The Porcelain Dolls: Session 57 (March 08 2017)

The Porcelain Dolls: Session 57 (March 08 2017)

The Porcelain Dolls: Session 57 (March 08 2017)

Kamali visits a bookstore in Silkshore run by a woman named Kazima, who gives her some info on U’Duasha, and the fact the the pillar imprisoning the Demon Prince Ixis was shattered some time ago, and the rumor is that the demon escaped.

When Constance wakes up the next day, Gears is nowhere to be seen, but he has left behind half a dozen small glass vials and a handwritten note with instructions on how to administer his pathogen. Shade is also MIA for the time being.

Constance calls a meeting. She wants another wave of instability among the docks to keep up the pressure, as well as to identify the primary sources of food among the restaurants and pubs in the Docks and taint that supply so the dock workers start getting sick in a few days.

She also wants someone to investigate if the Dockers have any connections to the Bluecoats.

Preparation for Protection Collection Interception:

Constance will sit this one out (at least the legwork), as she is too well known in the Docks.

Moira taps Nyyx to help her scope out the local pubs. She is able to identify at least one supplier: Bailey & Sons.

Kobb investigates the Bluecoat connection. He contacts Sgt Bartlett, the Bluecoat in charge of the investigation into the piano theft. A conversation ensues during which an arrangement is proposed and accepted, and a bribe (the first of many) is paid. He asks about the local businesses in the Docks, and gets info on half a dozen companies that pay protection to the Bluecoats.

Kamali investigates the more upscale import/export businesses to figure out which ones are paying protection and to whom. Boots will come along as backup. They are able to get fairly good info on five establishments that pay protection to the Dockers.

Gloves goes door to door to the pubs and restaurants in the Docks, presenting himself as a purveyor of fine Iruvian spices, in order to determine who their current suppliers are. He is also able to identify several local suppliers.

Constance hears everyone’s reports. She decides that the crew will hit all of the collections at once.

* She assigns Kobb to bribe the Blucoats to stay away from the Docks for the evening.

* Constance, Kamali, Boots, and Prichard & the Lampblacks will carry out the hits.

* She assigns Moira to coordinate the rest of the crew and signal as each bagman is hit.

* Boots clarifies with Constance that they are NOT hitting any of the places that pay protection to the Bluecoats.

The Protection Collection Interception:

Moira is staking out the Docks from the rooftops. Nyryx is with her. He has possessed an athletic young man of about 15 for the occasion.

Kobb is able to distract all the Bluecoats in the Docks for the entire evening by taking Sgt Bartlett and his buddies to the Black Tree. Much alcohol is consumed, and a good time is had by all.

The job is very meticulously planned, but in the end doesn’t go as well as they expected. Constance stakes out her first warehouse to find that the bagman is not sticking to the schedule. Moira signals her, and she moves on to the next one. She approaches him as he exits the warehouse, but has to use Glorious Visage to get the envelope. She spends the rest of the job randomly giving away coins to anyone she can find, because this is His Design (-1 Coin at the end).

Boots holds up a guy and gets the envelope without a word. He leaves the guy conscious, so Nyryx jumps down, possesses the guy, puts him to sleep, and as the guy is falling forward, jumps back into the kid.

Prichard and three of the lampblacks mug one of the guys. After he hands over the envelope, they proceed to beat him within an inch of his life.

Kamali and Boots meet up at the secondary rendezvous, but Constance isn’t there. They go after the guy who was supposed to be collecting from the fist warehouse. Boots approaches him and makes a show of Valter being menacing, and Kamali blitzes him from behind just before he attacks the dog. Constance shows up just as it’s resolved.

The crew meets up at the factory. Kamali is counting the take when Constance addresses the issue of Mrs. Dunne’s piano with Kobb. They agree that if it is Kobb’s intention to return it to Marian, then it should be discovered by the Bluecoats and returned to her very publicly. This will strengthen Kobb’s relationship with Marian, as well as his relationship with the Bluecoats.

