The Porcelain Dolls: Session 45 (December 14 2016)

The Porcelain Dolls: Session 45 (December 14 2016)

The Porcelain Dolls: Session 45 (December 14 2016)

Shade is in his quarters at the factory when there’s a knock at the door. He answers it, and it’s Jezelle. She says she figured it would have been rude to just go in. She tells him about the addictive effects of the spirit well, and speculates that sooner or later Sebjorn will have to come back there, so it might be a good place to ambush him. She recommends using wards similar to what Quellyn had around her apartment to protect it, though she acknowledges that Sebjorn might be powerful enough to break through them. After some reluctance, she also admits to having hurt someone really badly, and that she’s trying really hard to stay away from the well, but it’s pulling her back.

Constance heads back down to Dunslough to talk to the Skovlanders again while Gears is doing his thing. She tells Markus to throw a huge party two nights from now, and invite everyone he can think of, even Bluecoats. At first he’s confused, as he thought she was going to assist the refugees get revenge on the Grinders. Constance patiently explains that she will take care of the Grinders herself, and the Skovlanders need to stay out of it so they won’t be implicated. She uses Glorious Visage to seal the deal, scaring the crap out of everyone in the process.

Gears meets with Kamali outside the Broken Anchor. He describes Nelson and his buddies to her. The identifying feature is that they all wear thick leather weight belts that are common among the dock workers (this comes from a time when a majority of the Grinders were in fact employed on the Docks, but the affectation has long outstripped the actual employment). She stakes out the place until the four of them emerge, very drunk, and make their way to their clubhouse, a storefront several blocks away with a banner out front bearing the imperial crest (the closest thing Akoros has to an official flag). She creeps around back, and sees that the back door is open. She slips inside and sets a tripwire across the doorway in case she has to make a hasty exit, then hides in the kitchen to listen in on their meeting. Their leader, who Nelson identifies as Leo, berates the four for getting to the meeting late, and getting too drunk. He reminds them all that while they scored a victory against the refugees, they can’t sit back and get complacent. They need to keep pushing hard, and work on actually wiping them out. After much badgering from Nelson, Leo very nearly snaps, but allows Nelson to explain about the job they’d been hired for, to rough up an Iruvian shop owner and his son. Leo says to handle it quickly, as he needs everyone to be on point for the next step in their campaign against the refugees. Kamali gets very detailed notes, including a basic map of the clubhouse and sketches of the seven members present. However, she very nearly gets spotted when Leo notices that one of his buddies left the back door open, and tells them to go close it. Fortunately for her, they’re a bit lazy, so she has plenty of time to remove the tripwire and slip back out.

Constance holds a meeting. They know that while the Grinders are dealing with the job for Gears, they will be separated. She asks Shade which group he would prefer to deal with. He chooses the clubhouse, which leaves Kamali to deal with the four in Silkshore.

The Two-Stroke Folk Bloke Stoke & Choke:

On the night in question, while the Skovlander refugees are ostensibly partying down in Dunslough, Shade heads to the Grinders’ clubhouse and uses binding oil to seal the front and back doors, but not before tossing in a lit Skovlan Porridge. A crit on the Engagement roll means that he can hear the commotion inside as the Grinders first try frantically to put the fire out, and when that doesn’t work, they try to break the front door down. Eventually, the pounding stops. He uses alcahest to remove the binding oil on the doors, and the smoke begins to pour out. He sees that the fire is on the way to burning itself out (fortunately the building itself is made primarily of stone), so he very quickly enters and cuts the throats of the three now unconscious Grinders. On his way out he burns Wulfric’s symbol on the front door.

