7PM PST tonight, the Stardancers return to https://www.twitch.tv/actualplay.

7PM PST tonight, the Stardancers return to https://www.twitch.tv/actualplay.

7PM PST tonight, the Stardancers return to https://www.twitch.tv/actualplay. Come join Stras Acimovic, Jory Bowers, and Andi Carrison on our space faring adventures!

Tales of the Veiled: a re-cap of the Assassin’s in the Blades in the Dark.

Tales of the Veiled: a re-cap of the Assassin’s in the Blades in the Dark.

Tales of the Veiled: a re-cap of the Assassin’s in the Blades in the Dark.

Real life constantly seems to be getting in the way, it seems. A lot has happened in the Assassins game that I previously mentioned before. A name had been decided upon (The Veiled) and the group has been busy murdering in the name of Exeter’s will.

The crew, after successfully assassinating the Junior Inspector, were brought before Exeter and given a list of targets to be eliminated. It was made clear to them that the targets were all dangerous, well-supplied, and would provide a challenge worthy of them. The crew accepted his offer and went after their first major target: Bakaros of the Spirit Wardens.

The job was a success after they ambushed him during a witch hunt through the Duskvol Mines while he was leading a hunt for assembled masses of the Horde. The engagement went well, with the group’s Whisper trying a ritual to take control of the Hollows and fight against the Spirit Wardens. Bad rolls led to the group getting up close and personal with the dangerous members of the Spirit Wardens but a few well-timed explosives and shots led to everyone that wasn’t part of the crew dying in a major collapse while the crew escaped in one of the ghost echoes nearby.

Looking for an easier job, the crew sought to take some territory and claim a small clinic that was operating for The Weeping Lady. It was poorly guarded, recently set up, but something dangerous lurked underneath the surface as the Whisper was able to feel that powerful rituals had been used here within the clinic’s premise. Rather than intimidate or murder a few members of the charity, the group instead offered protection in return for services. This put them against the Bluecoats that were taking bribes for protection against the Grey Cloaks and other, smaller outfits. The group quickly and quietly murdered the Bluecoats who busted in demanding assistance and earned the trust of the Weeping Lady. However, the Cutter felt something call to him and push him into a bloodlust. He scratched into his arm that night “Be welcomed within our Arms”.

The last job led to the group travelling out to the Deathlands to hunt the lead scout of the Silver Nails, Tuhan. A desperate engagement led to them attacking the group while reinforcements arrived. Traumas were a-plenty in this one; no one came out unscathed as the group pushed themselves extra hard to try and secure the kill. It ended up with one character harboring a summoned horror inside their body, the Fog Hounds being made into rivals and the crew accepting the job to kill off their rivals as payment for harming so many of their crew, and everyone now having at least one trauma…one of them having three and two of them having two.

The most interesting part is that Tiros, now paranoid and unsure of himself, has entrusted himself into Exeter’s will by explaining he has been having weird dreams and dark urges. With the Spirit Warden’s blessing, he is now on his way to go and infiltrate the cult to root out its leaders and hopefully destroy them.

Thing are going to be very interesting next session; the Bluecoats are going to be coming for blood once they realize that the crew gave them the wrong evidence by accident. The Unseen, the main but unknown enemies of the group, has fully infiltrated the Wardens and will soon be ousting those who are dangerous to their goals. The Bluecoats have secured military-grade weaponry and equipment and it is all going to come crushing down upon the head of the group.

We’ll see what the Veiled do to survive come this Sunday!

HEEST COMPLETE!

HEEST COMPLETE!

HEEST COMPLETE!

The Dead Setters steal the Eye of Kotar on the high seas in the I’m Still On A Boat Caper.

Last time, using Lord Scurlock’s patronage, the crew hit Tier IV and decided that’s all they needed the old vampire for. They proceeded to plan scores that would release Setarra’s children from the harbor as per their bargain with Scurlock, but this was just to allay suspicions. They’re totally going to betray him.

Their machinations started with a “two birds, one hand grenade” plan. The Setters were in a leviathan blood smuggling ring with the Cabbies, who were already moving weight for Lady Clave of the Leviathan Hunters, secretly of the Circle of Flame. They discovered Lady Clave had in her possession the Eye of Kotar, a mysterious artifact rumored to have influence over demons. Thinking they could get Clave out of the picture, recover the Eye, and grab a monopoly on the Cabbies’ distribution network, the crew smuggled themselves aboard Clave’s ship, the Sussurrus, in barrels, dwarf style.

