The Oblique Angles: Session One

The Oblique Angles: Session One

The Oblique Angles: Session One

Character Creation

This weekend I ran character gen and a first session for some of the folks from my bi-weekly gaming group. I’m extremely fortunate to have a super solid group of folks for this – we’ve known each other for almost 20 years now, all of them are practiced roleplayers and most are also practiced GMs. The session was a big hit, and I will likely slot it into our off-weeks as a regular thing!

Our crew consists of:

– Vale – the Whisper. Vale is a Tychorosi with six fingers on each hand. During the Unity Wars, he served as Whisper for a unit in Skovland… at some point he went missing. Somehow in his past he became wrapped up in the tug of war between Lord Scurlock and Setarra (he managed to blindly pick Scurlock as his rival and Setarra as his ally).

– Snake – the Leech. Severosi. HIs clan dedicated itself to preserving medical knowledge after the cataclysm. When his clan was wiped out, he was adopted by Rail Jacks, and spent a portion of his previous life guarding the rails as one.

– Weaver – the Slide. Akorosi. Weaver was a barrister, well known for his dramatic style. In one fateful case, he purposefully didn’t defend someone as well as he should have… and there were repercussions.

– Agerine – the Spider. Iruvian. An exiled scientist, forced to leave over his dangerous experiments. In his past life as an academic studying civil engineering and energy, it’s rumored he managed to set off a volcano. If you ask Agerine the truth of this, he just shrugs.

– Gentile – the Hound. Akorosi. The 9th son of the current Lord Strangford. Gentile is currently 7th in line to the title. The two spots he jumped? No one could tie him to those accidents but… he’s not welcome around the family anymore.

Together, they make up the Oblique Angles, a crew of Shadows with a reputation for the weird. They took Ghost Echoes as their first (and signature) playbook power – the high concept is that they’re spies with one foot firmly in the supernatural world.

For a base, they are working out of an old Strangford manse in Six Towers. They specialize in espionage, and their hunting grounds are in Charterhall. The area they are working is under the control of the Imperial Army; their presence and activities are condoned by Imperial Intelligence because they’re considered useful – their abilities with the ghost field mean they can do things others can’t.

To start, they’re at a -1 with Lord Scurlock, a +1 with the Dimmer Sisters, a +2 with the Imperial Army, and (with their agreement) a -2 with a faction unknown to them.

The Setup

To set up the first score, we used Sean Nittner’s excellent Duskwall Riots of 847 pdf. After talking things over, the crew decided that the conscripted leviathan hunter crews were the ones rioting (Gentile knew Kolin from his time spent on the same ship; he’d actually dragged Kolin out of a bad situation in a brothel at one point, as well), and that the cause had been the arrest of a Charterhall academic, a student that (it was rumored) had dug up some legal references invalidating the practice of press ganging.

As we talked about what score this might actually set up, one of the players had an idea: what if the Oblique Angles had, at the behest of Imperial Intelligence, let it be known she’d been taken? And what if she were actually an Imperial agent? And what if the score was to free this “student” from wherever the Bluecoats had taken her and get her to the organizers of the Unchained, the faction pushing to end press ganging? This would serve two aims from the Imperial Army’s perspective: make the Bluecoats look bad, and help aim or defuse the Unchained. The Unchained could be a long term threat to the flow of electroplasm, and so a riot or two in exchange for a stronger hold over them was quite worthwhile.

Everyone thought this was a great idea. And so, still in Free Time, a couple people did some info gathering to figure out where the Bluecoats had stashed our student, Carissa Basran. Weaver, the Slide, donned a disguise as a Bluecoat messenger and went seeking their crew’s contact in the Bluecoats, Laroze. Weaver found her, but his situation was complicated when a Bluecoat officer grabbed him and told him to hand over whatever message he had. Weaver managed to confuse at the officer well enough with some rapid-fire nonsense that they lost their patience; instead of forcing Weaver to hand over a message he didn’t actually have, he instead yanked Weaver’s (fake) badge off his uniform and stalked off, muttering about how he’d deal with this idiot later. (A complication that may come up in a future session…)

As Laroze heard Weaver’s request, she paused… and then a bead of sweat ran down the side of her face as she realized what was being asked. But she gave Weaver the info – Basran was being held in Ironhook Prison.

