The Porcelain Dolls: Session 43 (November 30 2016)

The Porcelain Dolls: Session 43 (November 30 2016)

The Porcelain Dolls: Session 43 (November 30 2016)

The crew heads into the Bucket in the morning, and finds that many of the familiar faces have been replaced by a somewhat more upscale clientele, and the prices have nearly doubled. Constance speaks to one of the few remaining regulars at the bar, who complains that they’re being run out by the rich snobs that are taking over the neighborhood. She promises to do something about it.

Constance speaks to Gears and Prichard, and says that the factory needs a commissary. Constance runs the idea by Fitz, and he’s all for it, says to work out the details with McDonough.

The crew holds a meeting. Things have been set in motion with the Strays, and it needs time to percolate, so they turn their attention to the Skovlanders. Constance relates the story of the Sisters of the Open Hand, a defunct charitable organization made up mainly of bored rich housewives. Years ago, Constance’s father asked one of them if they spent their husband’s Coin, and she had explained to him the concept of a fundraiser. It is Constance’s intention to hold some sort of function to raise money to give the Skovlander refugees a means to get back home, if that’s their wish. They discuss the details and logistics of such an undertaking. Gloves volunteers to speak to possibly charity-minded ladies of means (Lady Polonia’s associates). He also suggests speaking to Clermont directly. Constance puts Shade on this.

Speaking to Clermont:

Shade goes to the Skovlan Consulate to speak to Clermont, with Kamali posing as his personal assistant. He gives a clerk his real name, Valeris Lamond, and they’re put in a waiting room and given tea. While they’re there, they both attempt to Attune. They see a ghost caught in a loop, hiding behind a corner, then stepping out, drawing a pistol, addressing someone who was apparently sitting on the couch where Shade and Kamali are waiting, and firing. Then he turns and abruptly flickers out, beginning the cycle again. Kamali gets the bright idea to sit in the spot where the ghost was aiming, and when he shoots again, she is hit with spectral energy. She is not in a position to spend Stress to Resist, so she takes a level 1 wound.

The clerk returns and leads them upstairs, and they see what passes for Skovlan art on the walls as they’re taken to Clermont’s office. To Kamali’s eyes it seems primitive, savage even, but it reminds Shade of home. Clermont is waiting for them in his office. Shade introduces himself, and finds that his reputation precedes him. Clermont listens politely to his proposal, but in the end dismisses it with some bluster, claiming it’s not feasible. However, he surreptitiously passes a note to Kamali on their way out, directing them to meet with him privately later.

#dontmesswiththedolls

If you are looking to get your fill of Blades content this evening my crew will be live on twitch.tv/friendlyfiretv…

If you are looking to get your fill of Blades content this evening my crew will be live on twitch.tv/friendlyfiretv…

If you are looking to get your fill of Blades content this evening my crew will be live on twitch.tv/friendlyfiretv at 6:30pm PST. Come check it out.

http://twitch.tv/friendly

My player’s current goals:

My player’s current goals:

My player’s current goals:

spider – to became a vampire (step 1 achieved – he is dead now)

slide – to die (telling my players about the post-death playbooks made them unbelievably suicidal, and they were never very careful)

hound – to marry his nemesis

leech – I’m not sure and I’m the frigging GM

whisper – to burn down a local church

lurk – to find, tame and ride ghost horse I’ve mentioned once AS PART OF A RUNNING GAG

Your game is weird John, the good kind of weird.

I dont post APs usually, but my campaign sort of wrapped up its “first season” early this evening, and I greatly…

I dont post APs usually, but my campaign sort of wrapped up its “first season” early this evening, and I greatly…

I dont post APs usually, but my campaign sort of wrapped up its “first season” early this evening, and I greatly enjoyed finally doing a full “combat”.

While most of the scores involved infiltration, persuasion, and/or deception, this time they decided to just do a full on assault plan and had the great luxury of rolling 0d for engagement (7.1 rules, not 8.0) of which they got a 2.

