Ghost Echoes: Game 3

Ghost Echoes: Game 3

Ghost Echoes: Game 3

Helena’s notes:

“Yesterday I was introduced to a Stranger by the name of Sebastion. He seems at home here, taking my presence in stride. In what might have passed for a rather unremarkable moment were we not meeting within the Echo of The Devil’s Midwife, I witnessed him grasp at a phantom glass only to come away with a finger of whiskey from the bar. I wonder: if Rigney were tending to the dishes on the other side might he have turned, confused, to find the glass missing and his best bottle of brown short one pour? This requires further study.

As I pondered this, William arrived, looking a bit less agitated than previous. Perfect timing as I’d been meaning to offer him a proposal. I relayed Stazia’s request and he and Sebastion both seemed excited by the prospect of pulling one over on the Rail Jacks and, by extension The Wardens. Sebastion was especially intrigued and offered his services as a spirit speaker right then and there. Of course! He came off as a more worldly sort but I’ve heard rumors of Tycherosi whispers and their odd methods.

In any case, a shipment of charged spirit bottles is just what I need to further my research into the manipulation of hollow vessels. The Sisters have offered a fair sum for one in particular, more than enough to catch the interest of my new compatriots. It’s been so long since I’ve ridden the train to Whitehollow. Different times.

William, still manic from our previous encounter, offered up some rumors he’d heard about a dice game the Jacks play when most of the passengers are asleep. I’m not usually one for deception but perhaps I can stand to leverage a few pinches of Spark in a game of chance. Regardless, William seems especially adept at worming his way into peoples … good graces, and he seems convinced that stealing the keys to the vault car will be a trivial matter once the Jacks are sufficiently loaded.

I’d be lying if I said I wasn’t nervous, but there’s something about this that has me excited. Ghosts, trains, the graces of Stazia and the Dimmer Sisters, and myself, right in the middle of it all. I used to read stories like this and laugh them off as the musings of bored poets but hear I am, Helena: Doctor. Ghost-friend. Train robber.

I write this as we wait at the station, headed to Whitehollow. The ride there should be enough time to case the train. We make our move on the trip back.

Doskvol, I’ll see you again soon.”

My crew of arcane hawkers gets a contract for their first score: running the Lampblacks off some turf in the…

My crew of arcane hawkers gets a contract for their first score: running the Lampblacks off some turf in the…

My crew of arcane hawkers gets a contract for their first score: running the Lampblacks off some turf in the underground streets beneath the Nightmarket!

https://www.youtube.com/watch?v=yN_knl00tRY&feature=share&list=PLtBYin1uOBmD10Czz25sUneydqx2K5uop

My group just hit their tenth session we’re having a great time.

My group just hit their tenth session we’re having a great time.

My group just hit their tenth session we’re having a great time. I’ve aggregated a log of our sessions into a concise play report format: https://docs.google.com/document/d/1ua3ZINxuaHuZENfRmJsPVgpeMDZpi78eqj7IjluHKTQ/edit?usp=sharing

We have ~15 players who rotate through. If we have enough players we split into two groups with two GMs. This doc helps keep people in the loop who miss a session or join a campaign late.

Got to run my first session tonight.

Got to run my first session tonight.

Got to run my first session tonight. We used the starting scenario for page 204. It took us about an hour to create characters and crew: Hawkers made of a whisperer, cutter, and a spider. Then an hour to run our first score and down time. Everyone is excited for the next session they are even making plans for their next score.

I was very pleasantly surprised how well the rules worked and how they encouraged creativity and interaction with the fiction at the table. I’m looking forward to exploring the system more.

Looks like the next two scores on my crew’s plate:

Looks like the next two scores on my crew’s plate:

Looks like the next two scores on my crew’s plate:

Locating a copy of The Key of Daemonostromos to find out the name of the fire demon they accidentally released blowing up the Lampblacks’ War Treasury. They know there’s a copy of that banned book in Scurlock Manor…somewhere…

Helping the local tavern owner deal with some rowdy Skovs led by Ulf Ironborn. Seems like they aren’t the only ones looking to make their names in Crow’s Foot.

The Porcelain Dolls: Session 58 (March 15 2017)

The Porcelain Dolls: Session 58 (March 15 2017)

The Porcelain Dolls: Session 58 (March 15 2017)

Aftermath of The Protection Collection Interception:

Rep: 3.

Heat: 4 (2, +1 from a well-connected target, +1 from a Devil’s Bargain).

Payoff: 5 (8 to start, +2 for the fence, -1 from Constance’s religious weirdness, -1 for the Bluecoats’ cut, -3 for Lyssa’s cut).

Entanglement: Gang Trouble (which they avoid).

Downtimes:

Moira trains Prowess (2xp), and Insight (1xp).

Kobb works on the projects of solidifying Mrs. Dunne’s trust in him (5 of 8), as well as that of the Bluecoats (2 of 8). He arranges for the piano to be found by Sgt Bartlett’s crew, and it is returned to Marian. He also starts a project to actually find a legitimate buyer for it (0 of 8).

Kamali trains Insight (1xp), starts a project to make Kazima a contact (3 of 8), and helps with Moira’s scarab project (6 of 8). She Attunes to the scarab, and gets the entirety of the story of the artifact’s history, 700 years in 10 seconds. In the middle of it is the story of Rashid Shabaz the mad sorcerer who hatched a plan to free the Demon Prince Ixis from his obsidian prison (and the subsequent civil war to bring him down), and later the story of Tahir Bashara, who succumbed to the folly of trying to entreat the Demon Prince Ixis was tricked into touching the sigil, and whose soul is still trapped in it. He speaks to Kamali and tells her to run.

