with Alaka’I’s impudence, says he’ll look into it.

I just started running Blades in the Dark for a third group (because I’m a madman), and someone finally bit the hook…

I just started running Blades in the Dark for a third group (because I’m a madman), and someone finally bit the hook…

I just started running Blades in the Dark for a third group (because I’m a madman), and someone finally bit the hook and made a Mate! I’m excited to see how this band of Shadows deals with having a mischievous little juvenile delinquent along for the ride.

It all crumbles to ruin

It all crumbles to ruin

It all crumbles to ruin

A blow for the Bloodletters even as they blast the Crows Tower from existence. All their work lost in a coup by the unctuous Bazso Baz. But have no fear, this just means another score to plan!

GM: John Harper

Players: Adam Koebel, Stras Acimovic, and me!

http://www.seannittner.com/actual-play-it-all-crumbles-to-ruin-5152017/

http://www.seannittner.com/actual-play-it-all-crumbles-to-ruin-5152017/

A new crew, these Shadows begin by targeting a batch of documents being sent to court by a local Bluecoat station…

A new crew, these Shadows begin by targeting a batch of documents being sent to court by a local Bluecoat station…

A new crew, these Shadows begin by targeting a batch of documents being sent to court by a local Bluecoat station house – a prime source of blackmail and extortion ammunition!

Played a first session with Robert Bohl, Pete Cornell and Jason Bowell.

Played a first session with Robert Bohl, Pete Cornell and Jason Bowell.

Played a first session with Robert Bohl, Pete Cornell and Jason Bowell.

In which the Wobbegong Crew steal prisoners off of a City Watch Prison Barge, sticking a thumb in the eye of the Bluecoats. They get their take and then some.

https://githyankidiaspora.wordpress.com/2017/06/27/the-wobbegong-crew-and-the-prison-barge-job/

Oblique Angles, Session 2: Who Was That Tricorn Hatted Man, Anyway?

Oblique Angles, Session 2: Who Was That Tricorn Hatted Man, Anyway?

Oblique Angles, Session 2: Who Was That Tricorn Hatted Man, Anyway?

We had two new players join us this game – Moray (Cutter) and Banshee (Lurk).

Downtime Actions

– New Clock – Electroplasmic Battery – 2/8 – Vale is creating an Electroplasmic Battery. When complete, he’ll be able to draw on it for his ghost field work.

– Vale, while (over) indulging his gambling vice, was accosted by the Bluecoats while in a back-alley near his gambling hall. Unfortunately, they caught him trying to pay off his gambling debts by conducting some sort of magical ritual for one of the other gamblers. Vale is no longer welcome at his old gambling establishment.

— New Clock – Persona Grata – 0/6 – When filled, Vale is welcome again at the Lady Dusk’s Dusk Manor club, his usual gambling hall.

— New Clock – Persona Sold Out – 0/6 – When filled, Lady Dusk has sold Vale out and shared what secrets she knows of him.

Free Play

The demon Setarra visited Vale, and told him of a brewing conflict between the Dimmer Sisters and Lord Scurlock. So far it consists of feints and moves in the shadows.

The crew also hear a number of other rumors:

– The riots have ended – the Bluecoats eventually managed to put a stop to them. – The leader of the rioters, a sailor named Koln, managed to escape. His whereabouts are unknown.

– The Bluecoats have come out of the riots with reduced authority (their hold on Tier III went from Strong to Weak)

– There is a gang war in Crow’s Foot.

— The Crows, the top-dog gang there, recently had their leader murdered – by their second in command

— While she consolidates her control of the gang, the gangs that owe fealty to them – the Lampblacks and the Red Sashes are warring

– The Lampblacks, after the encounter they had with the Angles in session 1, are gathering information on the Angles. Nothing too aggressive… yet.

– There have been a number of reports of weird singing down at the docks. It seems to defy normal classification in a number of ways – it changes in direction, tone, lyrics, and in other manners from minute to minute.

Banshee and Vale looked into the singing – Banshee by sneaking around the docks, and Vale by taking a ghost field survey of the area (while looking for a new gambling hall). Banshee confirmed what the rumors had said – the songs changed often, both in direction and in composition. Vale’s survey of the ghost field helped him realize the singers were skilled whisperers that were trying out various kinds of rituals, experimenting to find the right one. All the rituals were trying to call some terrestrial (non-ghost field) person or thing to come here.

The crew also found a letter in one of its dropboxes; these letters usually only came from established clients, but this one was from an unknown sender. The letter’s author proposed that the Angles do a job for them. The job was to enter Old Scurlock Manner (near their home in Six Towers) and retrieve an object. They said it would pay well. If they were interested, they should meet to seal the deal at midnight at the docks.

Weaver (with Moray trailing as a bodyguard) went to meet the mystery correspondent, and found them down a dark alley at the docks. The person in question appeared to be a male in a long overcoat and antiquated tricorn hat. They had a shuttered lantern with them. When Weaver tried to use the lantern to see who he was dealing with, the figure used what seemed to be magic to snuff the lantern entirely.