As they had planned to blow up a bridge a gondola was going to arrive on to cause a huge distraction for the Circle of Flame – they knew this was coming and the gondola was packed w/ even more explosives resulting in a vastly larger boom than expected. One of the crew heroically stepped in front of their counterpart to receive both blows of the blast, but then collapsed from the blows (trauma’d out). Afterwards, all the local `canal dock workers’ revealed themselves to be private security and attempted to capture the crew before they could run off (a 4 clock vs an 8 clock) through judicious (and lucky) rolls and the whisper’s Ritual `Shadow Clone’ most were able to escape on the crews boat – though it appeared their whisper may have been captured (though actually trauma’d out falling between buildings instead).

Some interesting things I got to do this session (and the reason I brought this AP up) was that this was the first “true” combat this crew did and I had some nice chances to use devil’s bargains such as “running out of ammo” and “your gun jams” along with the “You forgot something important in your haste, mark 1 extra load”.

This was also the first time I did the “competing clocks” which previously I had been quite confused by – but it really made sense now and not as contrived as sometimes I had tried in the past. Really enjoyed the use of the clocks for this and made it feel much more “alive”.

Academic Probation!

Academic Probation!

Academic Probation! – In the hook for stealing from a guest speaker Leviathan Hunter the Society faces dissolution from Dean Hellyers and the other faculty!

Players: Adrienne Mueller, Karen Twelves, Eric Fattig.

Actual play: http:/www.seannittner.com/actual-play-academic-probation-1272016/

http://www.seannittner.com/actual-play-academic-probation-1272016/

The True Path – Harland creates a new sect of The Path of Echoes and before the first meeting is completed, Elke…

The True Path – Harland creates a new sect of The Path of Echoes and before the first meeting is completed, Elke…

The True Path – Harland creates a new sect of The Path of Echoes and before the first meeting is completed, Elke already starts a schism.

Elke and Hix learn how to protect your soul from early eviction (Hollow protection).

Hix gets chummy with inspector Frost, but then is dumped by Salia, who’s finally had enough of the abuse.

So much good stuff in http://www.seannittner.com/actual-play-the-true-path-11292016/

Players: Adrienne Mueller, Karen Twelves, and Eric Fattig

http://www.seannittner.com/actual-play-the-true-path-11292016/

So I shared on a Facebook Group the set of campaign diaries I’ve been doing with this game and thought I’d share…

So I shared on a Facebook Group the set of campaign diaries I’ve been doing with this game and thought I’d share…

So I shared on a Facebook Group the set of campaign diaries I’ve been doing with this game and thought I’d share them here as well and also get everyone else’s input. We play every fortnight on Friday and the game has shifted from concentrating on a single group of 4-5 people to becoming almost a “West Marches” type of campaign where everyone is part of the same world and crew but each session is a single episode “score”.

The group has decided to be a bunch of Smugglers (their name didn’t come until after Session 2, they are known as the Unionizers of Illicit Goods). Started off with the standard scenario but changed that the leader of the Crows had mysteriously disappeared rather than murdered. Group consists (currently) of The Whisper, The Cutter, The Slide, The Leech, The Hound, The Spider.

Session 1- The Clearwater Affair

Made a map of the manor and discovered that although useful, was ultimately just too irrelevant for the players since many of the rooms weren’t used. They used a two prong approach to get into the manor while a party was happening, front group distracted guards with a deception plan while the back group used stealth to go into the cellar. Deception was good outcome while Stealth was a mixed outcome. During the party an “annoying college girl” came upon the Leech, when she pulled him into the library he attempted to leave. Made a bargain that the Leech would have to state to her that he was there with his the Slide in a relationship with him he wanted an additional die to get out of there, he took the bargain. Mixed result, he was able to get out of there but the college girl revealed herself to be a member of the Forgotten Gods, a group the Leech had done a lecture about disproving their gods. Leech and Slide were in the papers for saving Lady Clearwater, upping the group’s notoriety just a bit… Overall the score was a success as the players did try to get a hold of what to do in the game, they are slowly getting their toes wet with the new system.