Constance spends both actions to reduce Heat (down to 0).

Shade and Gears were only missing for one session, so they don’t get full downtime cycles, but we find out what they’ve been up to.

The Pint & Hound and the Moon’s Daughter earn a total of 12 Coin. Woo hoo!

A Cypher delivers a large thick envelope to the Bucket, which contains the paperwork for the incorporation of the Skovlan shipping company (there are copies in both Akorosi and Skovlan), which Gloves brings in when Constance calls a meeting. Shade and Kamali read through the papers, and are satisfied that Clermont was true to his word. Constance explains the purpose of the shipping company to Moira and Kobb (to provide the Skovlander refugees the means to help themselves, and coincidentally make a lot of money for the Dolls in the process), and the next steps required (actually purchasing a ship).

Prichard comes up from the factory floor to inform Constance that the construction project is complete. So the Dolls have their secret sewer access, and the locals have an inexpensive place to eat (free if they’re employees of the factory).

Constance doles out the assignments:

* Kobb and Gloves will press Mrs. Dunne and her associates for assistance in raising the funds to purchase a ship for the shipping company.

* Shade, Moira, and Boots will surveil Clermont to try and discover who is opposing him in the Skovlan Embassy.

* Kamali will check the contents of Clermont’s safe.

* Constance and Gears will attend to administering his pathogen to the stores of the local provisioners in the Docks.

Preparation for The Quaint Taint Complaint and The Flagship Flip & Skip:

Constance contacts Bailey & Sons to establish a delivery contract in order to have the goods come to them. All they have to do is follow the cart and taint the supply after it passes by the Pint & Hound.

Boots trails Clermont for several days, keeping an eye out for anything amiss. He is able to spot a trio of dangerous looking individuals also trailing him, but they do not engage him at any point. He follows them for a while, keeping out of sight, and eventually identifies them as the remnants of the Grinders.

Shade conducts the invisibility ritual and he & Moira go to the Skovlan Embassy and begin rifling through desks while invisible. They discover relevant information in the desk of Erik Petersen, a senior aide of Ambassador Johannes Paulsen. Petersen has been in contact with Madame Sophia Tesslyn, a prominent businesswoman (she runs the Red Lamp in Silkshore), who has been pressuring him to keep the Skovlan refugee situation as is, as she represents certain business concerns that have a vested interest in keeping the tensions high. She is accomplishing this with a combination of bribery and blackmail. Petersen suspects that she’s actually a member of the Circle of Flame.

Kobb talks with Mrs. Dunne, and Gloves talks to his lady friends, and between the two of them they are able to engineer a fundraising enterprise, with the Real Housewives of Doskvol as the driving force behind it. Due to a fortuitous roll (and spending Coin to raise the effect), they make much progress toward the goal (4 of 8!).

Kamali goes to Clermont’s house. She finds the petty cash fund, and the accompanying ledger, but all other documents have been removed from the safe. She also finds a coded message directly for her in the ledger: “I don’t know who you are, but I have my suspicions, and I believe we’ve already met. The situation has escalated. I have reason to believe they’re on to me. If you want more information, you’ll have to talk to me directly.”

Notes:

Lots of exciting things happening for Kamali this time around, between investigating the scarab and checking Clermont’s safe.

#dontmesswiththedolls

Thieve’s Can’t – Part 2

Thieve’s Can’t – Part 2

Thieve’s Can’t – Part 2

This time running Blades (last time it was Dialect) we got to see our scoundrels plan a score in earshot of a dozen other scoundrels they didn’t want to tip off.

Good times with: Karen Twelves, Hakan Seyalioglu, and Kathryn Hymes.

http://www.seannittner.com/actual-play-thieves-cant-3232017/

http://www.seannittner.com/actual-play-thieves-cant-3232017/

Session 3: Neighbourhood Watch, pt2

Session 3: Neighbourhood Watch, pt2

Session 3: Neighbourhood Watch, pt2

GM: Ben Liepis

Khara: Kristin Hunt

Candros: Jonathan Nicol

Rúna: me

http://geekwombat.blogspot.fi/2017/03/neighbourhood-watch-pt2.html

Our final actions for the session, where our little gang decided to retaliate to threats with bloody violence, and we managed to get a pet tavern-keeper and everyone now knows we “look out for Charhollow” 🙂

The heat on this knocked us into our first wanted level… wanted 1 by session 3 – this crew is going to come to a fiery end…

Can’t wait for the next session!

(Still looking for another brave soul to join – 12 EST saturdays)

Man, it’s almost like there’s a whole bunch of people playing Blades on Twitch and YouTube ;P

Man, it’s almost like there’s a whole bunch of people playing Blades on Twitch and YouTube ;P

Man, it’s almost like there’s a whole bunch of people playing Blades on Twitch and YouTube ;P

Here’s tonight’s session of Daybreakers!

https://youtu.be/GNOakgTOy1E

Arquo’s Revenge

Arquo’s Revenge

Arquo’s Revenge

Think you can burn down Arquo’s house and kill his family? How about your smuggling operation getting busted up by a bunch of ghosts instead. And then having your boat stolen by a brazen crew dragging one of your wounded agents by a rope behind it!

Players: Karen Twelves, Eric Fattig, and Adrienne Mueller

http://www.seannittner.com/actual-play-arquos-revenge-3222017/

http://www.seannittner.com/actual-play-arquos-revenge-3222017/