Off to the Hook with you!

Off to the Hook with you!

Off to the Hook with you!

Jadvyga puts on a trivia night to get accepted into Charterhall University, but then damages her cornea trying to look more “demon-like” for a fashion show.

Elke finds out more about possession and how even ghosts she cares for are slowly becoming monsters. She’s also shopping for a very special gift for Arquo.

Hix first finds her way into the Sancotrium and meets the lovely Nelisanne only to lose it all when she turns herself into Inspector Frost and is taken to Ironhook Prison!

This and more in the exploits of the Doskvol Spectral Society: http://www.seannittner.com/actual-play-ironhook-bound-1172017/

Players: Eric Fattig, Karen Twelves, and Adrienne Mueller.

http://www.seannittner.com/actual-play-ironhook-bound-1172017/

So, on friday we ran our third session of the ratpack.

So, on friday we ran our third session of the ratpack.

So, on friday we ran our third session of the ratpack. We didn’t have as much time as the first two sessions, and we had some administrative work to do as well, because we switched playbooks and crew over to v8 and discussed some of the changes.

Then, we first did some stuff outside the normal sequence of score and downtime. Our whisper, called raven, investigated a strange faceless amulet we recovered from lord phelps in our very first score. It seem to a be associated with a forbidden god that advocates loss of identity and is somehow related to spirits that have lost most or all of their personality, having gone feral, eternaly lusting for the lifeforce of the living. And, our whisper seems to have been infected by the amulet somewhat, beginning to hear whispers about occult stuff. Sometimes she can actually glean some useful information from the whispers, other times it distracts her or irritates other people when she answers aloud to whispers nobody else hears.

Next up the whisper was contacted by a bat from Lord Scurlock, who wanted to meet in a dream. There he told the whisper that there is a complication regarding Roric’s ghost, as some members of the dinmer sisters caught it. He suggested we go and rescue the spirit and even suggested some details of the plan and where the witch-cult had taken the spirit.

Apparently he also convinced our whisper of his good intentions apparently (she didn’t want to resist). Actually he is not that nice of course.

So off we went on our only score that evening. I won’t go into too much detail here, but we had a blast and confronted crazed witch-women, enslaved spirits and destroyed a strange demonic underground tree. In the end everybody was at their very limits of stress, but we had roric’s ghost, strangely bound into the heart of a pig. And we had quite a lot of occult paraphernalia we could sell to Lord Scurlock for a tidy profit. We also had killed an entire witch-coven, but since we left no living witnesses we can quite possibly avoid a war or any such serious repercussions. I actually tried for some tense negotiations but my players were like “ach, I can’t do social very well, I’ll just shoot her in the face”

It does seem the dimmer sisters tried to feed roric’s ghost to some strange otherworldly entity to have it regurgitate a “doppelganger” of roric, with whom they wanted to take over the crows.

There are two possible pitfalls now: One, when we fled through underground tunnels, we met some poor laborers delivering coal. And one of them know our leech from his old teaching days. While that allowed us to take a ride in their coal boat, it also means that this guy could possibly make a connection between us and all those dead witches.

The second one comes from entanglements. Our crew is slippery, so we get two results, but finally ended up with demonic notice. Apparently a foul water demon named setesh took an interest and basically blackmailed us into giving money to a cultist group that fights the leviathan hunters. According to the whispers our whisper keeps hearing, setesh may be the father of the leviathans, but that does not need to be true. Maybe he only wants to stir up trouble and if the supply of leviathan blood dwindles, that does indeed mean trouble in the long run.

We still have to do downtime and xp for that session, but it was good solid fun. But it does seem my players are very reluctant to take trauma for their characters. Understandable, but we are now three sessions in and still nobody has any trauma. Maybe i have to be a bit meaner as a GM, and put some massive trouble their way even if I know they don’t have much stress to spare. So far, it just happened that most of trouble was over by the time the stress bars got filled up, and even if there was some trouble, those people with little stress did their utmost to deal with it.

I am looking forward to our next session and hope that we will have some more time then.

Anyone have a detailed exampled of combat that I could read/review?

Anyone have a detailed exampled of combat that I could read/review?

Anyone have a detailed exampled of combat that I could read/review?

I just picked-up the rules and have run a couple of playtests, including combat. I felt like it was a satisfactory outcome and very cinematic but it always helps me to see how more experienced GMs/groups run their action.

Very much liking what I’m seeing.

The Silver Tendrils reconvened this past Friday.

The Silver Tendrils reconvened this past Friday.

The Silver Tendrils reconvened this past Friday. Scurlock reached out to us for a relatively unknown crew to track down a ghost with some sort of valuable information before the Spirit Wardens or the Path of Echos.

The four tendrils present split into two smaller teams, the whisper and the cutter went to the ghosts mortal home where their weird powers would be most useful while the hound and the leech went to trail the Wardens in the hopes of discovering some clues or undermining their efforts. This proved to be a bad choice when the two decided to raid the leech’s stash while on the prowl.

