3rd session of the 9th Eye of the Leviathan Cult (“Hail, oh Mighty Leviathan!”) saw them discussing theological…

3rd session of the 9th Eye of the Leviathan Cult (“Hail, oh Mighty Leviathan!”) saw them discussing theological…

3rd session of the 9th Eye of the Leviathan Cult (“Hail, oh Mighty Leviathan!”) saw them discussing theological questions during downtime, like “What is our holy number? 9, 25 oder 225? And why do we care?” then lots of healing and indulging vices. We have two PCs with “Weird” vice, fun is garanteed: The whisper was drumming on cooking pots and singing along to it right in the middle of a public and crowded market place. Easy to overindulge that but he managed to stay on the decent side. No agree mob (this time). Ah, nothing like a good trance to help along with reducing that stress level.

The leech made himself comfortable in the sacred pool (part of the crew’s lair) experimenting with electrical gadgets/devices to meditate about a squid hull design to build an army from (that in combination with a long term project to help with that design). I think I already mentioned that one aim of the Cult is to have a cohort/army of squids to do their bidding: First they wanted to transform living humans into squids, then it was putting ghosts into squids, now it is building squid-hulls. The design made good progress with an additional downtime action of the leech working on it.

Last time they managed to get their hands on the Hellwhisper Ring, a cool stunt to impress Ojak, Master of the Rooftop Market in Silkshore. They went to his market and after studying him for the right approach they made their offer: Get rid of these silly Silver Flame Adepts collecting money in front of the market and accept our cool 9th Eye of the Leviathan Adepts (TM) doing the same (Offertory Claim). He was already impressed by the latest story circulating the occult groups about a new crew/cult swaying a demon (see last report). Now he was even more impressed to hear that they did it for him (supporting action + 6 result for Great result). He said yes, but he let it to the crew to get rid of the other Adepts.

Coming up was the next score with a mixed Occult/Deception Plan: Using smoke bombs in combination with Slumber Essence in combination with opening the Ghost Field for the occult flavor and chaos. This all including a big visible symbol of the Silver Fire cult (Flame + Morningstar) to attract the attention of the Spirit Wardens for a nice crack down on the enemy. The engagment roll went ok but not 6, so the fun started like this:

– The spider was still in progress to arrange the drugged adepts into a circle to suggest a ritual performed when two Spirit Wardens showed up. That was definitely a lot earlier than planned!

– The slide disguised as a pregnant women run to the Wardens with two things in mind: a) make clear that an evil cult is performing heretic rituals right here on a public place and b) no, you don’t want to go there right now and you don’t see this unsuspicious guy helping this evil cult members to sit in a circle. “WOW! Look at that symbol in the sky! It must be heretic evil, right? Help me! Ahhh, the labor sets in!!!”

– The leech started to shout from the cover of the smoke bombs to bump the level of weird heresy while making some coin on the side looting the offertory box of the adepts.

Needless to say that all of the splipped effortless into desperate situations:

– The spider got hit by one of the adepts freaking out because of the gas and the light show

– The greedy leech splipped on the wet stone while trying to get away with the coin

– The slide was shocked by the awareness that the fake baby tummy was slipping to the ground right next to the Spirit Warden (I love Devil’s Bargains)

– Only the whisper managed to stay “risky” sustaining the ghostly light show releasing ghosts into the physical world

– Another complications: To help the crew with avoiding the Slumber Esscence’s effect the leech created gas masks but had not enough time: The paint to give them an inconspicuous look was not dry resulting in a kind of war paint in the crew’s faces (maybe the triangle will be the new symbol of the cult?).

The slide managed to push the Spirit Wardens into the right direction (Sway of 6!) and with the crack down in full swing the crew tried to blend away (Group Action prowl based on the spider’s blueprints of the sewers). Hidding behind a big crate they managed to find the entry but it was blocked by debris (Sorry, no 6 this time, but no longer desperate but risky now). The second try was more succesful. This time the entry was clear … all but a group of Canal Dockers doing some work down there. Lucky crew, not only do they have +1 status with them, but also an architect contact of one PC was with them (Fortune Roll coming up 6! Yes, we had lot of sixes this night). They escaped with a debt of one favor to that contact and we will continue with the downtime in the next session.

My conclusion: It was awesome again and big fun! A lot of sway and consort, no pistol or blades drawn, a lot of weirdness and cool stories… and last but not least: The crew gained its Offertory and they beat the Silver Fire (-2 status with Forgotten Gods, now)! We had three Fortune Rolls which came up all 6 except the last one where 1 was the result in favor for the crew. The Leviathan god was with them that night!