The soon-to-be-client wanted to engage the Angles to remove the Rituals of Scurlock the First from the crypts beneath the mansion. They told Weaver that the book was warded in some fashion, but that they could handle it. The job needed to be completed by 3am the next day. When Weaver asked if there were other things to be worried about, the figure just shrugged. The money offered was excellent (8 coin), so Weaver accepted the job. Weaver detected no lies in the things their client was saying.

There was some consternation amongst the crew when Weaver returned – Vale (and others) felt sure that their new client was none other than the current Lord Scurlock himself, and that in doing the job they’d be playing into the hands of his enemy. In the end, they all agreed that they should do the job either way – once they had the tome, they’d be in a position to either deliver it or thwart their new client, as they saw fit.

Before approaching the manor, Vale went to Charterhall to do research on Scurlock the First. He found in his research that the first Lord Scurlock was known to be a necromancer and sorcerer of the first order. He was put to death at the command of the Immortal Emperor (forever may he live!). The execution included Scurlock’s head being cut from his body, possibly the whole thing being chopped up into further pieces, and at least some portions of him being incinerated. Accounts varied somewhat.

As soon as the research was done, the Angles went into Old Scurlock Manner. Using the high-quality set of maps they had of the city’s underground, they made their way to an underground maintenance entrance to the estate’s catacombs. Banshee was able to masterfully work the huge, rusted door open – but then stepped on a pressure plate of some sort. Thankfully, Snake was able to disarm the trap by peeling up the surrounding cobblestones and wedging Moray’s crowbar into the mechanism.

Once inside the catacombs, the Angles came to a large room with two passages leading outwards. Vale attuned to the ghost field to see which way they should go – one way had a lot of ghost field activity. The other, though, had some sort of strange ghost field lacking bubble in it. Thinking this to be the ward on the book, the Angles decided to take that passage.

As they started to move, however, they realized that they’d been noticed – dozens of rats with glowing red eyes came out all around the room, and then began to attack. Lead by Banshee, the crew managed to get across the room without getting caught. The possessed rats began to pull themselves up into some sort of amalgamated monstrous form – but then got hit by a thrown vial of fire oil from Snake. The mass of rats was consumed in a sickly green flame and came apart.

In their haste to get past the rats, though, the crew ended up bursting into the room at the end of the hall. Happily, this was their goal – in the room was the sarcophagus of Scurlock the First, along with the warded chest. There was also, however, a Spirit Warden – the implacable servants of the empire that made sure all ghosts went to their rests. From behind its rune-enscribed brass mask, the Spirit Warden asked what they were doing there.

Weaver thought quickly back to Vale’s library trip – which he’d tagged along on – and remembered what he had read about the Spirit Wardens and this tomb. The Wardens were there solely to guard the sarcophagus. (It also happened that Weaver saw and was affected by a strange picture in that same book; in what way, though, he does not know.)

Weaver quickly told the Spirit Warden that they were interested only in the warded chest. After some thought, the Warden said they could proceed.

Vale accessed the ghost field to examine the chest, and realized that the ward could be broken by releasing or pushing a spirit into it – that would collapse the ward. He and Banshee then went to capture one.

Banshee used her skill from back in the Dagger Isles as a Ghost Lure to bring the ghost towards Vale, who would capture it. Unexpectedly, Banshee found herself being chased by two ghosts. While Vale expertly captured one ghost in a spirit bottle, Banshee (screaming as she went) led the other one back into the burial chamber. Luckily for Banshee, Moray was ready. Pulling out her cold-iron maul, she obliterated the spirit with two forceful swings. Vale was then able to use the captured ghost to disrupt the ward, and the Angles quickly left with the book.

Once they arrived back at their base, there was some discussion about what to do. Should the team deliver this tome to a customer they felt sure was Vale’s vampiric foe? In the end, they decided to deliver the tome – to not do so was to invite death, a ruined professional reputation, or both. They did, however, make two etchings of the book’s bronze pages before doing so.

Vale (with Banshee’s help) also made a close study of the book in order to be able to recognize its ghost field signature in the future. This turned out to be very tricky business – the book had come awake in some fashion, and was interacting with and causing disturbances in the ghost field in its vicinity. Vale, who was both lucky and skillful, managed to learn what he wanted without getting ensnared by the book’s energies. (New Clock – Understanding the rituals of Scurlock the First – 2/8) In doing so, he gained some understanding of the book itself. While a person could learn the rituals by reading the etchings, the book itself was integral to enacting any of them; it was an artifact unto itself. Vale also learned that all the rituals in the book enacted some kind of attunement.

At three in the morning, Weaver (again with Moray looking out for him) brought the book back to their client, down by the docks. Weaver tried to get extra money for the job, as a concession to the extra dangers they had encountered. The client agreed that they had earned additional compensation – but only on the condition that Weaver would at some point in the future do a favor for them. Weaver agreed.

As I was preparing for tonight’s roll20 session I briefly forgot that I was GM and wondered what sort of madman’s…

As I was preparing for tonight’s roll20 session I briefly forgot that I was GM and wondered what sort of madman’s…

As I was preparing for tonight’s roll20 session I briefly forgot that I was GM and wondered what sort of madman’s newspaper clipping room I’d wandered into.

Alternate Title: I SURE HOPE YOU LIKE CLOCKS