Notes:

Nice basic heist. There were half a dozen stickups, and each one got to feel unique.

#dontmesswiththedolls

The Porcelain Dolls: Session 56 (March 01 2017)

The Porcelain Dolls: Session 56 (March 01 2017)

The Porcelain Dolls: Session 56 (March 01 2017)

The Docks Flocks Shock & Rock – Part 2:

Job 3: Constance and Gears head over to the Bellhaven warehouse. They spend some time in cover watching the comings and goings of the guards outside. Constance has also brought along Marlane as backup. The two of them head around the building in opposite directions, while Gears keeps watch on the main entrance. Constance and Marlane are easily able to knock out all of the guards without raising any alarms. They confront the last guard, a fellow patrolling the inside of the building with a lantern, and convince him to run when he sees his buddies all laid out. With the way clear, Gears rigs the main entrance to blow (and crits on his Wreck roll). The door falls inward, and the locals descend on the place as the Bluecoats respond (not too hastily).

After making their escape, Constance and Gears head to the Pint and Hound. She pours him a drink, and explains the next part of the plan. They will approach the businesses that were hit, and offer them the protection that the Dockers obviously cannot provide. Gears has the idea to get some of the dock workers sick, and allow the rumors of a plague sweep through. Constance likes the idea, but reminds Gears that she doesn’t want to destroy the dockers, she wants to replace them. Gears promises he can concoct something that will make people sick, but won’t kill them. After Constance leaves, Gears coughs up a bit of blood.

Aftermath for The Docks Flocks Shock & Rock:

Rep: 3.

Heat: 4 (2 to start, +1 because the Dockers are indeed a well-connected target, +1 because of a Devil’s Bargain for Kobb)

Coin: 8 from the burglary of Dunham & Sons. The piano will be assessed later.

Entanglement: Interrogation. The Bluecoats round up Kobb to ask him about his involvement in the theft of the piano. Constance presents herself as his insurance agent, come to deliver the payout of the theft to the apparent victim. She leaves the cash with the Bluecoats on their assurance that it will reach Mrs. Dunne safely (yeah, right). Constance and Kobb are free to go.

Downtime:

Constance reduces Heat twice (down to 0), and spends a Coin to reduce Stress.

Shade trains Playbook, and follows up on Jezelle, finding her at the spirit well. She begs him to let her in past the wards. It’s obvious that she’s going through some kind of withdrawal.

Gears starts a project to build a pathogen, and uses both actions to complete it (6 of 6 segments). It will make people sick for a few days, but shouldn’t kill anyone.

Moira: Indulges her Vice. She visits Rachel Dalgaard, a fortune teller at the Night Market who reads the bones. She begins a reading, then gets spooked and shoos Moira out. After that, Moira visits a ghost friend of hers, who gives her a bit of background on the scarab (mostly the same info as Kamali already knew). When she mentions Shade, he warns her that Shade is very dangerous, and she shouldn’t associate with him.

Kobb: Trains Playbook, and works on the project to solidify Marian Dunne’s trust in him (4 of 6). He spends Coin to work on a project to cultivate Sebastian Atkinson as a contact, feeding him information that

Kamali: Reduces Stress (down to 1), and trains Prowess. She also spends a Coin to help with Moira’s project on the scarab by perusing the bookstores in Silkshore.

The Moon’s Daughter and the Pint and Hound earn a total of 11 Coin.

Notes:

Gears’ player and I had a discussion a few weeks back, and we both agreed that it would make the most sense that he would be working on some way to cheat death if he were actually facing some sort of terminal condition. So Gears is basically dying of lung cancer, and he’s looking for a way to replace human organs with machines. This will inadvertently lead to the invention (or rather rediscovery) of Hulls.

Also, I had a brain fart, and when Moira’s player said “I’m going to visit my ghost friend”, I ended up making up a completely new character on the spot rather than using Nyryx. Oh well. More NPCs are always fun.