Kamali heads to Silkshore and stakes out the butcher shop. Before long she sees the four Grinders come stomping up the block and barge their way into the shop. There’s a lot of shouting, a lot of breaking glass, some screaming, some threats, some crying, and the sound of people getting beaten with wooden clubs. Several customers run out the front screaming. Once the noise dies down, the Grinders emerge, and Kamali begins tailing them. Engagement roll is 4. She’s able to follow them, but she can soon hear the sound of Bluecoat whistles down the block. The Grinders hear it too, and take off running. One of the Grinders lags behind, and Kamali shoots him in the leg with her crossbow. He cries out and goes down on one knee, prompting one of his buddies to turn around and come back to help him up. She takes the opportunity to shoot the second one in the eye. She drops down from her vantage point and cuts the wounded one’s throat, and stashes both of them in a nearby alley before taking off after the other two. There’s a tense moment when she loses them for a bit, but manages to catch up with them again a couple of blocks down. She banks a smoke bomb off the wall of a nearby building to land right at their feet. The ensuing cloud is enough to confuse and disorient them, and she uses the cover to sneak up on them, stabbing one in the back (getting him right in the lung), and then rolling up and clamping a hand over the last guy’s mouth before cutting his throat. She takes the time to stash these two as well. Later on, when everything has died down, she retrieves all four bodies, and stashes them somewhere they’ll be found in the morning, with Wulfric’s symbol prominently displayed.

The last thing she does is circle back to the butcher shop, where the Bluecoats are crawling all over the scene, taking statements and cataloguing evidence. It quickly becomes obvious to Kamali that it’s not a high priority case. Eventually the Bluecoats all leave, and then it’s just the shop owner and his family left to pick up the pieces. Kamali breezes right in the front door with a mask on, hands them a piece of paper, bows with a flourish, and exits.

The paper bears, in flawless flowing Iruvian script, a passage from the Book of Light, a classical Iruvian text: “I was parched, and you gave me vinegar. I was cold, and you closed your door to me. In Paradise, I will drink wine and wear silk. You will be judged.”

As she disappears into the night, there are calls of “Who are you?! Why are you doing this?!”

Notes:

I am REALLY loving the new rules for the Engagement rolls. Nice and simple: Start with your crew’s Tier, add/subtract dice for advantages/disvantages, result tells you what the default Position is for the job.

This was definitely a case of work smarter, not harder. If they’d hit the Grinders head on (like the refugees had been trying to do), they would have needed a lot more hands, and it still would have been really difficult. They managed to find the gang’s weak spot and exploit it.

It would have been a bit too on-the-nose to make the Grinders actual skinheads (besides which, there were a very particular set of circumstances that led to the skinhead movement first coming into being in the UK in the 60s, and then becoming what they eventually became in the late 70s and early 80s), but I hit the important markers. The banner with the Imperial Crest was a reference to the National Front co-opting St. George’s Cross (and the Union Jack, for that matter) for their political aims.

#dontmesswiththedolls

I got a last minute group together for a session of Blades in the Dark last night.

I got a last minute group together for a session of Blades in the Dark last night.

I got a last minute group together for a session of Blades in the Dark last night. The score was a simple breaking and entering job for Lanic, the art forger. He wanted a painted that was rumored to be a Hull. The group took the 6 coins offered for the job (after shaking down Lanic a bitwhen he tried to hire them for four initially) and performed it without questions. Our Lurk successfully secured the painting while the others from the gang of smuggler used thier knowledge to temporarily open the cities Lighting Barrier. It went pretty much as bad as it could have. One of the towers they took down led to the Northhook Channel, and once the barrier was gone a mother Leviathan and her brood swam into the city channel. The city was tormented by ghosts and the Spirit Wardens and Sparkwrights were up to their ears with clean up. The crew did manage to secure 3 Ghosts for their normal trade of smuggling ghost to interested buyers in the city in addition to acquiring the asset. The city was almost destroyed and they gained the reputation of brutal, but they accomplished the mission so who cares the world had to burn to do it. There wont be anything bad in their future because of it right?

Actual play report for He’s Just Sleeping

Actual play report for He’s Just Sleeping

Actual play report for He’s Just Sleeping

Gang members

Nox – The man with the plan and good charade skills.

Callum – The brute with a heart of gold.

