I ran my first session of Blades last night via Roll20 and it seemed to go well, despite my nervousness beforehand.

I ran my first session of Blades last night via Roll20 and it seemed to go well, despite my nervousness beforehand.

I ran my first session of Blades last night via Roll20 and it seemed to go well, despite my nervousness beforehand.

My crew of Assassins consists of:

– a Skovland ex-soldier Cutter

– a Tycherosi Whisper with dagger like long fingernails

– an Iruvian bounty hunter Hound

– an Akorosi Leech who grew up in the Docks district of Duskvol

– a dashing rogue Lurk who was disowned by his (minor) Duskvol noble family

The currently un-named crew was hired by their contact Lady Iremina Kinclaith to enact revenge upon the Dunfield noble family after Iremina’s husband and son were killed and their family holdings were taken from them by the Dunfields.

Initially, she wanted the crew to slaughter everyone at the Dunfield manor, but they argued that their Honorable reputation of not killing innocents would mean that would be too far.

Settling for them killing Lord Dunfield and his eldest son Timoth, she offered them a bonus if they “made the deaths spectacular” and a second bonus if they returned a stolen heirloom sword from the Dunfield vault.

The Lurk used his remaining noble contacts to find out and confirm some of the background between the two families and the Hound tracked the route that the Dunfields took between their manor and their businesses.

Rather than ambushing their targets as they travelled, they instead chose to infiltrate a party at the Dunfield manor as, in the words of the Leech, “it’d be more spectacular if they died in front of all those other nobles”.

The Leech, with assistance by the Lurk, forged a party invite and the group proceeded to the manor house, the Hound taking up overwatch position in a nearby abandoned building.

At the gates, their forged invite was noticed and they were pulled aside by guards (they got a 1 on their engagement roll) by a great Command roll from the Cutter forced their way past the guards.

Inside the party, they split up a little to track down their two targets and to try to find where the heirloom was. The Leech got noticed poking around and was being “escorted” in the direction of the guard house when he jabbed the guard arresting him with a syringe of a paralytic poison, escaping to rejoin the group.

The Lurk decided that the best way to locate the vault was to sweet talk one of the residents and set his eyes on Lady Dunfield. Whether due to it being a loveless marriage or some other reason, she took him up to one of the bedrooms for a little “chat”, not knowing that her husband had seen them heading into the room.

After pumping the Lady for information, Lord Dunfield was about to charge in and demand a duel from the caddish Lurk, but the Cutter decided that this was a perfect opportunity. He grabbed Lord Dunfield as he stormed towards the bedroom and flung himself and the Lord off the upper floor balcony, avoiding harm on impact but seriously hurting Lord Dunfield.

At the same time as this occurred and the panic started, the Hound shot at Timoth through the window, almost taking him out in a single shot while the Whisper summoned a ghost, ordering it to scare the guards away.

The Cutter finished off Lord Dunfield, taking the man’s head off but receiving a slice to the side in return and the Hound attempted to finish off Timoth but missed badly killing a young noble woman accidentally (this will come back to haunt them in the future).

As the Lurk and the Leech headed off to open the vault and recover the heirloom sword, the Whisper headed over to Timoth as he lay on the ground in pain and finished him off by gouging the young man’s eyes out.

Under the cover of smoke bombs, a ghost swooping around and a general screaming panic of nobles, our crew made their escape barely ahead of the Bluecoats arriving on the scene.

———

Unfortunately, we ran out of time to run downtime in the first session, but we’ll do that at the start of the next one whenever we have time to schedule it.

I know that I messed up a few rules along the way, especially with forgetting to let the players know they could resist some of the consequences for some early rolls, but people seemed to have fun and I enjoyed reacting to the insanity that the players came up with.

I also realise that 5 PCs is a lot to manage when figuring out what opposition there will be for a score.

I finally get to play in a game of BiTD!

I finally get to play in a game of BiTD!

I finally get to play in a game of BiTD! I’m actually the only player, and my wife is running it. The game was her idea because she’d like to practice before taking over our main game for a bit.

I’m playing Stigma the noble Iruvian Slide and Thorn the ex-imperial sniper Hound. Together they are the Black Rose, a crew of assassins for hire. I’m in the middle of the first score where we’ve been hired to assassinate an abusive brothel owner by his girls. Stigma also managed to convince the client (her best friend Nyryx) to let them use it as a claim, though we haven’t decided if it will be a vice den or informants. We were just about to get to the murder when my daughter woke up crying and we called it for the night, but I’m super excited to pick it up later.

Actually being a player is fun! Who knew?