#dontmesswiththedolls

Just finished first session of blades and it went well :) took a bit of getting used to the system for them but…

Just finished first session of blades and it went well 🙂 took a bit of getting used to the system for them but…

Just finished first session of blades and it went well 🙂 took a bit of getting used to the system for them but flowed well.

We had three players, “Umbzuzu” a ghost hunting whisper from a tribe from inland Severos, a “Isabel” a Lurk from Tycheros with a penchant for murder and “Thornton” a cutter from the dagger isles who was brought up on ships and turned to thug work to support his illegitimate child. They started out as Hawkers, they couldn’t decide crew so rolled for it for the first session but may well change playbook.

I started them in the session by heading to the leaky Bucket where they had a chat with Mardin Gull, also the cutters vice purveyor. He filled them in on the impending situation and who may have work for them.

They decided to speak with Bazso Baz first and headed to the lampblack headquarters and spoke with him, he offered a few jobs and gave more information about a possible crooked magistrate that was in possession of ledgers that contained the whereabouts of a stash of illicit drugs of cooked up demons blood. The crew decided they wanted to consider things and left to discuss but were warned they’d either have to be with him or against him.

They left and had a discussion in a smoke shop and decided they wanted to speak with Mylera. They decided to group action to sneak out the back in case the Lampblacks were keeping an eye on their decision.

They then spoke to Mylera, who was rather brash with them but offered payment for the war treasury score to prove their worth. They accepted and she disclosed it was in a secure four story ex-bunkhouse building on the canal, on the edge of crowsfoot. She expressed under no circumstance was any heat to come back on her, she also told them of a guy called Viktor was Baz’s accountant at the lock up.

The crew decided that Thornton would try and capture Viktor and interrogate him, then the crew would break-in subterfuge style with what they found out. I performed a set up with Thornton, he skirmished and got a 5 and managed to grab Viktor (not before he cried out) and dragged him into an alley. A bluecoat came to the scene hearing the cry but Thornton was able to keep hold of Viktor and stay hidden. He first used prowl to hide and I started a clock for “Viktor wriggles free”. He then threatened him to “shut up and stay still” with a knife under the neck and rolled a 6 and the bluecoat left. He was able to threaten out of him the location of the safe and get his keys. He then was able to get back to the group with Viktor tied up and hidden.

They then rolled engagement and Thornton joined them, breaking in on the floor with the safe. They rolled a 5 and I had them swing across to the balcony only to discover what looked like sensors for an electroplasmic alarm skirting the window ledge. The whisper decided to use his Tempest ability to try and overload the alarm with energy, he had assistance and pushed himself for greater effect. He rolled a 6 and the the system went down without causing any suspicion inside, probably a fault of some kind. The Lurk then picked the window lock rolling a 5, it turned out the lock wasn’t very good as the guards thought the alarm to be sufficient, so it gave way too easily and they tumbled through the window with a thud. 4 segment Clock started, guards alerted with one tick.

They rolled another group prowl commanded by Thornton, rolling a 5. They successfully sneaked down the corridor towards a metal framed door that they knew to be the safe room. Thornton was so focused on keeping the group in order that I made him drop an item, he chose to have some manacles on him and the clunked to the floor, one more tick on the clock. Voices in the room can be heard “Did you hear something, nah probably nothing” kind of thing.

At this point they decided to flash back and say they would have used disguise to dress one of them up as Viktor and tell the guards they were relieved from duty. I gave a two stress flashback as it’s pretty out there plus they rolled finesse for their make up efforts and rolled a 6. I made their position risky from the 6 on the disguise, plus the fact that they had the keys to the room brought the roll down from desperate. Another 6 followed on their command roll and the guards left. They all took sacks as equipment and emptied the safe and then successfully sneaked back to their entry point. A failed fortune roll meant that the alarm system had come back on. The whisper did the same as before with aid, on a risky roll and hit a crit. I had the system downstairs backfire and explode, they then escaped onto a rooftop, picked up Viktor and escaped back to their lair. The building burnt to the ground in electroplasmic fire. A bit too successful and as it ended up looking like an accident. Viktor was handed to Mylera and assumed dead by the Lampblacks. She was very happy. The crew came away with a fair bit of cash and very little heat.