Walter – The dirty pervert.

Dash – The druggie.

The Score

Their old gang has fell apart because their boss was killed without paying his “staff”. Being a bit of a drunk and extremely paranoid they had no idea of where his stash was.

Luckily for the gang the Spirit Wardens are on a bit of a backlog so the gang had time to sneak in and force some life into him long enough for him to tell them where the stash is.

The plan

Walter the slide will dress up as a bluecoat, Sgt Buckley, and then open up a window from the cellar. Once inside they’ll find the body and use a spirit mask hopefully still on the boss’ body to get the info you want.

The game

Everything went super well until the gang got to the morgue. At that point the idea was to talk the Warden into letting them see the body and if that failed plan B was to use slumber essence… obviously they ended up using plan B. Dash ended up wrestling the warden to the ground and ended up whiffing too much essence making him a bit loopy for most of the rest of the score. He also ended up with some inners on him. With the warden talki of illness in Doskvol Dash doesn’t know if he’s infected.

Callum then showed his true colours. With time to the next corpse pick up soon. He risked everything by himself and carried the corpse out while the others tried to locate the spirit mask.

Dash and Nox ran off to the evidence room where belongings are stored before being auctioned off.

Walter stayed back to put another body in the Boss’ casket. With a stroke of luck the other wardens had lost their protective gear and didn’t want to enter the morgue. Walter now dressed like a Spirit Warden hid the naked Warden and answered the door with a body. The wardens didn’t know that he had skipped a body in the hopes of being paid by a rich family to let the corpses spirit go free. He then wandered out to find a badly wounded warden on the floor. This warden had met Callum trying to escape. Walter tried to help. But only after getting a slap from nearly copping a feel. Seems this warden was a lady and had a large wound under her robe. With Anita the warden given first aid Walter simply walked out and was escorted to hospital only to disperse later.

While this was going on Dash managed to get past a lightning gate and Nox played charades as far as Dash was concerned who was quite loopy still. He found the mask and thought why not knick some other stuff. They then ran for their lives now that the Wardens were on high alert.

Round up

Great session by PbP. Characters are starting to click together nicely. There’s plenty more trouble for the new unnamed gang to get up too.

Quote of the game

OOC: “I wasn’t aware that we discussed xp like rational beings after the job is done, that’s good though

IIC: ““Give me a few minutes, fellas. Nature calls.” He held his stomach, and let out a subtle groan.

Sometimes coming up with a score on the spot can be hard.

Sometimes coming up with a score on the spot can be hard.

Sometimes coming up with a score on the spot can be hard. Since we’re on a hiatus, I thought of posting the scores I wrote for my players during our campaign for GMs to pick up.

I rolled all these up on the score table. They played trough all, so I was able to elaborate on my scribbled notes 😛

The #Aquelarre were a Shadow crew, so all assignments are focused for that kind of group.

Hope you can get some play out of it!

https://docs.google.com/document/d/10wtiP-LoZVYK0L-yDCNS8MtaRkWxLL1J30VHvOtpEao/edit?usp=sharing

The Porcelain Dolls: Session 44 (December 01 2016)

The Porcelain Dolls: Session 44 (December 01 2016)

The Porcelain Dolls: Session 44 (December 01 2016)

Constance goes to Dunslough to speak to the Skovlan refugees. She finds them at the Devil’s Tooth, somewhat subdued due to several of their friends having recently been killed. She speaks to Markus, giving Shade’s alias Geirfin Holm as a reference, and offers her services in making an example of the Grinders. Markus accepts, and speculates that Constance has Skovlan blood, due to her height.

Kamali and Shade meet with Clermont that night at his home. After Kamali is certain that they are not being spied on, they speak openly about the refugee situation. Clermont explains that someone higher up in the Consulate seems to have something to gain from the conflict continuing, and he’s been forbidden from intervening. He is growing ever more dissatisfied with the situation.