World Clocks: Lampblacks (Destroy Red Sashes [1/8]), Red Sashes (Destroy Lampblacks [1/8]), Crows (Restablish Control of the District [1/6]), The Unseen (Infiltrate Spirit Wardens [2/8])

Session 2- The Dockmaster’s Removal

Amy has left the game making it a 4 player game now. This week the scoundrels had to break into a warehouse and remove the Dockmaster in order to get a friendly Dockmaster for their client installed. Dockmaster is in the pocket of House Maroden (the Slide’s family who threw him out of their house). Group split up again: Assault on front was Good Outcome, Stealth on the roof was Mixed Outcome. Stealth group dropped stealth after failing to get inside by grenading the room the Dockmaster and her Bodyguard Carissa Keel. The assault in the front was TOO successful, the Cutter convinced Dockworkers to rebel against the Dockmaster and they successfully took over the Warehouse. The Cutter is now deemed to be the leader of a worker’s rebellion [will incorporate the goals of “The Lost” into this now]. Dockmaster is actually a vampire; the Whisper learned this the hard way when she attempted to resist a bite only to gain a trauma. Dockmaster was killed by the Cutter. Cutter and Whisper stayed behind to speak with the Spirit Wardens. Slide and Lurch kidnapped Carissa. Crew got two new cohorts (Carissa and Union Dock Workers) and changed their reputation from Professional to Ambitious. Slide used his true name in order to gain leverage in the situation, House Maroden will remember this…

World Clocks: Lampblacks [2/8], Red Sashes [2/8], Crows [3/6], The Unseen [3/8], The Hive (Dominate Contraband Market [2/6]), The Lost (Destroy Cruel Workhouses [2/8]), Worker’s Revolution [3/12], House Maroden (Discover who was behind the warehouse break-in [1/6]

Session 3- The Egg in the Crow’s Nest

Bob missed the session, playing with 3 players for this one. Group wanted to do a job for The Hive and were tasked with smuggling IN a package (they weren’t supposed to open) into the room of Bliss, a lieutenant for Belden (current second in command). Used two prong approach to enter the Nest: Cutter and the Union Dock Workers Assaulted the front with Mixed Outcome (had the Red Sashes infilitrate this group before they went in; Cutter successfully had Red Sash members join in assault), Whisper & Lurch used a spirit door and key to go Sealth onto the roof with Mixed Outcome (vengeful spirit came out of door and began killing Crow members). Cutter fights his way through the first floor, discovers Bliss might be his missing younger brother (turned sister). Leech failed Study check and became high for most of the Score. Whisper was successful in catching the vengeful spirit. Leech and Whisper hear rustling in Bliss’ room, they gas the room with a high concentration of Drowning Powder; almost killing Lyssa who was going through Bliss’ room. Cutter knocks out Bliss successfully and intends to interrogate them during downtime. Leech and Whisper save Lyssa’s life and are able to successfully leave the box behind. For Entanglement they got “Demonic Notice”, I will have to think of a very good dark offer for the group.

World Clocks: Lampblacks [4/8], Red Sashes [4/8], Crows [3/6] (lowered their Tier level by 1 due to score and removed all of their progress on this clock due to successful score), The Unseen [5/8], The Hive [3/6], The Lost [3/8], Worker’s Revolution [4/12], House Maroden [2/6]

Session 4- Returning the Bees to The Hive

Bob missed the session again. Calvin’s friend Gabe has joined in as The Hound. Dark Offer was for the group to ultimately overthrow the government entities of Duskwall. In exchange all members were given access to a special move called The Devil’s Influence (Once per score, each crew member may reroll any number of dice in a single roll. Be wary, the Devil always remembers when his influence is used.) The crew has decided to stake their claims with The Hive, Hive has asked them to help smuggle and transport two of their own (Mara and Naria) from Ironhook Prison. Crew decides to do another two prong approach: Occult for the Whisper and Cutter to knock down part of the spirit barrier around the was met with mixed Outcome they decided to let the planned small portion of the barrier be cut for an unspecified amount of time. Transport for the Hound and The Leech had a mixed result. The Hound had to knock out a guard for the prison in order to get to their location and pick up Mara and Naria. Ultimately this lead to a car chase through the streets of Duskwall where The Hound and The Leech threw grenades, live owls, and fired guns to get rid of their tail. Cutter & Whisper bumped into an old enemy of the Whisper’s from their Cipher days. Tried to get away via Spirit Door and Key only to wind up in a realm where Whisper’s enemy Nyryx (a possession ghost) trapped them. Cutter and Whisper are successful in capturing Nyryx and escape into the night. The spirit barrier around Dunslough Ghetto is still down.