I think maybe I should have ticked more clock segments on the 5 rolls, two rather than one? I still don’t know if the disguise should have been desperate or risky, even with the 6 in doing the make up for the disguise? Any other thoughts on play or what you would have done differently are appreciated. I think the second session will be much more comfortable to run, as I know what kind of thing they may do, it’s not going in quite as blind as session number 1! The session felt like it flowed really well though and everyone is keen for another one. Making up the scores on the fly is fun but before hand a little daunting 🙂

The Prestige in Play

The Prestige in Play

The Prestige in Play

We played our first session of a new Blades in the Dark games last night : following a crew of Shadows calling themselves The Phantom Assembly, essentially commissioned by the Circle of Flames to perform a series of jobs after the Wraith failed to get the job done.

In return for a safe place to call home in the Old Rail Yard, the crew helped Belle Brogan by breaking into Master Slane’s offices to recover documents proving that disappearing Coalridge workers were in fact being shipped off to parts unknown (supposedly a Strangford Workhouse) against their will.

The Phantom Assembly is made up of :

Rasal Sahm, a daring Iruvian Lurk

Vey, an Akorosi orphan Artificer

Targos, an ex-military Tycherosi Hound

Chey, an Akorosi servant-turned-Illusionist

It was for Chey that I originally created the Prestige Playbook, and Catherine created a neat background for her : The servant of an abusive occultist who subjected her to increasingly terrifying experiments until she eventually made a bargain with one of her master’s devils to get rid of him.

She’s terrified that he’ll come back, so her Vice is an Obligation to keep working for him despite his absence : she takes care of his house, continues his experiments, maintains his affairs, etc.

Catherine picked the Ghost Dreams as her starting ability and used it a couple of times during the Score. Once to distract some dogs so that the crew could sneak past the guards unnoticed, and once to distract the guards while they broke a window to make their getaway.

She rolled Sway in both cases, although in retrospect it should possibly have been Wreck, and both rolls were abject failures (to be honest, I kind of wish that I had simply hand-waved those rolls).

All in all, I quite like the general gist of the playbook, but it needs a little work to better fit into Blades in the Dark :

I might need to rethink exactly what the player rolls when using Ghost Dreams. My logic so far was essentially that you roll as if you were doing it yourself, the ability simply lets you do it without making your presence known.

I need to work on the Xp trigger. As it stands, it’s pointlessly ambiguous and resulted in a round of puzzled looks when we went through Xp.

In general, the game itself was a mixed bag :

* Rasal fell in love with leading group actions and used it to excellent effect several times. Aaron’s probably the most comfortable with the rules and the general concept (and was also the only one to suggest betraying Belle).

* Vey did a fair bit of lock-picking and was instrumental in a couple of flashbacks to create distractions, but generally spent the session getting her bearings. She decided to define her gadget later.

* Targos was spoiling for a fight but never quite got one, and made a glorious job of Commanding his way past a couple of security guards when he caught their attention while casing the factory area.

These guys hadn’t played Blades before, and struggled quite a bit with the concept of risk, Stress and Consequences : they were quite shy about taking on Stress, which led to them powering through consequences rather than resisting them, which meant I was a little careful about how hard I hit them.

They seemed to get it when we went through experience and vices etc. at the end, so I’m hoping next time they’ll feel more comfortable about diving into danger and playing to their character 😉

All in all, a bit of an awkward start but it looks promising.

#ArtistPlaybook

My players are an odd bunch.

My players are an odd bunch.

My players are an odd bunch.