They rolled the devil’s crit on engagement. Three sixes. The Sussurus was damaged during its last leviathan hunt and had multiple crew injuries. The Setters would have an easier time moving through the chaos and fewer sailors would be present to stop them. Furthermore, it was a lucrative hunt – 12 Coin in blood rested in the ship’s stores.

Roll20 immediately betrayed the crew, however. Group Prowl actions with a single 4 across 6-7 dice, nothing higher than 3s on resistance rolls, and so on. They got hung up in a corridor being used for medical overflow and decided the easiest way to the captains’ quarters was to simply murder the wounded sailors and the Sussurrus’ one surviving ship’s doctor. Deemo the Leech and Richter the Spider stayed behind, playing dead and pulling off a wildly successful ambush on the inevitable reinforcements. Teatime the Whisper and Raven the Hound made it to Lady Clave’s quarters. Teatime summoned a spirit, ripping the fresh firey entity from one of the poor teenage ensigns they had just killed in the prior corridor. He compelled it through Clave’s door to see what she was up to – BLAM BLAM! Two barrels of double ought electroplasmic buckshot later, Teatime learned that Clave did indeed know they were there, and his ghost helper was summarily obliterated.

Raven figured she didn’t have a triple barreled shotgun and kicked open the doors. She was faster than Clave’s first mate, a beardy Russell Crowe-looking dude who- well, he got stabbed in the face by Teatime’s psychic Krull-glaive (WHISPERS CAN CRAFT SHIT TOO AND IT IS HORRIFYING). Clave ducked behind her sturdy desk to reload as Raven winged her. The leviathan hunter captain blasted out a bridge window and flung the Eye of Kotar into the Void Sea.

#nope. Pope of Nope. Raven resisted with Resolve, calling her ghost-form hunting bird, Zeramore. The spectral avian plucked the Eye from midair and returned it to Raven’s feet, although the artifact burned Zeramore to the point she had to return home to “roost” or whatever it is ghost birds do to heal.

A meager plea from Lady Clave. A headshot from Raven. Teatime picked up the Eye of Kotar, safely bound inside a chain-wrapped pendant and glowing like the sun in the ghost field.

“It’s so bright you have to look away. ‘Bright’ doesn’t do it justice. You don’t have the words for it. Your ‘sun’ isn’t bright enough – you can’t even draw a parallel.”

Deemo used her stock of hand grenades to scuttle the Sussurrus and the crew raced against time to load the blood harvest onto their own vessel, the Colossus. Remember, kids: Loot, then burn.

~~~

It was a good session. Ups and downs from the dice, a complex plan handwaved by engagement with a simple execution during play. The guys are Tier IV and I’m trying to keep that in mind. Two sessions ago they’d have been looking for fine equipment and pushing themselves to match up with the Sussurrus’ crew, but they were on equal footing now and often stacked the situation in their favor. Richter almost trauma’d out thanks to a resistance roll that should’ve been a gimme, but he had special armor. Everyone continues to burn stress like gasoline.

I love how Rep gains changed during the quickstart to final version. Their advancement feels much better to me.

I feel like we’re in an endgame, like the inevitable Lord Scurlock job could be the series finale? Deemo’s on her way to making herself a hull, Raven could probably safely become a Reconciled should she die, and Teatime? 3 Traumas and Lifestyle 4. He’s setting himself up to usurp Scurlock.

~~~

Post-credits scene!

Back at Tinriver House, Teatime attunes to the Eye of Kotar. It’s a six, of course. The polished, eyeball-sized stone artifact shows Teatime how to use it. It grants the Compel ability but for demons, not just spirits. It gives a vague sense of when supernatural forces are around. And it only works if it’s sitting in an eye socket.

Teatime doesn’t even hesitate. He presses the Eye into his own and the stone burns away his eye, vitreous running and smoking down his face. He doesn’t cry out.

#heestcomplete

Session 1 – The Restless Hunger

Session 1 – The Restless Hunger

Session 1 – The Restless Hunger

Character creation was a lot of fun (even though it takes a while, theorycrafting a crew and workshopping bizarre ideas is a great time)

Our Crew –

Mel’Quan, a whisper from the Dagger Isles – Cult leader

Grine, a tarnished Akaroshi Nobleman – P.R.