Kamali gets the idea to put together a shipping company, that the refugees could buy into, and they would all have a way to make money, and a built-in means of going home if they wished. All that’s required is some startup capital (and a ship, of course).

Clermont agrees to organize letter-writing to loved ones at home, and grease the wheels in regards to permits and such to facilitate the setting up of the company. Shade agrees to look into who’s pulling the Grinders’ strings.

The crew meets. Shade presents their findings, which alters Constance’s plan a bit. She resolves to speak to the refugees again and convince them not to take any direct action against the Grinders, as she needs them to stay clean.

After the meeting, Constance and Shade are up on the roof. She asks him about Skovlan legends, and he tells her the story of Christof, a great warrior, whose exploits and heroic death were detailed in several epic poems written by distant Skovlan ancestors. However, Christof is not the sort of character that Constance is looking for, as he had a habit of walking up to the front gates of the enemy and loudly challenging them to single combat. Shade also tells the story of Wulfric the Stalker, a mysterious hunter who strikes at night, leaving his victims dead with no witnesses, walking through walls, and the like. This is much more to Constance’s liking, and she formulates a plan to engineer the rebirth of Wulfric, who will wreak vengeance on the Grinders on behalf of the refugees (who meanwhile will all have airtight alibis).

Gather Info on the Grinders:

Gears heads to the nearest pub in Barrowcleft, The Broken Anchor (the pub used to be located in the Docks, but the original building burned down several decades ago after one too many drunken brawls). He meets Nelson, one of the Grinders, and gives him the name Corbett. He tells Nelson a sob story about his wonderful innocent daughter, the light of his life, whose head had been turned by a dirty Iruvian reprobate (whose father owns a butcher shop in Silkshore). [Kamali had no trouble providing a suitable target that was less than sympathetic to her family’s plight several years ago.] Nelson introduces Gears to his friends, Ned, Mack, and Frank. Gears negotiates 1 Coin to rough up the father & son and wreck the shop, but not kill anyone. They give him an address to bring the Coin to in two days.

Notes:

Continuing with the theme of mounting racial tensions. There’s a fair bit of nationalist talk from the Grinders, a lot of “Akoros for Akorosi”, and all that.

#dontmesswiththedolls

Sola and Nymn made their debut in the Good Shepherds last night, and overall it was a pretty fun session.

Sola and Nymn made their debut in the Good Shepherds last night, and overall it was a pretty fun session.

Sola and Nymn made their debut in the Good Shepherds last night, and overall it was a pretty fun session.

We won’t be playing next week due to it being Christmas and us all having family things, but we should come out of our new years stupor to kick off the RP right the week after!

Originally shared by Kyle Greene

The Shepherds met last night to introduce the substitute PCs for Sarge (badly injured), and Loki (in jail). We Mind Trick a leviathan, set off some bombs, and increase our hold, and then blow all the coin we got as soon as we got it!

The Shepherds Jedi Mind Trick a Leviathan, set off some bombs, and increase their hold, and manage to NOT go up a wanted level this time!

http://youallmeetinatavern.wordpress.com/2016/12/19/the-good-shepherds-session-5

Got to run Scum and Villainy again!

Got to run Scum and Villainy again!

Got to run Scum and Villainy again! Our roleplaying club hosted another edition of Rosario Juega Indie, a small event we like to do once a year and since some friends got my back organizing I got to GM an awesome game.

It went great. I wrote some pregens and a short scenario. Given the time I focused on introducing the players to the system an run action-packed score, so we didn’t get to do downtime.

I wanted to share not only the good experience but the scenario itself in case some of you were planning to run S&V on similar conditions 😀

https://drive.google.com/drive/folders/0B8NRdE-ENo3hY05nS3hZRFZDbzg

https://drive.google.com/drive/folders/0B8NRdE-ENo3hY05nS3hZRFZDbzg

Last Thursday we got to wrap our first campaign together!

Last Thursday we got to wrap our first campaign together!