We just wrapped up our fourth session of Blades, and our as-of-yet unnamed Crew of Smugglers has smuggled in a very, VERY shifty-looking artifact for the nobleman father of the group’s Hound. They ended up in a running gunfight in Barrowcleft, wherein the Hound shot a Spirit Warden’s horse out from under him. The group then decided that animal ghosts were a thing.

And then I rolled the Unquiet Dead entanglement.

So now the Hound has a revenge-obsessed ghost-horse on her tail, looking for opportunities to get its vengeance. It is all at once ridiculous and utterly terrifying.

Ghost-horse. Jesus…

(Brief aside, art belongs to Mina Sunderberg. If you haven’t read her webcomic Stand Still, Stay Silent, you should. The ghosts in it have directly influenced the worst spectral inhabitants of my Doskvol.)

I ran my first score with my crew today.

I ran my first score with my crew today.

I ran my first score with my crew today. They made characters, I dropped them in Crow’s Foot and they decided to suck up to the Crows and go after the Lampblacks. I decided to drop them into the action after they made characters and let them pick a crew type based on how they handled the job.

They blew up the tobacconist’s shop above the Lampblack’s war treasury, but they rolled poorly on the engagement roll. (Seriouslt – 3d, roll of 1,1,1) So the bomb was too effective and started the block on fire. They dashed in, got the score, and used a Ghost Key to get out of the basement.

Their entanglement roll was Demonic Notice. Since they twigged to the hints that Bazso is a cult member, they didn’t realize he had some artifacts in the basement, one of which was destroyed in the blast. The public will think there’s an arsonist on the loose in Crow’s Foot, but the crew knows they’ve unleashed a demon of fire.

Based on how the score went, they’ve opted to become Bravos calling themselves The Doors, because they break ’em down.

Before you watch Rollplay Blades tomorrow, watch us play an awful harsh noise band in Mortally Bankrupt at 8:30…

Before you watch Rollplay Blades tomorrow, watch us play an awful harsh noise band in Mortally Bankrupt at 8:30…

Before you watch Rollplay Blades tomorrow, watch us play an awful harsh noise band in Mortally Bankrupt at 8:30 Pacific.

“We’re doing a gig at Amanda’s ex-boyfriend’s wedding. In my opinion, it’s super-cringe and she has a vanity issue that attracts negative vibrational matches into her life, but anyway, we’re getting hella paid to do the photography, live stream, and music! Wait, some of the viewers are saying the stream’s page is crashing for them and refreshing does nothing. What’s happening!? I hope M’s got a good firewall! Ugh, I need to meditate before I start manifesting from a vibration of fear.”

-Laura Garcia, Drums and Vocals

http://twitch.tv/zeone544

A new crew of arcane hawkers has hit the streets of Doskvol!

A new crew of arcane hawkers has hit the streets of Doskvol!

A new crew of arcane hawkers has hit the streets of Doskvol! Episode 0 of my first BitD campaign is available on YouTube, involving character and crew generation. I’m excited to see the horrible crimes my players are bound to perpetrate!

I hope to stream each session on twitch.tv/brittonica, so please follow if you just can’t get enough sweet Blades goodness!

Huge thanks to John Harper for a beautifully designed game, and for his Rollplay: Blades show setup from which I heavily borrowed (read: stole) my own show’s design!

(I’m waiting for in-game shenanigans to inspire a proper show name.)

https://www.youtube.com/playlist?list=PLtBYin1uOBmAqmGMyk5Mv9dSl8EczTOWO

Knives, Guts, & Coins: Episode 3 – It All Goes Up In Flames!

Knives, Guts, & Coins: Episode 3 – It All Goes Up In Flames!

Knives, Guts, & Coins: Episode 3 – It All Goes Up In Flames!