(Side note – I didn’t actually play Ironhook as a Tier IV; it didn’t even occur to me until much later. The retcon is that they were operating at Tier II because of the riots; this will be reflected in the crew’s rep gain for the score.)

With that, the score could begin!

The Score

The approach and the detail were almost trivially easy – the Oblique Angles would come in using their Ghost Echoes power to find a ghost door, and unlock it with Vale’s ghost key. Once past that door, we began the score with Vale needing to disarm a warded door. With that, they were into an old unused sub-level of Ironhook Prison.

They made it up a level to where they needed to be – now they just needed to get one cell block over. Sadly, the entrance to the next cell block was guarded by a group of four Bluecoats. After some hemming and hawing, plus some helpful info from the GM, the Angles headed the other way – towards the laundry. With a quick flashback by Agerine, they came to the conveniently abandoned laundry facility. Agerine dropped off his bottle of whiskey as payment, and the crew quickly donned prison uniforms and grabbed laundry carts. With those, they were easily able to bluff their way past the guards.

Once in the correct cell block, the team had to somehow get Carissa Basran out of her cell and into a cart without attracting attention to that fact. Several people attempted to either block lines of sight or attract the inmates’ attention – most of these failed and/or cause complications. When a Bluecoat guard got close enough to try to stop them, Gentile quickly chloraformed them and dumped them into a cart. As Snake got Basran’s cell open, the rest of the guards at the far end of the block came running. The team then switched to Plan B. Or rather, as Vale put it, Plan F.

Vale quickly raised a viscous fog, and several of the other team members helpfully started screaming about how the death fog was going to kill them all (it turns you inside out!). Agerine threw a lantern into one of the unoccupied laundry carts and shoved it on down the hallway. Under cover of the chaos, the team ran back the way they’d come.

Weaver took the lead, and fell through the door into the arms of the Bluecoats guarding that section, choking and screaming about the death fog. The Bluecoats grabbed him, shook him, and demanded to know what was going on. Weaver then blew his trance dust into their faces. It was at such a close distance, though, that it caught him as well. Happily, though, the rest of the crew threw him into a laundry cart and Snake administered an antidote while they ran.

Once they exited Ironhook, our scoundrels made their way back towards the drop-off; they needed to bring Carissa to a Unchained safe house in Crow’s Foot. One of their main assets is a very complete set of maps of the various underground byways of the city – they were able to stay below ground most of the way and to avoid trouble as they went.

But as they closed in on the tunnel exit they needed, a lamp lit up in the darkness ahead of them. Much to everyone’s chagrin, it was Bazso Baz – and his Lampblacks had them surrounded. Bazso wondered idly (but cheerfully) what they were doing on his turf, and who the cloaked figure with them was. When asked how they could get by, he said they could hand over Weaver (apparently he and Bazso have some bad history – perhaps he represended Bazso in court once?). When asked what he’d do with Weaver, he smiled and said, “I’m going to put a bullet in his head, of course.”

After a quick flashback to his earlier discussion with the team’s contact in Imperial Intelligence, Agerine warned Bazso: “I don’t think you want to mess with us. Not with our friends coming up behind you.” Bazso laughed – but then had to duck a sword coming in from behind. A larger force of Red Sashes had snuck up behind the Lampblacks and was now cutting a swath through them.

Bazso made a dash for it past the players. Weaver did his best to put a bullet in Bazso as he went, but Bazso was too fast for him.

As the Red Sashes chased the Lampblacks south into Crow’s Foot, the Angles were clear to finish their delivery. When they dropped Carissa off, the confused members of the Unchained asked, “Who the hell are you?”

“We’re the Oblique Angles,” Gentile said with a grin. And then they were gone.

(Please pardon my lack of proofreading this post – I wanted to get it done and up before any more time had passed.)

Well, THAT was a hell of a thing. Overall, everything went super well.

I was taken sideways to realize I had a crew of Shadows working out of the center of government – what the heck gang works that turf, for them to pay up into? Once I settled on the Imperial Army, everything quickly settled into place.