Amosen Basran, an Iruvian Lurk

The Great Muffuletta, an Akoroshi Cutter – Local Boxing Legend

The Restless Hunger is a cult who worships the ghosts of tapeworms that live in the bellies of their devout worshippers (we run a weird table). Their jam is to infect people with the tapeworms, and overfeed them in feeding houses until the tapeworm dies of overeating, and then the tapeworm ghosts become their gross companions. (I’m not yet sure if it’s actual tapeworm ghosts that they’re dealing with or more like, mini leviathanesque demon tapeworms, but we’ll play to find out.)

Score 1 – A sanctuary.

The crew is Hq’d in Charhollow, but they do a lot of business in Nightmarket (where the food and trade is!). So that they could have a Sanctuary in their hunting grounds, they laid claim to a Restaurant named Krop’s Kabobs. (I was scrambling for a name – I guess he is a RETIRED Constable in this Duskwall) It was a social mission that Grine arranged with his contact Klyra. They got a six on engagement, and so the Billhook muscle that normally protects the place was not ready for a fight, helping Krop with cleanup. The crew offered their services to Krop – namely, they would send prospective initiates out to spend money there and feed their fledgling worms, and maybe offer some protection. Krop stated that he already had protection (gesturing at the billhooks) and that the current protection wouldn’t take kindly to new operators. Muffuletta fought both billhooks at once, and Amosen turned it into a real party by shooting one of them in the face. (cue the tolling bells of the spirit wardens.) The other one tried to escape, but was taken to the ground by Mel’Quan, who decided he was a chosen one of the Divine Consumer (#tapewormgod). Having kidnapped the billhook and secured the joint, Krop warned that there would be more trouble from the Billhooks.

Downtime – The Bluecoats went looking to question Klyra about the weird goings on because they heard she had arranged the meeting, but Grine managed to smooth it over with her and the Bluecoats. She warned him not to shit in her house anymore. Amosen overindulged his vice (Obligation: he watches over inmates at a mental hospital) and got ID’d by some passing Billhooks. Muffuletta did some rocky style log dragging montages, and Mel’Quan started a long term project to deprogram the captured billhook and turn him into an embedded asset within the Billhooks.

All in all a pretty good chargen and first score!

I hope I’m using this Community right. I’m just really excited about this character and want to share her. :)

I hope I’m using this Community right. I’m just really excited about this character and want to share her. 🙂

I hope I’m using this Community right. I’m just really excited about this character and want to share her. 🙂

Originally shared by Robert Bohl

My character for a game of John Harper’s Blades in the Dark we’re gonna play this Sunday. I love this lady. She’s part of a smuggling crew of ex-military people, called the Wobbegong Crew (named after a camouflaging shark).

Willoughby (Serena), also known as the Crow, formerly Cpt. Serena Willoughby, of the Imperial Emissary Academy (a spy school)

Grew up as a Skovlan refugee in Duskvol, lost her parents young, got snapped up by the Academy before her accent went away and raised to be fervently patriotic. Was a very effective spy in the war, but resigned her commission when she found out something horrifying. Her life was always tough, since she was born with the mystic ability to tell when people were lying. Knowing this, her superiors mostly delivered her orders written, or via catspaws, so their deceptions weren’t revealed. She won’t talk about what she learned, or what made her revoke her commission. But she lost her husbands and children to the war, and after resigning, starts in the process of drinking and drugging herself to death. She got the job with the crew to keep her in substances and what little food she takes in, but she’s quickly finding herself reacting (unwillingly, almost) to the camaraderie of working in a unit with people. Maybe she’ll even want to save herself some day, thanks to them.

Playbook: Slide

Heritage: Skovlan, War refugee turned government tool

Background: Military, Spy in the war against her own people

Action dots:

Insight: 1

• Study: 1

Prowess: 2

• Finesse: 1

• Prowl: 1

Resolve: 2

• Consort: 2

• Sway: 2

Special ability:

Like looking into a mirror

You can always tell when someone is lying to you.

This ability works in all situations without restriction. It is very powerful, but also a bit of a curse. You see though every lie, even the kind ones.

Sly friends and rivals:

Friend: Nyryx, a prostitute. I grew up with her on the orphan streets. She’s another Skovlan, and doesn’t know what I’ve done. She’s worried about my over-partying, even though we party together.

Rival: Byrl, a drug dealer. My drug dealer. I’m an annoying, demanding customer who’s not above forcing him to help her out with her needs.