Where we left our enterprising group of Bravos was Nakura the Spider, Cyrus the Leech, and Nyrys the Hound are up upon the third floor of a five-story building, down below being the Nothing & More. Under fire from Red Sashes, the group tries to cut a hole in the ceiling to provide a sniper position to attack the enemy Whisper fighting below.

Elo the Whisper, with their two thugs Aldo (because I like the name too much not to use it) and Coil, fight the Red Sashes and try to deal with the ghost of the dead Blacklamp that has been controlled by the man, Myre Vale.

In the back, Tumnas the Slide gets ready to set ablaze the feet of merchants, nobles, and others who come to the Red Sashes for their fix rather than work with the Blacklamps. Arranging them in a manner to best use the oil he had, he douses the inebriated’s feet and sets fire to them. A flashback to get assistance from the Leech, he sets them ablaze and a giant panic ensues as patrons rush out of the back screaming with their feet and legs on fire.

In the front, Elo engages Myre and the gangs connect. He breaks off to fight the ghost, drawing his fine lightning hook and striking hard at it as it threatens to rip him apart. Good dice rolls all around keep him from taking major harm, though his focus on the ghost rather than the material threats leaves the crew’s thugs open to retaliation from the Red Sashes, causing them to take a level of harm as the experienced swordsmen punish the two brave and loyal men armed with clubs and a hook on a chain.

Up above, in the midst of a terrible storm, the three crew members rally against the Red Sashes that are trying to close in on them. Drawing both of her pistols, Nyrys unloads a hail of gunfire, forcing the Red Sashes to take cover even as a few of them are gunned down. Naruka flashes back to meeting a group of alchemists throughout Crow’s Foot to assemble these flashbombs and then meeting with street urchins to have them already secured within the structure to detonate right then! The Sway roll comes up as a complete success, the bombs exploding and dazzling/stunning the enemy for the Hound to take down.

Unfortunately, Cyrus’s Tinker roll goes poorly and he cuts an important girder. Two clocks start up; one being that they open a hole on the floor and the other being that the floor just opens up and everyone falls in as the roof collapses. It is at this time, hoping to give the team up above more time, Elo challenges Myre to a duel hoping the man’s brash nature will work in his advantage. The player rolls a 6 on his sole die after pushing himself and Myre calls off the ghost’s attack, willing to engage this man in a duel to the death.

Tumnas, still in disguise and hidden, has made his way into the back of the building looking for riches to take and steal. Two guards are busy loading up a carriage with Black Lotus, hoping to get the goods out before they’re spotted. Quietly, the Slide cuts the one man’s throat before he can make a sound while investigating a strange noise he heard. With another 6 on the Sway roll, he convinces the man still by the carriage that he is his friend and says that he is okay. The guard, disarmed, doesn’t expect the knife in his heart when he hears footsteps behind him. He may have heard the knife being drawn if it wasn’t for one of the flaming guest running in screaming, crashing and tipping into an open crate of Black Lotus and setting it ablaze.

Realizing there was quite a bit of coin loaded into the cart, Tumnas decided to grab what he could and get the hell out of there. Of course, a plume of Black Lotus smoke was drifting into the air and presented a…problem. I had the joy of writing down a clock called “Sooooo High”. He tried to load up more into the carriage but wasn’t very good at it. Climbing upon the carriage, he then tried to get the goats moving and utterly failed at it. Gasping in frustration, he unwittingly inhaled a large and heavy dose of Black Lotus and immediately began to suffer the effect.

Riding alongside Queen Elisbeth the Third, he took the royal sash and crashed it upon the royal turtles pulling the boat in order to evade the Nightmare Men that were chasing after them. In truth, he stabbed one of the goats in the ass and the carriage ran out into the streets, passing by Bluecloaks and citizens alike. High on Black Lotus, hallucinating, and exposed to the elements of the terrible storm crashing through, Tumnas left the scene with a hell of a ride.