The Underset

The Underset

The Underset

Hey how about another play report? I spend enough time reading them I might as well post my own. First time actually starting a thread on Google+ so please forgive me if I don’t get it quite right (I have no idea if I’m posting in the correct sub-heading, for example, and I don’t see a wysiwyg to make pleasant bold bits and italics (hey look I figured out bold at least))

So we’re two sessions in at this point and things are going well, at least from a player perspective. The Underset are a gang of Shadows working out of the dilapidated ruins of the long-abandoned Mistshore Asylum, a place they should all really be inmates of. They consist of disgraced professor of medicine Renwick the Spider; a deformed, disowned, and mildly deranged scion of a noble house known only as Liam, a Leech; a particularly cheerful if clearly mad Whisper artificer named Sara; and the nearly-sane Lurk, a former Wraith named Una.

Their primary M.O. is boating in under Doskvol’s built-upon bridges and climbing up to break in without exposing themselves on the streets. “Underset” is essentially a pun referencing an archaic word for “undertow” and Renwick’s obsessions with societal roles, particularly regarding the importance of “deviant” groups, ie criminals and psychopaths, the “underset” of society.

First session I presented them with a fairly simple set up for a starting scenario. They are based in Six Towers. The Gray Cloaks and the Silver Nails are also based in Six Towers, and those two factions are about ready to start really fighting over territory. The Cloaks hired the Underset to rob a fence that’s holding a bunch of jewels for the Nails. A fence conveniently established in a shopfront on Bowmore Bridge.

The engagement roll was awful and it all went downhill from there, as desperate roll spawned desperate roll and complications piled up at an incredible rate. A gondolier (-1 faction standing) spotted my scoundrels and started putting up the alarm, just to ruin their day. By the time they got inside, the fence was waking up and had to be harshly (but non-lethally) put back to sleep. By then the Bluecoats were ready to knock the front door off its hinges.

But where it gets interesting is that, despite almost every roll going wrong during the job, a lot of rolls had gone REALLY well during the Planning phase while gathering information. Between a lot of sixes and a couple criticals on the info gathering, my scoundrels already knew exactly where to find the safe with the fence’s ledger, exactly where to find the other valuables stored in the building (and how to crack them out of their secure container), and that there was a ghost somewhere in the vicinity. The ghost is important because that’s how they got the Bluecoats to back off, when a roll finally went the right way and, as one of my players said “We threw a ghost at them.”

Narratively, the story the mechanics ended up telling is a score where literally everything went wrong, but the careful gang had prepared and planned so meticulously that it FELT almost effortless. Which I think is an awful neat effect.

The second “score”, earlier tonight, did not go nearly as well, although nothing of real value was lost. The ghost from the fence’s followed my scoundrels home (devil’s bargain for the whole “threw a ghost at them” bit) and Sara the Whisper decided to try contacting it, to see if it could be useful. Summoned it up easily enough, but it turned out to be mad and volatile, nearly possessed our Whisper and froze our Leech, and after a mechanical failure with a spirit bottle the wretched thing escaped into the night. Also the asylum got lit on fire somehow.

My scoundrels have spent almost as much time on Downtime as on scores. They have elaborate plans and many projects on the go already. The Whisper is absolutely full of artifact ideas that straddle the line between witchery and sparkcraft, and Renwick the Spider is obsessively pursuing plans to restore his place on the medical register and acquire legal (or at least convincing) ownership of the ruined asylum. Liam the Leech is starting to set up a drug empire and poor Una the Lurk is left trying to figure out how they’re going to pay for all this nonsense.

Next week they plan to rob a newspaper. Quote of the night “plus if we play our cards right we might get the oppurtunity to kill someone with a printing press ”

There’s virtually no interest in the Gray Cloaks and Silver Nails, who can sort their own mess out apparently, and that is one hundred percent fine with me. This game is ridiculously fun and I’m finding it startlingly easy to run.

Sorry, edited to add:

I meant to mention that the whole “Instead of the character failing to do something and looking incompetent, introduce a complication instead” philosophy of the game is brilliant. Both these sessions would have consisted of a lot of “sorry, you fail to do that, maybe falling comically on your face as well” if I hadn’t held myself to that bit of advice. Instead of a failed roll being a disappointing failure, every one of them was an escalation of an increasingly out-of-control situation. Which it turns out is way better.

First experiences of a GM running a game of BitD

First experiences of a GM running a game of BitD

First experiences of a GM running a game of BitD

Last week I posted a question on guidelines about running the game for 5 – 6 players.

In that I indicated I would provide a write up on how it went.