I absolutely loved how we ended up tweaking the Riots score to make sense for our crew. That is a great jumping off point, Sean Nittner!

I’m now going to start running this game for my folks every other Tuesday – everyone had a great time. Thanks for an awesome game, John Harper and everyone else involved!

Just did a 1on1, both our first session, with a Whisperer of Tempests and his Cult:

Just did a 1on1, both our first session, with a Whisperer of Tempests and his Cult:

Just did a 1on1, both our first session, with a Whisperer of Tempests and his Cult:

In order to steal an ancient tome of spells valuable to his god, he broke into a Weeping Sisters Temple in Six Towers under cover of an arcane fog; used memorized maps of the temple he had earlier secured from his friends among the Circle of Flame; drugged an old librarian with a sleeping poison; and after escaping too slowly and being corralled towards the priests by local tramps seeking eel stew, he called down a distracting bolt of lightning which destroyed the church and injured dozens. Exit, stage right.

He didn’t get much coin, but he got the book.

Hot as heartsblood, he got interrogated by the Bluecoats, who beat the hell out of him but ultimately didn’t secure a confession. Battered and drained from earlier blood sacrifice, he tried to recover his harms. Unfortunately, the local Witch hates his guts because he just stole the same book she wanted for herself. He then tried to indulge his weird vices, but the light apocalyptic ravings he picked up for recreational reading didn’t do much to help. He’s hurt, stressed, still broke, and it turns out the best pages of the book were carefully removed. He is already scheming his recovery, and ascendance.

For my first session, I found the system lightweight and robust. I think I got most of the rules down on the first run, and I’m aware of the spots I flubbed. More players would be really fun, but the system was more than strong enough to allow the lone PC to believably address all of my obstacles in meaningful ways. The Score-Downtime-Freeplay framework kept everything running smoothly with an organic-feeling urge forward. The provided material gave me more imagination fuel than this PbtA veteran usually brings to the table, and it really made the game sing.

Bonus Points: My skeptical PC became an evangelist and a buyer, and mentioned running a game(!) for his roommate.

11/10, willing and looking forward to running it on the fly again. Bravo to Mr. Harper and all involved!

Started a new crew of Bravos yesterday.

Started a new crew of Bravos yesterday.

Started a new crew of Bravos yesterday. After some deliberation, they called themselves Rowan’s Fire because they wanted something with a flame motif. Fast forward to them going over the faction sheet and finding The Grinders. Instantly renamed the crew to The Tinders

Chimera, a gang of bravos Session 1

Chimera, a gang of bravos Session 1

Chimera, a gang of bravos Session 1

Crew:

Alaka’i Kahananui aka The Kid; a hunter played by Chris

Ask Blindrson aka Ash, aka wanderer; a cutter played by Oskar

Emeline Comber, no known alias’s; a Slide played by Thomas

Faustulus Naqoahouna aka The Elder; a whisperer played by Matt

The Chimera were once a mighty Severosi mercenary crew. Ballads and plays have been written in their honor. As a result it is with great shame that the Silver Nails watched as the sad remnants of that once proud example of the Severosi Race limped into Doskvol driving out the Gondoliers from one of their grottoes, to setup a base of operations in si towers.

Due to a combination of pity and shame the Silver Nails gifted the Chimera a Severosi Sparring ring and recommended a blacksmith to the crew which knew of Severosi weapon smithing techniques.

Within days of arriving the had already upset the local’s raiding what they thought was an abandoned warehouse, finding quality weapons, they soon realised their mistake that they had in fact robbed a cache of weapons from the gray cloaks.

The Silver Nails also had problems with the gray cloaks, they were established in six towers as a base to raid into the lost district. However the Gray Cloaks want the district for themselves and frequently try to take Silver Nails turf.

The Silver Nails knew of a war chest being moved for safe keeping and offered to share half of it if Chimera would be willing to attack it enroute.

Emeline’s Contact was a tavern owner in six towers Emeline discussed with her contact how likely it would be that the Gray Cloaks would move their money and when. The tavern owner told her it was likely to happen in the next week.