Last Thursday we got to wrap our first campaign together! We started around September, so we had approximately 12 sessions. The crew got to advance to Tier 1, earn 1 Wanted level and three of them got their first Trauma.

Some highlights:

– The whole crew is now Bound in Darkness after pledging allegiance to the Night Queen. The Lurk might even start her own cult dedicated to the Forgotten Goddess.

– The crew kicked the Wraiths out of Night Market.

– The lair now has a ghost door on the wall, drawn by a mad spirit.

– The Whisper bonded with Setarra after a tense friendship. Who manipulated who? No one knows.

– The crew struck a deal with Ixis, a wandering psychopomp for the safety of the Seal of Oblivion.

– They blew up the mansion of Magistrate Slane after discovering she was using skovlander refugees as test subjects for the Empire. They also discovered that some imperial soldiers are actually hollows in disguise.

– The Lurk and the Cutter were shown the beautiful Horror of the Unbroken Sun by Ilacille in her sunken temple. They now can open their minds to the thought-tendrils of the Forgotten Gods.

Since it was a first rpg experience for some of them I wanted to give them a sense of closure before jumping to other games, even if we’ll resume play after summer.

I had a rough start, having planned for a new three-players group and ending up with seven, but got the hold on it after some sessions (I have been getting caught in large groups recently, for some reason). Nothing like a big group of new roleplayers to sharpen up your GM skills. Some oddities:

– Due to difficult scheduling we had a rotating cast, with a player or two absend per game (which was a blessing sometimes). I had to come up with a couple of house rules, but nothing too weird.

– Last session we even ran two parallel scores and it was easier than I thought, with 4 players on one mission and 2 on the other. It went great.

I’m really happy with this game and this group, and would be great if I got them into roleplaying for real. After a post-ending talk I confirmed something I had suspected for a long time: Blades in the Dark is a great game to introduce newcomers to the hobby.

Just kicked off our Megacampaign (open table play) last night with 8 players & two GMs.

Just kicked off our Megacampaign (open table play) last night with 8 players & two GMs.

Just kicked off our Megacampaign (open table play) last night with 8 players & two GMs.

We had done most of the crew creation over email but wrapped up in person and finished character creation. They’re a crew of Hawkers with the Ghost Market ability. They sell mind-expanding drugs that let folks glimpse the true reality of the world.

With set-up out of the way, a few NPCs dropped by the HQ to pitch scores:

Confiscated shipment: a rival’s drug shipment was caught by the bluecoats – it’s still on the boat at The Docks, lightly guarded. The next morning it was going to be transported to a high security warehouse.

New Markets: the leaders of a nearby, low-level gang were just sentenced to Iron Hook. It’s a perfect opportunity to expand turf but other gangs are eyeing the territory also.

Muscle for a Friend: The Red Sashes are conducting a synchronized assault on all Lampblack holdings. They’re calling in allies help and want the crew to hit a drug den / flophouse.

Our players chose options 1 and 3 and we broke into two groups. The scores were a blast to play and full of great complications. For the first mission, the rival gang also showed up to reclaim the drugs. For the third mission, the Lampblacks were ready and cracked out on rage essence. Both missions got out of hand the crew left a wake of corpses and rubble.

Overall, a great start to the new campaign. Most sessions will be single GM but I’m hoping we can go multi-table with some regularity.

The Good Shepherds didn’t play this week, so I decided to use my writing time to get some solid stuff down about my…

The Good Shepherds didn’t play this week, so I decided to use my writing time to get some solid stuff down about my…

The Good Shepherds didn’t play this week, so I decided to use my writing time to get some solid stuff down about my PCs.

Probably more wordy than it needs to be, honestly, but hope you enjoy.

Originally shared by Kyle Greene

We didn’t play this Sunday due to our GM being ill, so here to fill in the gap is some information about the PCs I play.

In absence of an AP for this week, I post some background on the characters I am playing in The Good Shepherds

http://youallmeetinatavern.wordpress.com/2016/12/14/let-me-tell-you-about-my-character-sarge-witchcraft