Well I ran the game on tuesday night and only now am I getting a chance to provide a write up.

It went well, the guys liked the system so much most of them went onto drive thru rpg to buy a copy.

The main issues arose because we all work in tech and there was a sev 2, meaning people could only slowing filter in requiring me to reiterate the system of play, due to my inexperience GMing this style of RP heavy play compared to more crunchy systems like d&d.

I will say that I was unprepared for the volume of things I needed to know, the crew want to setup in nightmarket, I need to know whose turf that is??

It took me ages to figure it out. Additionally I was completely unprepared for the crew’s decision to be smugglers, I mean what kind of score with the conflict and roles would smugglers even have.

I plan on watching lord of war, blow and narcos to get ideas but I mean have than getting stopped at the border by blue coats what challenges should the crew actually have?

I still have no idea how I can get 300 odd pages of the necessary lore into my head to run even the most basic of session, but I guess I’ll have to just make do.

Despite all of that it went well.

The crew decided they wanted to smuggle leviathan blood into the city, they had a buyer in the city and connections with leviathan hunters. So I made then negotiate a pickup outside the lightning barrier, smuggle it through as a ‘science vessel’ for the academy.

On the way from the docks in the nightmarket to their contact they stumbled across a patrol of bluecoats who the fighter of the crew (a 80 year old grandmother (think ma higgins)) crit her command role and made the patrol of blue coats carry the barrels of blood to the contact for her.

All in all it went well and Im looking forward playing again this tuesdays.

Lessons learnt. Break the D&D habit of requiring the player actions to be sane, rather than think of why not, answer yes but.

Get the players to tell me what they want to do, and what obstacles they expect to see, make them do that work for me.

Characters dont get rewarded for the amount of screen time they have, rather the quality of roleplay than the quality of the screen time.

It’s about hitting good answers to those questions at the rather than making rolls.

I feel like I should discuss role changes already with my players, the leech spent the entire time playing as a slide, my on of my cutters spent most of his time playing as a spider, my lurk played as a cutter.

I think it will take people time to get used to the system.

But it went well and was enjoyable.

My advice to anyone running a game of 5 – 6. Rather than making it like small ensemble shows like house, dark matter, x files, instead model it off larger ensemble shows like angel, firefly, or Hustle.

With one or two characters getting the spotlight that week and/score and other members getting to do cool support roles and weaving into the larger story.

THE FAINT PROMISE JOB

THE FAINT PROMISE JOB

THE FAINT PROMISE JOB

First Mission for the A1 Gentlemen (“we want to be first in the phone book”), a team of Bravos on my reskinned Blades game set on the asteroid Thisbe in the year 2167, 80 years after demons and angels revealed themselves to be real.

The Taxman (Spider), the Duke (Hound), and Narcissus (Slide) were brought together by the Fareed al-Mahud, an information broker they’d all worked with before, but who is a professional contact of the Taxman’s. He wanted the Gentlemen to steal some response codes from the W.S.S. Faint Promise, docked in Hangar 72B, no wait, 72G (I kept getting it mixed up)

The Taxman reached out to his other information broker contact Anisa and procured some forged Customs Overrides for the Faint Promise, by way of… a sultry negotiation. Devil’s Bargain to reopen his relationship with his ex-wife. Using these overrides and Narcissus’s ability to smooth talk, the A1 Gentlemen walked right past the Bizzies (private cops) after some initial distrust. Narcissus ordered the crew of the Faint Promise to prepare to be searched.

While Narcissus went to the bridge with Junior Lieutenant Williams, the Duke and the Taxman sought out the Captain’s quarters. While the Duke raided her scarf drawer, the Taxman whipped out the thieves’ tools he had brought and, despite not knowing how to use them, cracked the safe. And by “cracked the safe” I mean “fused it shut”. Where a deft touch didn’t work, a shaped charge did, and the Taxman blew the safe, and his hip, away.

The explosion resulted in rousing the Gentlemen’s Cohort of Thugs, Terrence and Phillip, as well the two Bizzies outside. To avoid confronting the Bizzies, they tried to escape via escape pod. From within the Hangar. Luckily, the escape pod collapsed to the ground instead of shooting across the deck.

The Bizzies ran over to investigate, but Terrence and Howard did, too, and because they’re so Wild and Savage they slit the Bizzies’ throats. The crew managed to disperse.

During their downtime, the Taxman recuperated from getting gutshot by the safe explosion. The Duke spread false rumors about the job to mitigate Heat and hit the gym, and Narcissus… Narcissus checked in to the Sticky Wicket because he heard Plutonian Slave Princess IV had come out. He has not been heard from since.