World Clocks: Lampblacks [6/8], Red Sashes [5/8], Crows [4/6], The Unseen [7/8], The Hive [5/6], The Lost [5/8], Worker’s Revolution [5/12], House Maroden [3/6], Ironhook Prison (Discover who was behind the prison break [2/6], Dunslough Barrier Closed [2/4], Dunslough Ghetto Abandoned [3/6], Dimmer Sisters (Dominate Spirit Trade) [4/6] {Catch Up w/ 3 Rolls}

Session 5- A Wild Night at the Wild Ingot

The Slide and The Cutter could not make it tonight. Introduced The Spider to the crew. Her introduction and the resolution of downtime did take about 90 minutes, but it was fine. We learned about Skovland Potatoes and the importance of making proper Potato Vodka (our version of Skovland is just going off the rails). The Whisper and The Hunter both overindulged on their vices… Whisper was brought in for questioning pertaining to the part of the barrier in Dunslough being brought down, she tried to be clever by telling me that one of the Spirit Wardens that interrogated her is the same one that questioned her when she was bit by a vampire. I let it happen…at a cost. I started a 6-step clock that read “Soul Corruption” and marked it forward with one box. She was very happy about finding a loophole and amused as to the cost…there is always a cost (She knew I was gonna use the vampire bite at some point in the future, she didn’t expect it to be this way. Later she called me a “magnificent bastard”, music to my ears). Gabe the Hunter overindulged with his family and was brought upon demonic notice, the rifle his father had given him is actually possessed and has requested that he kill a person that was thought to have disappeared but is actually alive. The only person who might know this is their prisoner, Bliss. Who could also be Brandon’s sister…the race for those two will be on as to who will be able to question Bliss first.

The score this time was to steal some vital information about The Unseen’s efforts into infiltrating the Spirit Wardens (their clock is now 7/8). For tonight they are in a fancy inn and bar for the higher class where the information is located behind a vault on the third floor. They decided to use The Spider’s Social connections to get inside. Inevitably a bar fight nearly happens while The Whisper and The Spider went to the higher floors to find that information. The two of them are successful in using a flashback to time an electrical outage, forcing one of the two guards to check it out making their infiltration of the third floor easier. The Hound and The Leech decided to entertain everyone in the bar…had them put up coin for an interesting mini-game that they would have won had they not been so cocky (hubris brings everyone down). The Hound then uses the cover of darkness to get up to the third story; Hound sneaks past the remaining guard on the third story by edging himself off on his ledge, only to find himself inside of a room with a woman screaming her head off about this intruder. Said guard comes rushing in and is summarily killed by The Hound. I ask, “What do you do with this defenseless woman in her bed?” He responds, “I shoot her.” OOC everyone at the table was shocked by this. The Whisper spends more stress to temporarily use her key to become slightly incorporeal and enter the vault (she didn’t have the move, but it sounded like a good idea so I let her do a flashback). Only to get into a fight with a guard and for her to release a killing ghost she had smuggled in via Ghost Passage. Said ghost kills guard in room, they group is successful in finding only half of the documents pertaining to the Unseen’s efforts to infiltrate the Spirit Wardens and they had a ghost possess the big boss of the place…with seemingly unknown side-effects. For their downtime they went up a whole Tier (Now their Tier I) and they now have to deal with a rival…so many to choose from…

World Clocks: Lampblacks [8/8] {Red Sashes are successfully destroyed}, Red Sashes [6/8] {Now gone from the game}, Crows [6/6] {Went up a tier, now will concentrate on who hit their base}, The Unseen [3/8] {Successful Score removed progress from this clock}, The Hive [6/6] {Now in control of the contraband trade}, The Lost [5/8], Worker’s Revolution [5/12], House Maroden [6/6] {They know who is behind the Warehouse incident}; Ironhook Prison [5/6], Dunslough Barrier Closed [3/4], Dunslough Ghetto Abandoned [4/6], Dimmer Sisters [6/6] {Now Dominate the Spirit Trade}

At this point, there are so many lingering threads that I can tie together against this group…so much fun to decide how they’ll hang themselves.

