Sat down for session 2 of the Good Shepherds last night. Met our first ghost and ended up in a faction war already!
https://youallmeetinatavern.wordpress.com/2016/11/21/the-good-shepherds-session-2/
Sat down for session 2 of the Good Shepherds last night. Met our first ghost and ended up in a faction war already!
Sat down for session 2 of the Good Shepherds last night. Met our first ghost and ended up in a faction war already!
https://youallmeetinatavern.wordpress.com/2016/11/21/the-good-shepherds-session-2/
Actual Play Report
Actual Play Report
The Legion of Iquanis returns once again to further their influence in society before beginning the real process to convert.
Knowing that contending with the Lampblacks would be near suicide, they let them keep the seized turf and press on by finding another area to claim. THey do find that there is a nearby Church of the Ecstacy of the Flesh that could be taken. During a reconnaissance mission by Flick, the Tongue of Iguanis, he talks to a brother there. During a long an uncomfortable embrace, he manages to survey the area and spots the glimpse of a bronze mask mask through the crack of a door, leading into some sort of cellar under the church.
After letting Pockets, the Bite of Iguanis and Books, the Heart of Iguanis, they discuss how they can verify whether the church is actually a front for something being done by the Spirit Wardens. What does any group of religious maniacs do in this kind of situation? They murder an innocent of course.
Flick visits a Nightmarket bar to find someone and spots a tall and muscular woman who had already been drinking for some time. Flick’s social skills prove useful and he makes a display of affectionate force and convinces her to come “back to his place” with him. Once down an alley, they are met by a member of the crew. Pockets puts a dagger into her before she realizes what’s happening. Not one to go down easily, this woman tries to get one last blow in, only to be stopped by Pocket’s brute force. He stares the woman in the eyes and bites a chunk of flesh out of her neck, finishing her off.
The the tolling of the bell and the flight of a crow, the Legion sets a trap for a Spirit Warden. Books has been keeping an eye on the Church to see if a Spirit Warden comes out and gets his suspicions confirmed. Books compels a spirit to send a signal to his crew. The trap is set.
The Spirit warden arrives only to have Flick play the innocent, running away from the scene screaming about a dead body. Pockets and their gang of thugs spring into action and surround the Spirit Warden. Flick comes back reveals that all they want to know are the numbers of Wardens in the church and what the layout is. They extract the information from him easily and even manage to convince him to drop his mask, quit his job and never tell anyone what happened here – with the aid of a Spirit Contract made by Flick. Despite all of the risks, they succeed and soon infiltrate the Church with the aid of Books attuning to shut off the power cables that are going into the church.
What the Crew finds downstairs is an odd sight. Wires and electroplasmic arcs shoot everywhere and in the center of the room stands a glass pod with an embryonic creature growing inside. The Wardens are taken aback, but with the threats of breaking the experiment, they agree to clear out within the next few days.
The Legion successfully takes turf and puts themselves at -2 with the Spirit wardens. Flick has a plan though.
After recovering and working on the long term project of finishing the Holy Book of Iguanis, the Legion decides they want to at least show that they wanted to make some type of amends by doing a job as a favor to them. A warden tells them after to long discussion that they will accept if they go and put the Lost out of commission long enough for them to get some important work done in Dunslough. With the help of the recently released from Prsion, Stranger the spider, they find out exactly where they have a good amount of valuables stashed.
The job is simple enough. They sneak into a warehouse where they keep valuables in the early morning. Unfortunately it seems as if they keep their valuables in a glass terrarium filled with venomous snakes (Thanks BitD Heist Deck). The group skulks around and finds the two guards that are still unaware. They knock out one quickly and tie up the other and make him take the valuables out. Flick, not a fan of both the people of Dunslough and the poor in general, kills the sleeping one in a fit of sadistic rage while this is going on. The other guard attempts to scream for people outside to heard, only to be silenced by Books, who puts a black scale of Iguanis on his throat. his veins around the area go black and his speech is silenced. The takes the valuables and takes the last man back to their base for a ritual.
The ritual sacrifice involves Books writing the symbol of Iguanis in his own blood on both of their foreheads. Should the Bite of Iguanis be slain in this ritual, the title is passed onto the victor, their mind forever enslaved to serve Iguanis as the Bite.