NEXT WEEK: REPERCUSSIONS.

The game went fantastically, better than I could have hoped. Narcissus overindulging on the first session was as exciting as I could have hoped, especially since their player opted to choose “Lost”. Next week we’ll meet Knuckles the Cutter as well as a Whisper played by our fourth player. I didn’t get quite as many flashbacks as I’d like, and I’d like to feel more comfortable with Risk and Effect, but the game went so wonderfully. I’m really looking forward to it.

My group tries to form a gang in every game we play, and they’re all murder hobos, and we’ve finally got the playground we want.

The Dead Setters are moving away from stealing immortality as a Final Score and seem to be getting into the idea of…

The Dead Setters are moving away from stealing immortality as a Final Score and seem to be getting into the idea of…

The Dead Setters are moving away from stealing immortality as a Final Score and seem to be getting into the idea of producing a ghost economy using phantasmal coinage minted using forgeries from Charterhall Bank.

I have no idea how this is going to work, but printing money for ghosts to use is awesome.

Meanwhile, the bank has a hit squad out looking for them, while most of the heat got redirected against the crack team of Iruvian investigators when the Setters planted a second copy of the forged printing dies in the Iruvians’ base of operations. The investigators retreated to the Consulate and are probably going to be shipped back to U’Duasha in shame.

Rook the Cutter gets out of jail next week! His player had an online class conflict with the game, so we figured the gang might as well get a wanted level taken off for it!

#heestcomplete

The Porcelain Dolls: Session 61 (April 12 2017)

The Porcelain Dolls: Session 61 (April 12 2017)

The Porcelain Dolls: Session 61 (April 12 2017)

After attuning to the scarab artifact, Kamali finds herself in a dreamscape where she encounters Tahir Bashara, the iruvian noble who was tricked by the Demon Prince Ixis into touching the artifact and had become imprisoned within it. Kamali takes Tahir’s hand, and the scene becomes vivid and lifelike. They are in a sitting room in a lavishly appointed palace in U’Duasha. Tahir shows Kamali a shimmering portal, and when he attempts to interact with it, he receives a visible shock. And thus he is trapped. He asks how long it’s been, she writes down the current year. He asks if House Ankhuset is still in power (as far as she knows, they are).

She promises to get help, but he’s skeptical as to whether it’s even possible. She attempts to leave via the portal, and finds herself back in her room, but she is now holding the scarab. She instinctively drops it back into the lead box.

Constance receives a message that the Spirit Wardens are releasing Moira, and they want her to collect her, as she was named as the girl’s guardian. She sends Shade and Kobb with a couple of Coin to retrieve Moira from the Crematorium.

Moira was questioned by the Spirit Wardens in relation to someone using arcane abilities to commit some very serious crimes. She was able to figure out from the conversation between the interrogators that they suspected that she might be working for the Dimmer Sisters. Once it became obvious that she was not involved in whatever they’re investigating, they had to cut her loose. However, the experience was not a pleasant one, and it has clearly marked her.

The desk sergeant is annoyed that Constance didn’t show up in person to take custody of Moira, but is so overworked that he’s glad to simply be rid of the girl as long as someone signs for her, which Kobb is happy to do.

Constance and Boots also head to Charhollow, to deal with Hook. They intercept a couple of young boys acting as lookouts on the front step of the tenement building where Hook is supposedly staying, and manage to keep them from raising the alarm. Constance heads upstairs and finds Hook hanging out with four of his friends. She manages to cow the lot of them except for Hook himself. He’s Tycherosi, nearly as tall as Constance herself, and extremely sure of himself. He’s amused when Constance throws her manacles on the table in front of him and tells him to put them on.

Hook goes toe to toe with Constance, and he’s so overconfident that he fights barehanded. However, she’s too fast for him, and in short order she gets him into the manacles and knocks him out. She lets his buddies go with a warning that no one crosses the Dolls, and brings him to an abandoned building nearby while Boots retrieves the rest of the crew.

Gloves asks everyone but Boots to wait outside, and produces a single silver spoon from his jacket pocket. He takes his time, and they can hear him waking up Hook, who is at first incredulous, then verbally abusive. The large man’s threats quickly turn to screams of agony, and eventually taper off into whimpers. It takes almost 15 minutes for him to fall completely silent, and when he does, the crew can hear the sounds of a large burden being shifted, followed by a dull thud from below. Gloves opens the door, and his hands are covered in blood. He looks shaken, but assures Constance that he is fine. On his way out, Gloves passes something to Shade; Hook’s severed eyeballs.