Getting agreement from the Silver Nails to monitor the Gray Cloaks to give warning of when the shipment would move the Chimera attacked the shipment as it went under a bridge along the canals, The Kid and oskar, survivors from the Deathlands who were able to survive the miasma of the deathlands were unaffected by the corrupted water in the canal. With only the eels they saw swimming around them to fear. The plan was to swim onto the boat, something no sane person would do due to the toxic water and the eels and attack from behind while the rest of the crew attacked from above off the bridge.

With the eels swimming around them The Elder went to calm the beasts by attuning them (To which he failed the roll), resisting engaging the eels and waking up hungry ghosts.

The Kid and Ash swam on board the boat, avoiding taking bites from the eels.

From the front Emeline led the Crews thugs in an attack ordering them to attack the gang on the boat, unfortunately gaining the notice of the two riffle men on the boat who shot her in the head. Likely she had an armoured helm and a thick skull so rather than the shot splitting her head it left her with a nasty concussion.

Ash and the Kid along with the gang charged past the riflemen and the thugs the crew was fighting to the boat’s pilot killing him (accidentally mind you) with a punch to the throat that crushed his windpipe.

Emeline surveyed the area, the Gray Cloaks boat house was near by and they were readying to help their squad mates, Emeline also noted a group of around 10 silver nails who expected the attack, sitting across on the docks, watching a drinking beer as if it was a show.

Emeline (without any concern for cover) stood tall and drew on her experience from the actor’s college to deliver a great speech from the Play Gorlan the fourth. Raising the ire of the silver nails to start shooting at the boathouse of the Gray Coats, turning the reinforcements into a fine pink mist.

The hero speech was only marred but a single gunshot which would have taken off Emeline’s head if she hadn’t cut the speech short to duck. The realization that this is not a great play like she was used to playing Emeline starting to look off into the middle distance, shell shocked for the rest of the fight (Emeline traumaed out).

To help the boys on the boat the elder resisted the urge to reach out to the ghosts in the canal, his people believed those who consorted with ghosts were scum and worthy of no respect, he attuned to the thugs spirit, twisting their sense of reality, a desperate action which is by no means a good idea, the effect distracted the thugs but the psychic backlash knocked the elder out (Desperate/Limited, rolled a 5 and took level 3 harm).

Ash charged the riflemen taking them with him into the water, while The Kid and the gang subdued the remaining three thugs, then quickly before the eels turned to attack Ash reached out and pulled him out of the water.

A successful score, but at no small cost the crew of the Chimera has entered the six towers in and impressive display of force, although one they will need to recover from.

Lessons learned:

This was the first online session I have GMed. My main take away from this is in many ways despite it being with people I dont know I would strongly recommend the experience to those who are interested in GMing an online game.

While running a tabletop game with friends is great, they have less investment in the game. Playing with people heavily invested in the game system itself was an incredibly fun experience.

Hey guys! … It’s here! First part of the first sessuon of my group’s AP of Blades. Hope you like it!

Hey guys! … It’s here! First part of the first sessuon of my group’s AP of Blades. Hope you like it!

Hey guys! … It’s here! First part of the first sessuon of my group’s AP of Blades. Hope you like it!

Originally shared by Colin Matter

Hello! Please join the Wednesday Night Crew for the first 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/2017/05/24/blades-in-the-dark-session-01-side-a/

The Porcelain Dolls: Session 65 (May 10 2017)

The Porcelain Dolls: Session 65 (May 10 2017)

The Porcelain Dolls: Session 65 (May 10 2017)

The next night, Moira talks to Shade about helping to find Nyryx, explaining the situation. Shade has had dealings with the Dimmer Sisters before, so he may be able to talk this one out.

Shade finds Kamali in her room reading, and recruits her for the mission. On the way out of the factory, they run into Kobb, and convince him that he should go with them as well.

They take the carriage into Silkshore, and arrive at an antiques shop that belongs to Roslyn Kellis, who caught Kamali trying to rob the place some time ago. She slips off the carriage and disappears into the shadows, and Kobb stays with the cart, while Shade and Moira head inside.

Shade speaks to Roslyn, who speaks to the Sisters by some unknown means in the back room. She says that the sisters don’t have Nyryx, but they might have information on where he is, and offers to set up a meeting at Dimmer Manor in Brightstone. Shade is wary of accepting such an offer, as he is very conscious of all the stories he’s heard about people going into the house and never coming out, and they agree to a compromise: tea in the garden. She says she’ll contact him with a date and time. Shade buys a few knickknacks, and Moira buys a very elegant deck of handpainted Severosi divination cards.