Got to play Scum and Villainy with my Burning Wheel group (+2 more friends).

Got to play Scum and Villainy with my Burning Wheel group (+2 more friends).

Got to play Scum and Villainy with my Burning Wheel group (+2 more friends). It went great, I’m really liking this hack.

We were a big crew, with a Muscle, Mystic, Pilot, Scoundrel, Speaker and Stitch, so that slowed the start of the session.

We played through the starting situation but with a little tweak: since the crew had +1 status with the Cobalt Syndicate, I felt like cheating if I pulled the rug from them and have their allied faction screw them over their first score, so I took the Nightspeakers (a faction they already had -1 with) and have them setting up a false meeting withe the Syndicate, just to unmask themselves and take the box by force.

It was a blast, we had explosions, pursuit, deals, emergency jumps and debts. Overall, great session!

The Calm Before the Storm – How our scoundrels deal with stress is positively amazing.

The Calm Before the Storm – How our scoundrels deal with stress is positively amazing.

The Calm Before the Storm – How our scoundrels deal with stress is positively amazing. Also, maybe stay clear of The Six Arms until management figures out how to handle the new clientele.

And… a Lampblack hanging up his coat. Arquo got out… but what is he into now?

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

http://www.seannittner.com/actual-play-the-calm-before-the-storm-11222016/

http://www.seannittner.com/actual-play-the-calm-before-the-storm-11222016/

#CopperheadCounty AP:

#CopperheadCounty AP:

#CopperheadCounty AP:

I’m back on the AP horse for my playtest game of Copperhead County, my modern-southern-crime hack. In a nutshell, Copperhead County is a modern-day Blades game set in a fictional southeastern Tennessee county with a long history of crime and corruption. See this post for my last update on the project:

https://plus.google.com/u/0/+JasonEley/posts/3wedc2LPCa4

Last week, we started Season 2 of the game after a six-score Season 1 and a brief hiatus. I’ve missed posting several sessions, so I’ll recap the whole thing thus far! It’s super long, so feel free to walk on, or to settle in with some tea.

Our heroes: the towering Marvin the Heavy; the deadly weirdo Willem the Cleaner; the young chemist Haddie the Hazard; the stylish and canny Camila the Wheeler; and the sly gamer Jesse the Marker. This band of Hellraisers operates out of the small town of Piney Springs, TN, from a dingy bar called Marlene’s.

The game began with my starting situation, Fire On the Mountain: the Pettimore Clan (Tier 3), the longtime masters of local back-country crime, were attacked by unknown enemies when one of their mountainside drug labs was blown up, burning away their product and their family patriarch. The family set about pressuring other crews in response, and since the PCs started with a negative status with the McMorrow Clan (Tier 1), another backwoods crime family with an ancient feud against the Pettimores, the Pettimore captain Horace recruited the Marlenes to strike against the McMorrows.

Job 1: The PCs tracked Kyle McMorrow, a former high school classmate of Haddie’s, to a mountain cabin where he hung out with his fellow youngs, playing Madden and manufacturing bootleg pain pills. The crew scared the kids down, but were interrupted by a gang of dudes who showed up in a Florida-plated SUV to pick up product. They walloped the dudes, took their phones, told everyone to hit the road, then hauled out the pill-pressing equipment and burned down the cabin.

Job 2: The crew’s drug dealer contact set them up with a deal at a nearby Steak N Shake, with the county newcomer Jensen Allbright (Tier 1), a rich Californian transplant seeking to buy out the local underworld; along with his bodyguard, Houston. The deal went fine until they were interrupted by goons from the Heathens MC (Tier 3), a gang of gunrunning motorcyclists. The PCs intimidated them away, but as they drove away in their shared van, the Heathens gave chase on their hogs. The crew slammed the van brakes, causing the Heathens to crash into them, then leaped out and shot down the others. With their van wrecked, they had to hide in the woods until someone could come pick them up.