When the crew exits the building, they see the broken body on the street below the window. Shade and Moira hear the toll of the crematorium bell, and everyone sees the ravens circling overhead. Gregor asks if they should deal with the body, and Gloves states flatly that the Spirit Wardens need to do their job. He’s not taking any chances that Hook will come back.

After Gloves has a bath and a change of clothes, he meets up with everyone at the Bucket, and they spend the night celebrating.

Preparation for The Red Lamp Tramp Clamp:

Constance calls a meeting. She brings up Clermont, the Skovlander refugee situation, and the Circle of Flame. They agree that Madame Tesslyn needs to be removed.

Moira and Shade take up positions outside the Red Lamp to observe. The exterior has been half-heartedly dressed up in a style vaguely reminiscent of Iruvian architecture. After attuning, they can see a couple of guard ghosts, as well as a network of diverse protection wards around the inside of the place. It seems like far too much effort to keep a mere brothel protected.

Gregor goes to the Hall of Records. He talks to Edmund Bain, who lets him into the archives to see the plans for the Red Lamp. He pinpoints a likely spot to make an unauthorized entry from below ground using the drill.

Gregor follows up on this information by heading down to Nightmarket via the sewers. Constance goes with him. They find a solid metal door in the spot he was planning on drilling. Constance drinks a vial of quicksilver, and asks Yanth Agog to show her His design. She sees the wards on the inside walls. She is able to sketch about half of them before the quicksilver fades.

Kobb and Gloves head to the Red Lamp as well. Gloves expresses his distaste at the decor, as he finds it gaudy and slapdash. He promises to bring Kobb to Silkshore for a proper Iruvian meal in a proper Iruvian restaurant. They enter the establishment and partake of the services. Gloves is able to sneak into the office and get a look at their books, copying down some important names of clients, while Kobb gets a good idea of the interior layout.

Kamali heads to the Skovlan Consulate. She speaks to Karl Dahl, Erik Petersen’s aide. Together, they sketch out a rough idea of Madame Tesslyn’s comings and goings. He says that while she owns the Red Lamp, she doesn’t frequent the place much, except on paydays, once a month, and the next one is tomorrow night. Kamali gets the idea to rob the place, as that will certainly bring Madame Tesslyn running, no matter what the date.

She draws Karl’s portrait, and he asks why she does what she does, when she’s capable of so much more.

Notes:

The plot thickens. This may be the toughest opposition they’ve faced yet.

Kamali has successfully attuned to the scarab artifact, and navigated the arcane wards without triggering the trap, so she can safely visit Tahir whenever she wants. Actually freeing him is a different matter altogether.

#dontmesswiththedolls

BitD: Ghost Echoes

BitD: Ghost Echoes

BitD: Ghost Echoes

Games 4 & 5: The Devil’s Shadow

Those who prey on the rich walk a tight rope.

The harsh gazes, the backbiting, the gossip, the pride. Everything detestable about the upper crust one must also swallow, reflecting back a facade recognizable to those used to comfort and leisure.

But it is also intoxicating.

It is said that to imitate is to understand. Though shallow, the shadow of nobility is fraught with shattered pride. Obligation. Duty. These traits, each, one may find digestible. Do we loathe our betters or do we envy them. The former is comfortable, but sour. The latter is hopeful, but bitter. The two together … that is sweet, but also poison. A pill for the prideful sneak.

Setara would have us brew that poison and walk in the Devil’s Shadow.

A fitting name for our crew, no?

A covetous ghost and an ambitious demon outcast, which will be our patron? With each successful burglary the alliance of The Devil’s Shadow grows closer to a crisis of loyalty. Will they come together as a family of thieves or as tools in the spider’s arsenal?

A barkeep, a half feral ghost, and a gaggle of Ink Rake criers have fallen under their wing, but so have a host of enemies. A Comber whelp, a vampire’s servant, and a shadowy organization known of the Circle of Flame.

The Weird and the Worldly echo our Shadow’s actions.

Which will be louder?

The Train Job

The Train Job

The Train Job

Canter, Oskarr, and Arcy decide that to gain favor with the Grinders (Tier II) we’ll knock over government trains protected by the Imperial Military (Tier IV). Play proceeds as expected!

But seriously folks, we have conundrum on our hands. Now that we have all the bombs, what shouldn’t we blow up?

Remember scoundrels, if you don’t vote for it, I can’t promise it won’t be blown up.

Link to actual play report: http://www.seannittner.com/actual-play-the-train-job-4102017/

GM: John Harper

Players: Adam Koebel, Stras Acimovic, and me.