Kamali visits Darmot just as he is about to sit down to eat. She shows him her notes, and she peruses his. He’s been stationed in Dunslough, keeping an eye on the refugees. His higher ups are still worried about Wulfric the Slayer, and she assures him that Wulfric’s job is finished. He asks how she can be sure, and she indicates that she is, in fact, Wulfric. She takes her leave, and gets back to the carriage just as Shade and Moira are exiting the shop. They head back to Crow’s Foot.

Shade brings them to the alley to see the spirit well. After seeing Shade disappear through the illusory wall, they are all able to attune and pass through it (even Kobb, though he only narrowly avoids smacking into the opposite wall as he charges through at speed). Shade explains that Jezelle had developed an addiction to the energy of the well.

Kobb attempts to enter the spirit well. It does not go well (no pun intended). He ends up with frost burns, but also, the last knuckle of his left pinky has gone missing. Not cut off, just… missing. It doesn’t hurt, but he’s disturbed by the occurrence nonetheless.

Kamali and Moira head to Coalridge. There they speak to Theodore, a homeless man that Nyryx possesses, who hangs out in the old railyard. He is very worried about Nyryx, who communicates with him via letters.

Kobb goes to visit the brothel where normally sees Nyryx. There he meets Katie, the woman that Nyryx normally possesses, for the first time. She does her best to answer all his questions, and then suggests that since her time costs the same either way, he might as well enjoy himself.

Notes:

We learn more about Nyryx, the nicest ghost you’ll ever meet.

#dontmesswiththedolls

The Porcelain Dolls: Session 64 (May 03 2017)

The Porcelain Dolls: Session 64 (May 03 2017)

The Porcelain Dolls: Session 64 (May 03 2017)

It’s Thursday night, so Constance is at the Pint and Hound. There’s a bout going on between Sam’s (of Sam’s Place) oldest son Emerson, and a new guy off the docks, a short Skovlander with bright red hair and a big bushy beard. In the middle of all this, Grace the union boss of the Docks waltzes in with two of her toadies, and comes straight up to Constance’s table. She gets right down to it: Constance has been operating a business in her territory, and she’s of the opinion that she’s owed a taste. The Pint and Hound is the Dolls only truly legitimate business venue, so Constance is reluctant to simply kill someone there, even if it is Grace. She tells Grace to name her price. Grace says 25% of the Pint and Hound’s profits, off the top (an obvious insult).

Constance looks at Grace’s two goons, who have taken up positions near the door. She asks which of them is tougher, and Grace calls one of them over, a wall of meat named Marvin. Constance proposes that she fight Marvin one-on-one, and if she loses, she’ll concede to the 25%. However, if she wins, it’s only 10%, and she gets to keep Marvin. Grace agrees.

Constance and Marvin square off. The fight doesn’t take long. She underestimates his speed, and he gets a few good jabs in, but she stomps on his foot and puts him off balance, allowing her to follow up with a brutal swipe to his head. He backs off a bit, and she takes the initiative and attempts to rush at him. However, he’s ready for her and is able to dodge out of the way. He comes in low, attempting to tackle her and get her on the ground, and she counters with a savage elbow to the back of his head.

Constance turns away at that moment and showboats for the crowd a bit, planning to turn back and deliver a roundhouse to Marvin’s head to finish him off. However, this proves disastrous, as she is unable to hear him moving over the shouts of the crowd, and in a flash, he’s on her, with a hand against her throat. He uses his momentum to take her with him as he continues across the ring, and slams her head into one of the wooden posts. He lets go, and her legs give out. Her ears are ringing, blood is streaming down her forehead into her eye, and she’s pretty sure her skull is cracked. She taps out.

After Constance recovers, Grace takes the opportunity to gloat just a bit, and says she’ll stop by at the end of the week for her cut. After she’s gone, Constance discusses the situation with Kobb, Moira, and Boots. Constance doesn’t care about owing money to Grace because she doesn’t plan for Grace to be around much longer.