Actual Play (summery): The Nameless

Actual Play (summery): The Nameless

Actual Play (summery): The Nameless

Welp… The Dimmer Sisters are no more. After releasing a powerful horror-terror on all of Six Towers, and then fleeing the city until it was contained, The Nameless managed to completely destroy a faction, not to mention most of a district. Their next order of business is to open the “Restoration and Beautification Offices” and head up the restoration process.

13 Heat might have been too little… but once they clear their wanted level they will be ready to dive into the bureaucracy of the city.

“What’s Skovland like?”

“What’s Skovland like?”

“What’s Skovland like?”

“I don’t know, what is it like?”

The Dead Setters evade the wrath of Lord Strangleford and the Imperial Navy by running to Skovland in the Non Extradition Country Caper.

In the I’m on a Boat Caper, the gang hijacked Strangford’s newest, largest, most advanced leviathan hunting vessel ever built, the Colossus. Although the score was over, the crew couldn’t just putter over to the Eels’ old waterway access and park the ship. They had just broached 3 Wanted stars, and the Navy was after them.

Could they fight and board the warship? Maybe, if the navy was there to board them (they weren’t). But they did owe Ulf Ironborn a favor from several sessions ago (smuggling his family out of Skovland), and Skovland was somewhere that was not Duskwall.

And so, with several references to Red Seas Under Red Skies, the Dead Setters steamed for Skovland and the cold, white north.

We had a strange downtime – being on a ship meant some downtime actions wouldn’t necessarily be available, but everyone found ways to indulge their vice, whether it was nicking the lion’s share of luxuries from the officers’ quarters or gambling with their cohort of Rovers in the hold.

We also weren’t on a score, but we had some opportunities for action rolls as Raven the Hound used her hunting raven to Survey for a cove or similar to stash the Colossus while the Setters headed overland to Lockport. Everyone fought off posession attempts, because we assumed the non-city areas of Skovland were deathlands just like Akoros.

They arrived mostly none the worse for wear, and we started making up Skovland as we went. Rook the Cutter was from Skovland, and aggravated everyone with how majestic and historic the motherland was. It wasn’t, really – I used the phrase “in the shadow of former greatness”, and we generally agreed it was about 80/20 Russian to Viking. Great orthodox-style ornate architecture, but long-looted and stripped by the occupying imperial military. Bases of toppled statues. Street urchins. Ramshackle wagons. Elevated train lines. Very industrial but in a black-lung, run-down kind of way. We also fleshed out the Skovland Refugees faction a bit, and added some mafiya-type characterization to them so they’d deserve their Tier IV rating.

Richter the Spider tried to gather information on Ulf Ironborn’s family by visiting a sauna and chatting up the people there. With a 1, the people turned out to be imperial officers, and the basic gist was that Ulf’s family were prisoners of the state, being used to lure him back for a quick death.

It wasn’t much, but it was enough to plan a score for next time.

Bird Rentals -> Burt Reynolds -> Raven’s player wouldn’t let me retcon her raven into a firebird. 🙁

#heestcomplete

The Gambit will be returning tonight on twitch.tv/friendlyfiretv at 6:30PM PST.

The Gambit will be returning tonight on twitch.tv/friendlyfiretv at 6:30PM PST.

The Gambit will be returning tonight on twitch.tv/friendlyfiretv at 6:30PM PST.

We’ve got some exciting things going on after a lengthy hiatus. Lookin forward to seeing you guys there. 🙂

http://twitch.tv/friendlyfiretv