Job 3: Hungry for revenge, the crew decided to strike back at the Heathens, targeting a highway-side motel the club ran as a vice den. Since motorcycle dudes like to stay up late, they decided to strike early in the morning, when the MC would still be asleep. They found the motel watched only by a token crew of guards, most most of whom were asleep by the pool, their stereo still blasting classic Pantera (RIP, Roll20 Soundcloud jukebox). The PCs snuck through and cleared the motel of civilians, including the Heathens’ escort employees, some of whom the PCs recruited to work for them at Marlene’s. Then they threw gas around the lobby, planted some TNT, and blew the building up. The Heathens lieutenant in charge of the motel, Zeke, managed to run out in time, but was sniped in the knee by Willem as the PCs drove away. As cool as the motel explosion was, the commotion also gave them their first Wanted Level.

Job 4: Unfortunately, the new business at Marlene’s drew attention, and the crew was soon alerted that the bar had been invaded by gunthugs. They arrived and discovered the gunmen were the same Floridian dudes they tangled with in Job 1, this time led by their boss, Victor Perez, who it turned out was married to the leader of the McMorrows, Kyle’s older sister. The crew snuck around the back of the bar and surrounded Victor, who revealed that Kyle was missing and the McMorrows thought the Marlenes were responsible. Peace won the day after the crew befriended Victor and agreed to an alliance to take down the Pettimores. During downtime, Haddie critted a gather info roll to track Kyle, and found a telltale sign he had been abducted by Horace Pettimore…

Job 5: If the crew thought Marlene’s was safe yet, they were wrong: they were soon interrupted by the roar of a horde of motorcycles surrounding the bar, led by Zeke, the Heathens captain they wounded in Job 3. Zeke offered them a choice: they could submit to the Heathens, and pay a hefty amount of Cash every downtime, or be destroyed. Realizing it was a stupid idea to start a war with a Tier 3 gang, the PCs surrendered. Zeke and his goons moved into the bar, and he gave the crew an assignment: the Heathens sold guns to the Copperhead Patriots (tier 2), a far-right militia with very bad opinions, but suspected the Patriots were reselling the guns behind their back. The PCs were dispatched to observe and interrupt a deal, following a Patriots van to a construction site, where they discovered the deal was with Houston, Jensen Allbright’s bodyguard! Haddie and Camila hijacked a nearby bulldozer and used it to bulldoze the Patriots van into a big hole while the others opened fire on the militiamen. With Houston at their mercy, they decided to let him go with the guns, while taking the Patriots’ money for themselves.

After advancement, Haddie took the Blue Sky special ability and completed her development of a new drug, an LSD derivative delivering a chill, party-friendly vibe, which she called Soma. Can this new psychedelic corner the Copperhead drug game..?

Job 6, Season 1 Finale: Victor Perez called on the Marlenes for help. His guys had tracked Horace Pettimore to a mountain stronghold where they thought Kyle McMorrow might be kept. Together, the two small crews would infiltrate the compound and find out, with the Marlenes taking the front and Victor going around the back. As the PCs approached Horace’s house, a pickup truck drove by and they decided to blow cover and stop it at gunpoint. They were correct that the truck was driven by Pettimore associates, but the passengers were able to fire a text message to Horace before they were secured. Leaving the truck duo tied up by the road, the Marlenes decided to forget about infiltration and sped their van downhill to the house, exchanging gunfire with Pettimore guards before crashing straight through the front door. Their van wrecked, the PCs were surrounded by goons led by Horace and his son. Another gunfight ensued and Marvin got hit and Trauma’d out while taking the Pettimores down. With his final gasps, Horace revealed that Kyle McMorrow was already dead, and the PCs hightailed it out of there in a stolen truck. A couple of county Sheriff cars showed up and gave chase along the treacherous mountain roads. The PCs wisely decided to only shoot out the cops’ tires, but Willem got hit in the commotion and took the crew’s second level of Trauma before they escaped.

With all the Rep and Cash they gained tussling with stronger factions, the PCs were now Tier I. Unfortunately, they’re still on the hook with the Heathens, paying them every downtime and tolerating their presence in their own lair. What they may not appreciate is that the Heathens’ presence is also the only thing keeping the Pettimores from destroying them… what will these lovable Hellraisers get up to in Season 2?

Job 7, Season 2 Premiere: With Jesse out on vacation, Marvin, Camila, Willem, and Haddie went to meet with Jensen Allbright in his office in downtown Patterson, the county’s central city, to discuss an alliance against the Heathens. They found Jensen high AF, his office reeking of marijuana from what he claimed was an earlier meeting. Not pressing the issue, the crew listened to his terms: Jensen would provide the PCs with intel to use to disrupt the Heathens’ gunrunning business, and after the MC was defeated, Jensen would run the gun racket in Copperhead County. They agreed, although Camila also got Jensen to agree to pay them points off his profits, and got his man Houston to agree to lend them backup when the time came to fight the Heathens head-on. Jensen passed them papers he’d obtained from a recent ATF surveillance of the Heathens, showing a tool shop on the outskirts of the city where the Heathens modified and stored weapons.