Meanwhile in Silkshore, Kamali has made the tea, and Kazima pours for them both. She reiterates her warning that the artifact is a bad idea: even being in its presence is incredibly dangerous, and actually attempting to interact with it is playing with fire. Kamali proposes, via writing, a plan to ultimately free Iruvia from the Demon Princes. Kazima asks if she’s heard of the Order of the Hawk, and of course Kamali hasn’t. Kazima retrieves a small book and gives it to Kamali, saying that reading it will reveal a question, and if Kazima sees Kamali again, she will know what Kamali’s answer will be.

Back at the factory, Kamali attempts to get Moira to attune to the scarab. It does not go well. Kamali finds herself in the palace with Tahir, but Moira is nowhere to be seen. Once she’s back out, she sees that Moira is out cold. She managed to resist being trapped in the scarab, but she was knocked unconscious in the process. Kamali does her best to make her comfortable.

Shade is at the Bucket when Angus MacMillan comes to tell him that he’s set up a meeting with Roric. Shade alerts Constance, who says to summon Moira. When Shade finds her, he’s unable to wake her up. He attunes, and can tell that she’s suffered some sort of psychic attack and she’s still struggling with a portion of it. There’s nothing he can do to help, so he leaves her to it.

Angus leads Shade and Constance to Gaddoc station. Constance cannot see Angus, so she’s relying on Shade to communicate between them. They head into an Employees Only area that leads down into the lower levels. In a storage room at the very bottom level of the station, they find Roric, who has possessed the body of an old homeless man. Constance talks to him, and he tells her that Grace killed him, ostensibly as part of a bid to move in on Crow’s Foot, but the war between the Lampblacks and the Red Sashes put a damper on that very quickly. The ironic thing was that Roric’s death was the catalyst for reigniting the conflict in the first place. He asks her to help avenge his death by killing Grace, and Constance says she was going to do that anyway. Roric says that his mind is going, and he’s not always coherent.

Kobb goes to visit his niece. He finds her in her office at City Hall. They have a very pleasant conversation, during which Kobb thoroughly lies to her, says that he’s turned his life around, Constance has found him gainful employment, and what’s more, he’s kicked the Blue Cloud habit. He gives her his old syringe kit as proof. She regards it with distaste, and quickly sweeps it into a desk drawer. [thanks to a Bargain, this will cause problems for her later.]

He asks her if there’s anything he can help her or the Council with, and she says that there isn’t anything at the moment, but she is moved by his offer and will keep it in mind.

On his way out, she asks where exactly he’s working, and he mentions the Pint and Hound. She advises him to ensure that the gambling license and other assorted bits of paperwork are in order.

Back at the factory, Kobb confirms with Boots that the gambling license for the Pint and Hound is indeed current. However, they are likely going to owe a bribe to the inspector at the end of the month. [Next roll for Coin will be at -1.]

Moira has very bad dreams. Ixis attempts to convince Moira to serve him by taking her up to the edge of the tallest building in Brightstone. She refuses, so he instead takes her up to the very top of the Governor’s Stronghold in Whitecrown. She attempts to get a look at him, but all she gets is a glimpse of smoke.

She comments that she smells smoke, and he tells her she should look down. Again, she refuses, and instead leans backward. He doesn’t catch her. She falls, and realizes the stronghold is on fire. She crashes through the roof, breaking many bones, and finds herself in a room engulfed in flames. The pain is excruciating, and she blacks out from smoke inhalation, and finds herself in her bed in the factory, intact if a bit shaken.

Kamali has been sitting by the bed, waiting for her to wake up. Moira says that the demon tried to get her to stop messing with the artifact, so they should resolve to not stop messing with it. [And with that, it’s decided that Moira’s Trauma should be Reckless.]

Notes:

The confrontation with Grace was a long time coming. Once the Pint and Hound was established, there was a countdown clock that ticked every downtime. BTW, I’d just like to reiterate how much I adore the mechanic of faction clocks, to give the GM some concrete guidelines for “this thing has been brewing for a while, it should happen now.” It reminds the PCs that their actions have consequences, and presents the players a living breathing world, with its own ongoing plots and agendas.