One killed Warden, a kidnapped one, two stolen masks, and a burned down restaurant sent everyone scrambling to deflect the heat while completing the score. Eventually the crew were able to get some vital info from the captured Warden and trick him into thinking the Path of Echoes had caused all the chaos.

Shortly after the crew made their way back to the manor with the goods in tow, and the cutter wondering if he needs to put a little fear into the hound and leech for kicking up such a mess.

The Porcelain Dolls: Session 50! (January 18 2017)

The Porcelain Dolls: Session 50! (January 18 2017)

The Porcelain Dolls: Session 50! (January 18 2017)

Preparation for the New Guy Try-Before-You-Buy:

Shade goes to Fitz’s antique shop in Six Towers to ask him if he’s heard anything about the clockwork bird. He hasn’t, but if he does, he will let the Dolls know.

Gears heads up to Brightstone to see Basran (their luxury fence), who says he was indeed approached by Dacio, but that they were unable to agree on a price. Dacio seems to be unwilling to budge on his rather unrealistic demands.

Kobb goes to Coalridge, to look up his drug dealer “friend” Bryl, to whom he owes a great deal of money. Bryl is not happy to see him, and mentions that the only reason he hasn’t broken Kobb’s legs is because he has a niece on the City Council, and Bryl doesn’t want that kind of heat. Kobb manages to get him to give up a rundown of the major players in Coalridge, but Bryl demands 10% off the top of whatever job he’s planning in exchange for the info. Only the Eels (having recently migrated from Charhollow) are of any note (Bryl has not come across the Lost as of yet). The rest are about half a dozen unnamed crews (Tier 0). Dacio doesn’t seem to have any outstanding allies or enemies. Most seem to prefer to simply steer clear of him.

Kobb goes to find the Eels. After pacing up and down the street where they’re supposedly easiest to find, he eventually is approached by a young boy of about 5. Kobb says he’s looking for the Eels. The boy doesn’t say anything, but heads into an alley. Kobb follows, and soon finds himself surrounded by street kids. The way back out to the street is blocked by three children, the oldest of whom is a girl of about 13 or 14, whose hair is a veritable rat’s nest that looks as tough it’s never been combed in her life. Kobb comes very close to having his shoes and coat buttons stolen, but he manages to convince the kids that he’s working with Constance, to whom they seem to be well disposed. The girl knows Dacio, and doesn’t like him. The kids are open to the idea of helping Kobb and the Dolls rob Dacio, but they want something in return. It almost all goes wrong when he offers to pay them afterward (with no assurances of anything up front), but when he promises a favor from Constance, one of the younger boys gets the girl’s attention, inadvertently mentioning her name (Lillie), and whispers in her ear, after which she is more than happy to help provide a distraction while the Dolls break into Dacio’s apartment.

After Shade and Gears return and deliver their reports, Constance sends Kamali and Gloves to Coalridge. Gloves heads up and knocks on Dacio’s apartment door, presenting himself as an agent of a wealthy merchant who is interested in purchasing the clockwork bird. Meanwhile, Kamali heads around back and climbs one of the neighboring buildings to get a good look in Dacio’s back window. After vaulting across to the building itself and lowering herself on a rope down to the window, she gets a good look at the back room, which contains four strongboxes secured with combination locks. She does some mental calculations, and is worried to discover that there is a distinct possibility that the Coin resulting from this job could come up seriously short if those boxes are not all full. She ducks back out of sight as the door to the room opens, and is gone before anyone can catch her spying on the place. She meets up with Gloves out front, and they head over to Nightmarket for some proper food. He helps her fill out the sketch of Dacio’s apartment.

Kobb returns to the Bucket and gives his report. He mentions that he promised Lillie a favor (and Constance is not happy that he used her name), but he doesn’t mention that he promised Bryl 10% off the top.

Kamali presents her map of Dacio’s apartment, detailing a plan to run a line down to the street, to send items out the window and down to a waiting agent in the alley below. Gloves admits that he was so taken aback by Dacio’s audacious demand of 10 Coin for the bird that he forgot to actually get a look at the thing. He promises to go back in the morning with assurances from his employer that the price is acceptable, and to make arrangements for a meeting.

Boots gets the idea to disguise Kobb as the buyer after finding out that Dacio only saw him the one time, and the two don’t actually know each other very well. The fake transaction will get Dacio out of the apartment, and with the Eels providing a distraction for his hired goons, the place will be ripe for the picking.

Notes:

This was Session 50, and the previous Friday was the 1 year anniversary of this campaign. We celebrated with dodgy sticks, meat pies, parsnip & cabbage soup, and no small amount of alcohol.

#dontmesswiththedolls

Whoop, V8

Whoop, V8

Whoop, V8

Looks good and I can’t wait to slide my guys into it.

My guys are feeling quite smug at the moment.

They have just been to Basco’s celebration dinner in his new digs in the former Iruvian Sword Acadamy. They were there because they had assisted Basco in the destruction of the Red Sashes, and levering Basco and the Lampblacks up to the top position in Crows Foot. They are now on equal footing with The Crows, partially because they started a war between The Crows and The Red Sashes at the beginning of their career, and by taking over Red Sash territory and killing quite a few of them. They have paid off a lot of people..