The crew, having enjoyed success attacking the Heathens in the early morning (see Job 3), decided to do that again. They found the shop on an industrial street near the Copperhead River, all quiet at the crack of dawn. They snuck around the back and Haddie went to work cutting a hole through the fence, but soon heard a motorcycle approaching the shop. They sprinted through the fence-hole and hid behind some junk, watching as a middle-aged Heathen (Rooster, by the name on his leather rocker) came up to inspect the mysterious van parked behind his shop. Willem fired a desperate potshot with his silenced pistol, wounding Rooster, and with his amazing Reflexes ran up and finished him off. RIP, Rooster. (A discussion ensued about whether the crew was being too murderous. It was resolved that, unless instructed otherwise, Willem was always performing Lethal Takedowns.) As Marvin dumped Rooster into the river, the others took his keys and opened the shop’s back door, where they found a van and several crates of firearms in a garage. They peeked into the shop floor and saw three Heathens on a couch watching early-morning TV; only one of them, a young Prospect, was awake. Rooster’s cell phone buzzed as the Prospect texted him, wondering when he was going to show up. Willem had taken the phone and tried to assume Rooster’s voice, texting the Prospect that he’d had a late night at the strip club and wanted to show him a cool video in the garage. Unfortunately, this raised the Heathens’ suspicions, as Rooster had told them he was going to spend time with his son the previous night. The Prospect woke the other Heathens and went to check out the garage, but Willem again Reflexed forth and zapped the Prospect with a stun gun, while Marvin ran up and bashed in one of the goons’ heads with his bat. The remaining goon drew his revolver and shot at Camila, but only hit her vest as she dropped him with her shotgun. As the shocked Prospect woke up, the crew intimidated him into silence and tied him up, loading him, and the guns, into the Heathens’ van to deliver to Houston for safekeeping. Before they left, they repeated their patented anti-Heathens move and planted explosives on Rooster’s gunsmith machinery, blowing the shop apart as they drove away into the morning sun.

The I’m on a Boat Caper ended with the Dead Setters in control of the Colossus, Lord Strangford’s largest and newest…

The I’m on a Boat Caper ended with the Dead Setters in control of the Colossus, Lord Strangford’s largest and newest…

The I’m on a Boat Caper ended with the Dead Setters in control of the Colossus, Lord Strangford’s largest and newest leviathan-hunting vessel, and with Richter (Spider) as the newly “elected” magistrate of Crow’s Foot.

Strangford’s control over his leviathan hunting business dropped to Weak as his peers distanced themselves from the scandal he’d invited upon himself. Because the Dead Setters’ lair has remained so well hidden, Strangford resorted to appointing Richter to public office to make him visible. It all completely backfired, of course, when the duelist (Roethe Kinclaith) Strangford arranged to kill the new magistrate at the Colossus’ launch party turned out to be a sometimes-ally of the Setters. Then, after the party, undercover Bluecoats attempted to drive Richter’s carriage into the canal and drown him. That didn’t take either, as apparently as a result of too much contact with leviathan blood combined with a Ghost Contract with Ahazu the demon, Richter picked up the Tempest power and Harry Pottered his way out of the deathtrap.

On the boat, the rest of the crew and their new cohort of Rovers, led by Captain Minos (a former leviathan hunter himself), struggled to take control of the Colossus on its maiden voyage. The PCs smuggled themselves onto the boat in barrels and crates, dwarf-style. Setarra the water demon, who was in concert with Lord Scurlock and “on loan” of sorts to Lord Strangford in order to keep the vessel’s prototype Sparkwright electroplasm reactor running, tried to drown them then and there but was rebuffed with a crit from Teatime (Whisper).

After that, it was fire and blood. Rook (Cutter) led the rovers to the upper decks where he singlehandedly fought and destroyed a hull-powered waldo, a giant hydraulic crane arm for harvesting leviathan flesh and blood. A second such drone arm gave him more trouble, almost tossing the cutter into the Void Sea along with a section of the deck. Meanwhile, Deemo (Leech) had her hands full repairing the reactor after a hapless engineer got thrown into it. Strangford’s whisper, Miss Sprunk, went up against Raven (Hound) and lost her boots. Also her life, but the image of Raven looting Sprunk’s quality footwear as the whisper bled out below decks was a high water mark (ahem) for this nautical adventure.