#dontmesswiththedolls

Doctors Without Mourners

Doctors Without Mourners

Doctors Without Mourners

or the Dead Setters do downtime

or Looking For Healer

In the aftermath of the Narcoleptic Dire Goat Caper, where the Dead Setters got the Charterhall Bank hit squad off their backs, only Raven the Hound and Rook the Cutter could make the game. Last time we broke after payoff but before entanglements, so we rolled two (the crew has Slippery), and got either 1) Show of Force or 2) Reprisals or Unquiet Dead. So three choices, really:

1. Lady Clave, who was using the Cabbies to move refined leviathan blood on the black market, would try to strongarm the Dead Setters out of their own distribution contract with the Cabbies. Clave was set up as a pressure point in this 3-way smuggling network with the Setters and Clave both using Cabbies to transport their leviathan blood, but the players didn’t want to go there yet.

2. They weren’t very enthused about a random victim of Raven’s coming back to haunt her either. Neither was I, really – it’d be a round of electroplasmic ammo and Ghost Fighter and then the entanglement would be over.

3. Raven’s physicker contact, Melvir, however, would be victim of Reprisals by none other than the Bluecoats, who were – 2 status. The cops beat up the street doc but Melvir hadn’t had much contact with Raven. I made a fortune roll to see how effective the Bluecoats’ interrogation was and they crit. I told Raven to change her up arrow to a down arrow. Melvir was intimidated into being an informant for the cops, but Raven didn’t know that yet.

On top of all that, Raven had been forced to part ways with the Path of Echoes (her vice purveyor). Her vice was basically being a serial killer, and the Path used her to eliminate certain people whose spirits were deemed important somehow. Or that were obstacles to the Path of Echoes’ goals. Raven tracked down one of the Reconciled, a possessor ghost named Nyryx, and on a gondola floating on the canals, Raven agreed to let Nyryx “ride along” in exchange for the Reconciled providing her with targets. Raven hunted down some offscreen/montage informants to reduce heat, and she had to go (her player was ill). I’m excited to see how the Reconciled will use Raven, though. She hasn’t cared much about who she kills as long as their bodies aren’t immolated correctly afterwards. Her first victim will be a priest of the Church of Ecstasy of the Flesh. More on that below.

Meanwhile, Rook had to get his burned hands looked at, and with the crew’s Leech indisposed, he had to go to his own physicker contact, Sawtooth. Rook took Sawtooth as an enemy a while back, and we hadn’t seen her appear before. A Tycherosi with jagged, awful needle teeth, she usually wore some sort of mask for hygiene as well as to hide her heritage. Rook didn’t know she hated him, and she knew Rook could easily kill her with his bare hands. She also knew Rook rarely had to use outside medical help. This was her one shot to get revenge-

– Wait, revenge for what? At this point in the session, I was racing to keep up and at the same time, I was overjoyed that something as simple as a Recover downtime action was proving so dramatic. A while back, Rook and Ulf Ironborn incited the Skovlander refugees to riot. In fact, I still had a “Martial Law” clock looming over the city, waiting for more trouble. I decided that Sawtooth’s husband was killed during the riots and she manifested her grief as a hatred for Skovs, but Rook and Ulf in particular.

And that’s why the burn ointment for Rook’s hands also came with a topical application of the poison Heartcalm. Best case scenario, Sawtooth would go about her business and several days later Rook would die, possibly during one of his pit-fighting indulgences. Noone would suspect Sawtooth.

It didn’t go that way, of course. Heartcalm is unreliable, and I rolled crap on 4 dice. Rook resisted level 3 harm, not fatal harm (he’s got 4d in Prowess and +1d for Forged in the Fire), and what’s more, also resisted (via Insight) Sawtooth’s subterfuge, so he pieced together who must have poisoned him.

Rook did end up going to the fighting pits, as those rolls nearly trauma’d him out and he needed to unwind, short of breath as he might have been. Unfortunately for Sawtooth, Rook also had Calculating, the bonus downtime action ability. He tracked her down seeking refuge at a Church of Ecstasy of the Flesh – I deemed it likely that the pious there wouldn’t look down upon Tycherosi like most regular Duskwallers might.