Vice: Stupor, Willoughby is in a constant drive to obliterate her mind and not think; she thinks too much

Looks: A woman, bony and dark, with long, thick hair. She’s got a weary gaze, when it’s not bleary, but she can turn on an affable, open side when necessary.

Blades in the Big Easy, Episode 2

Blades in the Big Easy, Episode 2

Blades in the Big Easy, Episode 2

Quick refresher, our intrepid band of Smugglers are:

-Merresh Jeshahn, an Iruvian Slide

-Sheha Gorat, a Tycherosi Cutter

-Unna “Madame Moon” Helles, a Dagger Islander Leech

-Murdock “Scales” Deepscourge, a Skovlander Whisper

And, introducing:

-Gideon, a hunchbacked Akorosian Hound

Quick recap: last episode the crew did the Blood in Crow’s Foot starter. Bazso hired the squad to move a spirit essence distilling rig to the docks, just after Bazso’s own men ‘liberated’ it from the Red Sashes.

For episode 2, I explained how claims work and indicated that there were two immediate options: Turf in the form of a watering hole frequented by the Gondoliers (who the crew have -2 status with), or a Luxury Fence controlled by the Red Sashes (who the crew are still at 0 status with). The crew opted to go after the Luxury Fence, a wine merchant named Rickard LeNez (table joke: Ricky the Nose) who uses his business as a front to move stolen paintings and high end spirit essence.

Gathering info, the crew discovered that a) LeNez has a mistress he puts up in Silkshore b) LeNez’s main source of profit was acting as a middle man for the Red Sashes’ essence trade, which is currently disrupted and c) the Lampblacks are also currently interfering in LeNez’s legitimate enterprises.

The group developed a deception plan to have Unna hit LeNez with trance powder while he’s on his way to see his mistress, then have Merresh and Murdock step in to ‘save’ him from being drugged. LeNez’s good favor earned, they’d have a moment alone to deliver an offer the merchant can’t refuse.

Complications entered the plan when LeNez was accompanied by two Red Sash bodyguards. Unna managed to push herself to hit all three with trance powder. Merresh managed to finesse all three into an alley, where Sheha and Gideon quickly dispatched the Red Sashes (in a non-lethal and only mostly crippling fashion). The crew than managed to calm down the drugged LeNez and leverage their dirt to win him over.

Highlights:

-Gideon, our new player, managed to get a ton of great info from his friend Steiner, the assassin.

-LeNez initially refused the offer, terrified of Melara Klev’s revenge. Merresh retorted by saying “we also have friends in high places” at which point Gideon, concealed on a rooftop, put a crossbow bolt precariously close to LeNez’s personal bits.

-Murdock, whose enemy is Lord Scurlock, started a long term project to learn more about vampires.

-Unna, Sheha, and Gideon hatched a plan to reduce heat by spreading rumors about a fictitious gang composed of the crew’s rivals. They managed to knock their heat down to zero, but I started a campaign clock called “Self Fulfilling Prophecy.”

Other Thoughts

-I may be guiding the crew to do more set up and legwork before scores than the game really requires, but I think it really delivered a quality session.

We started airing our Blades campaign this week and I thought I’d share it hear for all the lovely Blades fans to…

We started airing our Blades campaign this week and I thought I’d share it hear for all the lovely Blades fans to…

We started airing our Blades campaign this week and I thought I’d share it hear for all the lovely Blades fans to see.

We’re made our own setting using The Quiet Year but there are plenty of familiar elements.

https://insertquesthere.wordpress.com/2017/06/12/blades-in-the-dark-arcus-episode-1/

My players, uhh, “found” a hull a while ago.

My players, uhh, “found” a hull a while ago.

My players, uhh, “found” a hull a while ago. Which they managed to posses with a friendly spirit. Then, for reasons I no longer remember, they retrofitted a samovar into the hull. For mid-score tea and biscuits.

We don’t take our Doskvol too seriously.

There’s that rat swarm hive mind in the background as well, I wonder what they’ve been up to…

The Skovlan gang’s fight with the Wraiths ends messily, and Rind’s pet raven freaks out the whole neighborhood.

The Skovlan gang’s fight with the Wraiths ends messily, and Rind’s pet raven freaks out the whole neighborhood.

The Skovlan gang’s fight with the Wraiths ends messily, and Rind’s pet raven freaks out the whole neighborhood.

https://www.youtube.com/playlist?list=PLtBYin1uOBmCXcaUFPhQ0DfYWhuVkXtX8