The Colossus’ captain Rackson surrendered after doing her best to sabotage the vessel’s bridge. The Dead Setters’ rovers took quite a few losses, leaving them Impaired. No PCs took any harm, although there was a lot of stress spent. Lots of sixes in our first session saw the crew wedge themselves firmly into the score before the second session’s luck turned against them somewhat. Still not enough to cause serious problems in the moment. The high-profile nature of the job did leave the Dead Setters with 3/9 Heat and Wanted 3.

Good Stuff:

I think this score was big and complex enough that everyone got spotlight time. We had steampunk gadgetry, straight-up fighting, magic, stealth, and all juxtaposed with a high society party.

I think everyone got into how weird I was making the Colossus. It’s the Red-October-crossed-with-Titanic of leviathan hunting ships. I think calling the engine a reactor was appropriate. The bowels of the ship blurred somewhat between pipes and steam and actual bowels and pulsating, breathing tissue. Hull bodies built right into the deck like drone arms. A Big Daddy-inspired first mate (critted immediately by Rook).

Mechanical Stuff:

This session also saw my first attempts at multiple consequences. Miss Sprunk had warded a ship corridor and when Raven tripped the ward, she had to resist the damaging ward as well as Sprunk trying to shut the door and trap her inside the corridor. Likewise, Rook had to resist damage from the drone arm at one point as well as being pinned by it.

These are experienced characters and they have the dice to handle this stuff, but throwing these extra dangers into the mix made our second part of the score feel more dramatic and dangerous.

Funny Stuff:

The Bluecoats’ deathtrap for Richter. It was pretty great. Under the (completely true) pretense of Strangford possibly trying to kill Richter, some undercover Bluecoats got him into a carriage and then simply drove it into the canal, then waited around with shotguns in case he got out.

They had no idea he had JUST taken Tempest as a Veteran advance. A little magic to blow the door lock and some fog to conceal his exit from the canal, and Richter easily took down the cops because he also took Not to be Trifled With as a previous Veteran ability.

Questions:

You don’t roll anything for Tempest, do you? You pay the stress and the stuff happens, right? Can you resist the stress that you’re paying? I would think no, especially if there’s no other roll involved. It seems like a straightforward pay for effect mechanic but I’m curious if I’m interpreting it correctly.

What does Wanted 3 look like? How are you guys generally using Wanted in your games?

#heestcomplete

(We all wore silly hats this time)

We’re getting Hix Back (Part 2) – Arden is brought into the Nightmarket to trade his father’s prized dueling pistol…

We’re getting Hix Back (Part 2) – Arden is brought into the Nightmarket to trade his father’s prized dueling pistol…

We’re getting Hix Back (Part 2) – Arden is brought into the Nightmarket to trade his father’s prized dueling pistol for an imperial musket with the strange merchant Mordis.

Hell breaks loose in the streets when said musket accidentally goes off!

Players: Adrienne Mueller, Karen Twelves, and Eric Fattig

http://www.seannittner.com/actual-play-the-hand-off-11172016/

http://www.seannittner.com/actual-play-the-hand-off-11172016/

We’re getting Hix Back (part 1) – The Society lures Arden Keel from his protective family under the guise of being…

We’re getting Hix Back (part 1) – The Society lures Arden Keel from his protective family under the guise of being…

We’re getting Hix Back (part 1) – The Society lures Arden Keel from his protective family under the guise of being Grinders bringing him back into the fold.

Players: Adrienne Mueller, Karen Twelves, and Eric Fattig

http://www.seannittner.com/actual-play-were-getting-hix-back-1182016/

http://www.seannittner.com/actual-play-were-getting-hix-back-1182016/

This is how we Do in Doksvol.

This is how we Do in Doksvol.

This is how we Do in Doksvol.

Recovering from our score on the Nightbreaker and the return of Canter, the Bloodletters found themselves trapped by the Irruvian Consulate. Or was the consulate trapped by them?