Rook found her. She was not a physical match for him, nor were the handful of acolytes or priests or other citizens hoping for ascension into demonhood. Rook tried to convince her to drop her vendetta, but was spectacularly unsuccessful. The acolytes intervened and asked Rook to leave. It was late, and none of these people would hold their own against Rook in a fight. I decided a choice was in order, rather than a roll:

1. Rook leaves (as blustery and savage as he likes, but he leaves) and Sawtooth stays at the Church.

2. Rook takes Sawtooth with him and I mark -1 status with the Church.

It was a hard decision, but we jump cut to the church doors slamming open and Rook dragging Sawtooth into the rainy street. One more jump cut after that, to her body hitting the water of the canal and sinking beneath.

The Dead Setters are 4 Coin away from Tier IV, but they have nearly the entire Tier IV structure of the city annoyed or actively pissed at them. The Church of Ecstasy of the Flesh is just another in a storied lineup that includes the Bluecoats, The Unseen (harboring a mild beef from literally a year ago, I just don’t know how to use them), Ironhook Prison (again, not sure how wide-ranging this is outside prison), and The Leviathan Hunters (currently with Lady Clave as the face of that enmity).

I also started a clock called Lord Scurlock is Annoyed With You. They said they’d free Setarra’s children and haven’t done dick about that yet. Scurlock misses his demon, backstabbed in highly-rational-but-cold blood after she was weakened by conflict with another demon. Considering Scurlock is their Patron, and the only way they can possibly get to Tier IV with the coin requirements being so high, I feel like they should take this seriously. We’ll see!

#heestcomplete

The Dregs

The Dregs

The Dregs

Ghoul to his friends, Myre Slave to his family, the leader of the dregs grew up a street rat after his Tycherosi parents “died”. The left half of his face is covered in demonic scarring, and his weapon of choice is a beartrap attached to a chain.

Jay. An Iruvian immigrant to Akoros after being exiled due to unlawful scientific experimentation, Jay is working under fellow kinswoman, Professor Riven, who teaches “mechanical soulology” and “the engineering of a more perfect body” to Charter-hall students. A Spider by trade, Jay heres many a secret through University halls and their underworld contacts have proven useful in the past.

Victoria Haig, an orphan if ever you’ve seen one, grew up on the streets and was the longtime childhood rival of Myre. That is, until Victoria joined up with a Leviathan hunter fleet. Now returned, and forever shaken by what they’ve seen, Victoria rejoins Ghoul, this time as an ally, after Jay hears of a potential score.

The Ink Jacks have a problem. As a perfectly legitimate business, the Jacks have taken the new drug den The Crows have established as a personal affront. In an abandoned warehouse just behind one of the Jacks’ printers, The Dregs meet, hoping to catch the unsuspecting drug dealers by surprise. Bursting in through a back entrance after having an incredibly successful engagement, Ghoul brandishes his chain trap while Victoria takes position by the door. Jay of course, is the last to enter behind their gang of thugs.

A brawl breaks out, with the thugs Ashlyn and Carro taking the big hits from the Crows while Arcy Sevoy, the local Crows leader, squares off against Ghoul. Two Crows go down, one to Jay, and one to Victoria. Then, as the brawl starts to turn against the Dregs, Ghoul whips her chain and in a single throw latches the bear trap onto Sevoy’s head, and removes it (mostly, neck muscle can be quite tough). After seeing that, the remaining members flee as the bell rings and The Dregs return to their shack on an abandoned dock. Later, as their Skovlan expert doctor patches up Ghoul, Victoria informs the crew that she will be leaving for a time.

Victoria had been informed, by her weird purveyor Salia, that a new opportunity for the information she seeks has been found. In the epilogue, down a dark alley, Victoria meets with Salia, and out of the shadows steps the imposing Lord Skurlock, with an offer of employment and a wicked smile.

The Orphans pull a good old-fashioned heist; though one with serious occult repercussions (and political…

The Orphans pull a good old-fashioned heist; though one with serious occult repercussions (and political…

The Orphans pull a good old-fashioned heist; though one with serious occult repercussions (and political ramifications for the city council).

Also, we see crazy crit territory for the lurk with ‘Devil’s Footsteps’ with an impossible move!