With that job complete, they bring the Spirit Wardens to a -1, at the expense of the Lost. Gotta makes some enemies to make someone happy.
(As a side note. the The Black Scale Brandy they made last time has a label now.) See picture.
Here is the second episode of my bunch of madman’s adventures, now from the slide’s point of view:
Here is the second episode of my bunch of madman’s adventures, now from the slide’s point of view:
https://docs.google.com/document/d/1EVSI9wjZtkvQqMYV1SJugB2jMX7_cgOh3u93UFmz2Ic/edit
(and here is the first episode, by the whisper:)
https://drive.google.com/file/d/0BxsAaL11_hylU0poMGtzQUZVSGM/view
The 9th Eye of the Leviathan Cult had it’s second session last night and it was
The 9th Eye of the Leviathan Cult had it’s second session last night and it was … well … suprising, weird and very cool. I will skip a looooot of weird details and give you the short version of what happend. Just one small teaser up front: Want to sway a demon? Just bring some silver-tongued friends an a lot of fire protection lotion.
The cult realized that on their way to Leviathan god’s world dominion they need a bit of support and resources. Therefor they want to be on the good side of Ojak, vice purveyer of the crew’s Leech Tinkerbello and patron of the Rooftop Market. They found out that his interest is in occult objects (suprise!) and after a chaotic visit to the university’s library of Charterhall they found not only a reference to the Hellwhisper Ring (Thanks to Andrew Shields Deck) but also a lead that this artefact may be found in the Lost District (later, we will have a lot of flashbacks to this point to get additional information about the location with the help of the Spider’s blueprints of the district).
But how to cross the lightning barriers without attracting the attention of the Spirit Wardens? Stealing another idea from Andrew they found that there’s a “ghost district” long lost to the physical world but still present in the ghost field. This district crosses the barrier and the Cult wanted to use it for their passage.
Why don’t the Spirit Wardens know about this? We’ll find out later, maybe they already know…
Why don’t the Spirts use this passage into the city? We’ll find that out too. (Great leads for future scores)
At this point the Cult got support by not only one but two new members: A Whisper from Iruvia and A Slide from Akoros. With 4 members they’re well staffed for the score and with the right skill set, too, but read on…
So, they walked into Brightstone and tried to find the ghost field gate into the Ghost District. They found a trace in a high class merchant area right next to a very stylisch jeweler. The Spider starts to sway the merchant into looking the other way while the Whisper and the Leech did the searching. Well, the Spider had some problems with it: He sent the jeweler to the storage just to make the security guard appear. The Slide tried to help and they did a group sway which went well until a Blue Coat appears to pick up his wedding rings. It was fun to see the players sweat and brought some desperate rolls 🙂
In the meantime the whisper killed time investigating the alley which turned out as the backside of a very expensive Iruvian restaurant. He spotted a crate with rare and expensive spice and feeling a bit homesick and short of coin he took it (that will turn out very important). And yes, this wasn’t a flash back.
Finally the gate was opened with full success and the group was able to go. Group Action Attune (with some stress for the leader) and they arrived on the other side. Attacked by a ghost as a welcome, the Whisper managed to control him and interrogate him. They already knew roughly where to go but didn’t want spend days to find the exact spot. A lucky fortune roll (6!) and the ghost knew a place avoided by all ghosts because demons were spotted there frequently. They went to that place to find an abondonded building left standing in an otherwise clear field of debris.
The task to enter the building was given to the Whipser (Hey, you’re the only one with demonbane, so?). Surprisingly he didn’t want to enter with (astral) guns blazing but politely knocking at the door. The physical door was gone so again it was attuning the former astral door knocking with major complication:
The fire Demon guarding this place (and the ring) showed up and was not amused but didn’t want to fight right now, either.
So the whisper tried to sway him (yes, really!) offering the iruvian spice as barter trade to get the ring. The Spider and the Slide joined this group action and after resisting extreme fire damange (the spider planned for it and everbody was covered in fire protection lotion = armor vs. fire damage) they managed to roll a critical success. Awesome! AWESOME!
So, they have the ring and went back to the city before the demon changed its mind.
Next: Will the demon take it lightly that he was swayed? Will Ojak work with this strange cult? We will find out in the next session.
It was really stressful for me as GM but oh, so much fun, too. Well played!