GM: John Harper

Players: Stras Acimovic, Adam Koebel, and me!

http://www.seannittner.com/actual-play-this-is-how-we-do-in-doskvol-1172016/

http://www.seannittner.com/actual-play-this-is-how-we-do-in-doskvol-1172016/

The Porcelain Dolls: Session 41 (November 17 2016)

The Porcelain Dolls: Session 41 (November 17 2016)

The Porcelain Dolls: Session 41 (November 17 2016)

Shade wakes up in the alley in Charhollow. It has apparently only been a few minutes. Quellyn wakes up a few moments later, and they take stock of the situation. The Spirit Well is still there. Jezelle is nowhere to be seen. Shade considers informing Setarra of the Spirit Well’s existence, which Quellyn believes is the worst idea ever conceived. She puts up an illusory wall to hide the alley and deter passersby from getting too curious.

Not too long afterward, Jezelle returns to the alley, seeing through the illusion immediately but thoroughly amused by it. She is crackling with spectral energy, and her eyes are solid white. She is more than a bit giddy from the experience, and has been experimenting with her newfound abilities, zapping rats with bolts of energy. She speculates that she should use this power on people that deserve to be punished. Shade and Quellyn have a philosophical difference of opinion on this. They discuss how to proceed, both agreeing that anyone they could possibly ask for information regarding Spirit Wells (The Dimmer Sisters and the Path of Echoes come to mind) would also be someone that certainly shouldn’t be informed of its existence. Quellyn resolves to go look up whatever books she can find on the subject, and they both will work on securing the well in a more permanent fashion.

Shade returns in time to see Constance come back. He is in awe.

The crew discuss business. Shade gives a report on Sebjorn and the Spirit Well. Constance asks Shade about the Skovlanders, he says his cover is intact. She decides Kamali should visit the safe to see if Clermont has any information on their recent activities.

Constance brings up Ellsworth, and Gloves & Kamali give a report of their interactions with Ellsworth’s former blackmail victims. Ridwaan Jaffer (of the Iruvian Consulate) & Ettore Rodia (of the City Council) were both very glad to be out from under Ellsworth’s thumb, and paid a total of 8 Coin for their blackmail information. They will be happy to help deal with Ellsworth when the time comes. However, Luther Curtis was very suspicious of the whole thing, and politely told them to fuck directly off (which they did).

According to the information the crew got from the Lost, the Strays are based in Coalridge, hang out at the Red Lamp pub, and are nominally friendly with the Grinders and the Cabbies. They do not know where the Strays’ HQ actually is as of yet.

Constance has a plan. They will start by planting forged instructions from Ellsworth to some unknown party to hit the Strays’ hideout in a place where the Strays are sure to find it. This will be followed by an actual break-in (the crew will not be wearing anything which would identify them as the Dolls), during which someone (possibly Kamali) will drop the remaining blackmail material for the Strays to discover. If the Strays believe that Ellsworth has sold them out, they are more likely to attempt to capitalize on the blackmail material themselves. Ellsworth will likely see this as the Strays turning on him. Once Ellsworth is cut off from his hired muscle, the crew will hit his house directly, taking anything of value that they can. Finally, the grateful blackmail victims will descend on him and deal with him as they see fit. It is Gears’ intention that the man live long enough to suffer properly.

Preparation & Gather Info:

Gloves puts the word out that Ellsworth is dissatisfied with his arrangement with the Strays, and is looking for outside assistance. However, this doesn’t go as well as he’d hoped (bad roll, -1 to Engagement).

Gears will hang out in the Red Lamp observing. Takes a Devil’s Bargain, and the Strays notice him. But he gets a crit, so it’s worth it (+1 to Engagement). He gives Kamali a detailed report on the members of the Strays that he was able to observe.

Kamali and Boots follow one of the Strays from the Red Lamp all the way back to their HQ, in the basement of an apothecary not too far from the pub. While Boots distracts the shopkeeper with a conversation regarding potential remedies for Valter’s digestive troubles, Kamali is able to slip downstairs unnoticed and scope the place out. Another crit on a desperate roll sees her prowling around the place. She’s able to put together a full map of the place, sees the door to the Strays’ vault (but holds off on opening it right then and there), and finds an emergency exit to the sewers. She decides against leaving the door unlocked, as her policy is to never leave behind any evidence that she was there, so the crew will need to use force if they want to get in that way. She does jam the tumblers of the lock so that if the Strays attempt to use it as their escape route, they will be unable to open it from the inside. She leaves the way she came in, and makes her way back to the hideout to give Constance her report (+2 to Engagement).

Notes:

A little more planning than is usual for Blades, but we were having fun with it, so it’s all good.

I need to work on coming up with good Devil’s Bargains, and giving them out more often.

#dontmesswiththedolls