The Shepherds had to take a sick day last week, but we’re back for one last 7.1 session since we played the night…

The Shepherds had to take a sick day last week, but we’re back for one last 7.1 session since we played the night…

The Shepherds had to take a sick day last week, but we’re back for one last 7.1 session since we played the night before the full release.

This time, we stole a pirate ship, and bought a really big gun for our regular boat!

http://wp.me/p84HOq-LT

Mothlands, Game 2: The Corvid Come Calling.

Mothlands, Game 2: The Corvid Come Calling.

Mothlands, Game 2: The Corvid Come Calling.

Our first game since character creation found the fellowship beginning their first mission on a good foot. The Corvid, a loose network of patriotic gossips and spies, had agreed to take a look at the wares dubbed “triangles”: Devices capable of imprinting people with a sort of mind-link through which they can send simple messages.

The party themselves had been the first test subjects and they used their new found abilities to impress The Corvid. Still, some found the idea of connecting one’s mind to another’s distasteful, if not down right undesirable, for someone with a closet full of skeletons.

Unfortunately, the Corvid had little to offer in way of monetary compensation. They peddled primarily in secrets, after all. Recognizing a few of The Corvid, (they were all masked), some of the party leveraged their connections to sway the decision in their favor, even managing to eek out a few extra coin with the help of a sharp watchman’s eye and a little arm twisting. A deal was struck and the “triangles” were passed off to The Corvid, perfect marks for their first score.

In downtime, we got to dive deep into the background of some of the characters, one of whom had a lot of questions about their past. With the reluctant help of another PC, they dug into the archives at the Spirited Way and found references to another with a similar story about traveling to Reprieve (the current planetary location) from the moon, Beacon. They also attracted a bit of attention to themselves spending time with friends in the army they had abandoned and it might just be that this comes back bite them in the rear. Meanwhile, one of the masked Corvid had caught the eye of our Will (think The Whisper, but for ancient devices instead of ghosts) and she spent her free time looking into his strange habit of appearing and disappearing at odd times around the city, always after checking a strange auger hanging around his neck.

And, of course, we ended with another sort of clock. 7 days until the Month of Moths begins. The world is about to turn upside down.

So, second session of the ratpack ran tonight.

So, second session of the ratpack ran tonight.

So, second session of the ratpack ran tonight.

First of we did some organisational stuff like flesh out the crews hunting grounds and establish their standing with various other factions. I didn’t do that in the first session because I wanted to get things rolling quickly. Turns out the ratpack is basically besties with the grinders, a dockside gang of rather brutal bruisers.

And this gives us a great opportunity to profit from the situation in crows foot – the grinders want us to destabilize the area as best as we can, so they can move in and claim the place. The crew was all for it. But first we had to deal with the affair of mr. pemberton, the watchmaker we kidnapped and maimed last time – apparently he scrounged up enough silver to put a mercenary on our tails but, due to a bad fortune roll, he asked around the wrong neighbourhood and got beat up badly and nailed to a chair by some grinders. They informed the crew and we went to see him. It was a really huge guy, over 2 metres tall and with a heavy frame. Getting him to spill who he was working for was easy enough, but turns out he had a ghostly partner. With just the cutter and the spider in the room the ghost went on to throw a knife at the physically mediocre spider, wounding him quite badly, and try and possess the cutter. A huge scramble followed, where the cutter resisted and tried to bully the ghost into leaving by threatening the mercenary, but the ghost instead possessed the merc. And a huge guy that can take a bullet to the head and just go on is very scary. Also the proprietor of the bar didn’t want any deathseekers around so she also made a ruckus. In the end a lot of people got a lot of stress, but our whisper sent the ghost packing and nobody had to die. We even made an unlikely ally of the merc – he wasn’t happy that the ghost would have sacrificed his life.

We sorely needed some downtime after that, so it got handled like a score but without pay (and very very little heat).

Then we went to work. The lampblacks and the red sashes had been going at each other for a bit now, and the lampblacks currently had a slight edge. We decided to break into a lampblack weapon storage, take what we can, destroy the rest and try to blame the red sashes, so as to take their edge away and stoke the fires of the gang war.

It was successful by and large, but we had to content with a huge steam-mecha with a gatling gun, a very well armed patrol and a botched escape plan. Now we got, among other things, a military field gun on a two-wheel carriage and a glass brain of a hull with a spirit locked within.

Also, Lord Scurlock, a strange friend of our whisper, contacted her and made a deal over tea: He said he could put us into contact with rorics ghost, so as the enact his revenge and destabilize the crows even further. In exchange Scurlock wanted some kind of unspecified favour in the future.

So I guess next week we will seriously fuck up the crows and then see how things go. Having a spirit on our side should be refreshing for a change.

All in all I think we are getting used to the mechanics. We had a lot of fun today.