Upstairs, Cyrus took a breath and brought out his fine cutting torch. With Naruka’s help and a deep breath, he carved an impressive hole that was so perfect that the metal plating didn’t fall but just hung there, not alerting the enemy to their presence. Nyrys set up a shot, just as the duel began against Elo and Myre.

Myre presented himself, ready to duel, but Elo was not the honorable man. With a quick flashback of him talking to the thugs to help out if it looked like he was losing, Elo was able to sneak a strike in on the man when Coil caught him in the back of the head with the blunt side of the hook. With this act of dishonor, the Red Sashes fought without mercy. Aldo and Coil were both pushed back, desperately trying to defend themselves, as Myre descended upon Elo. The two fought as Nyrys set up the shot, ready to take down Myre.

The shot rang out just as Myre was able to catch advantage on the Elo, beating the Whisper unconscious (who gained a Trauma). The shot went through his shoulder and, as part of the Devil’s Bargain, the enemy Whisper ordered his ghost to kill! The lights up above exploded as the angry ghost descended upon them, eager to take their lives. Naruka ran away in a blind panic, Nyrys froze up, and only Cyrys had the mental faculties to try and fight back. With a single shot of the electroplasmic bullet, wrapping his arms around the smaller Hound, he aimed and fired. The bullet destroyed the already wounded ghost, knocking out power as well.

Wanting to avenge Elo, Nyrys set up her shot to try to take out the escaping Whisper. High on stress but still pushing, accepting a Devil Bargain, and opening herself up to gunfire, the two met gazes and the two exchanged gunfire. Nyrys’s shot missed by a hair and Myre’s shot nailed her in the shoulder. The Red Sashes retreated, as the growing fires were getting out of control.

The three active members swept in using their burglary gear, moving through the burning building to try and find additional funding. A safe was discovered containing international bonds from the Iruvian Consulate. Stealing them, the group escaped with their ill-gotten goods as the Nothing & More went up in flames.

Downtime went very well, the group healing themselves, training, and the Whisper beginning a long-term project to recruit a group of Rovers to assist him in search the Deathlands for rare ingredients to make his strange device. Stress was lowered, the group earned 8 coin for themselves and helped bolster the badly beaten Blacklamps, but they earned a very large amount of heat (9 heat!). A few players seemed irritated at that but I made sure to remind them that they could take actions to lower it and that, as Bravos, they would likely be accruing it more than other crews. Subtlety is not their strongest point.

While drinking with Cyrys, however, Nyrys was caught by a group of Bluecoats who took her to their Watch HQ for a not-so-friendly interrogation. She tried to plea with the group, offering one coin for now and another three later, but Sargent Klaus and his henchman, Henry, were not kind. Taking her coin, they beat her again and again but she refused to talk and did not break until they finally released her. Cyrys, feeling guilty for not being aware enough to protect his friend, took her out for drinking on his tab as an apology. The crew celebrated their first real victory and prepared themselves to go to war. Tumnas however, disappeared after going out for a night of gambling and hasn’t been seen since… (huzzah for overindulgence!)

Overall, the session was excellent. My Devil’s Bargains need more work but I’m getting better at telegraphing the danger and giving people ideas of what the consequences could be. Originally, I thought I was being too hard on my Monday group but I’ve realized that it was more that they have been pushing themselves really hard. Both my groups are players used to games like Exalted and Pathfinder and most of them are embracing the whole “fall in love with trouble, go big” mentality. I’m looking forward to this Monday now since I feel that the system is more and more comfortable every time I play it.

Next week, we’ll see what these daring Bravos do next!

Thieves’ Cant

Thieves’ Cant

Thieves’ Cant

Actual play from our Dialect game set in Doskvol. We explored the origins of the Grey Cloaks and created our own cant in the process. It was glorious!

GM: Kathryn Hymes

Players: Hakan Seyalioglu, Karen Twelves, and me!

http://www.seannittner.com/actual-play-thieves-cant-3112017/

http://www.seannittner.com/actual-play-thieves-cant-3112017/