The Porcelain Dolls: Session 40 (November 03 2016)
The Porcelain Dolls: Session 40 (November 03 2016)
Shade and Boots sit on their Stray prisoners until Constance arrives. She dismisses Boots, telling him to send a message to Inspector Woll, and have him meet them at the quarry. Shade helps set up a spooky atmosphere in which to question the prisoners.
Constance heads over to the neighboring room across the hall, bangs on the door, and offers some money to the occupants (a young couple engaged in some very personal business) to vacate the premises. Upon seeing the cash, they retreat forthwith, pausing only to hastily put enough of their clothes back on to make a dignified exit.
Constance questions the prisoners separately at first, then all together, telling them that one of them will go free, and the other two will go to Ironhook. The three give up Ellsworth almost immediately, but when it becomes clear to the two larger prisoners, Vladimir and Abdur, that the smallest of the three, Willy, had managed to answer first, they turn on him and toss him out the window. Because fuck him.
Constance has Shade go retrieve Inspector Woll as the crematorium bell tolls, and the ravens are seen circling overhead. Shade brings Woll in to see the remaining two prisoners, and he takes charge of the situation. Vladimir all but confesses to killing Willy. This is good enough for Woll, and he asks Constance to go to the nearest watch station and bring the Bluecoats. Thoroughly bemused by the thought of actively aiding the law, she does so.
Downtime:
Payoff: Constance got 3 Coin off Ulstano. She paid 1 to the Gondolier.
Heat: 2. Willie was killed, but the Inspector got a confession out of Vladimir, so it doesn’t come back on the Dolls.
Constance: Reduces Heat by using Command to threaten everyone in the flophouse to keep their mouths shut. She also reduces Stress, going up to the roof of the factory to listen for the Voice of Yanth Agog. He appears, as usual, as a shadow just barely visible out of the corner of her eye over her shoulder. He tells her that she has been following His instructions well, and she is to be rewarded. He tells her to turn around and look at Him. When she does, the world explodes into a cacophony of light, sound, and sensation, that lasts either an eternity or a fraction of a second, depending on your point of view. Before she can claw her own eyes out, the experience ends, and she finds herself in a wholly unfamiliar location. It’s a city, but not like any she’s ever seen.
Kamali: Trains playbook and reduces stress.
Shade: Finishes the ghost manifest ritual, and picks up Quellyn to investigate Sebjorn. After a successful Attune roll, they find his trail, and it leads to an apparently unclaimed Spirit Well in Charhollow. Jezelle, who had been covertly following them, is transfixed by the sight of the thing, and despite Quellyn’s warnings (and prompted by Shade’s urging), steps forward into the spirit well. The last thing Shade hears of Quellyn screaming “Do something!” before everything explodes. [Note: Shade still has one downtime action left.]
Gears: Reduces stress, and starts a project to build a carriage (and gets halfway).
Epilogue:
It turns out that Constance didn’t travel all that far after all. The unfamiliar location she’s found herself is on the roof of one of the more opulent manor houses in Whitecrown. Finding no convenient way down to the ground, which is easily ten stories below her, she pries up some roof tiles and knocks a hole in the ceiling underneath to get into one of the attics. From there she makes her way down to the front entrance. All the while, anyone she comes across, servant and guard alike, is frozen to the spot at the sight of her, seemingly in abject terror. She makes it out onto the street unmolested, and begins the long walk home. Across Bowmore Bridge, through Brightstone and the Docks, the reactions of terror from passersby continue all the way back to Crow’s Foot, and even when she enters the Bucket.
Turns out she’s been missing for three days, and her Lampblack cohort have been busy whipping themselves up into a frenzy, convinced that someone had actually managed to kidnap her, and are just about ready to go out and start rampaging to find her. With her newly purchased Glorious Visage veteran advance, she shocks them into submission (and in the process completes the project to remove their Wild trait).
Notes:
A side plot session, to be sure, but no small amount of personal drama going on, and Constance’s Forgotten Gods arc comes to a head. The reaction from Constance’s player when I said “Turn around” was well worth the wait.
#dontmesswiththedolls
Actual Play Report
Actual Play Report
The Devil’s Bargain Crew, now with Red Eyes, Nero, Pilgrim, and a new member, Trick the spider, get together to take some of the waterways from The Fog Hounds in an attempt to establish a good trading route.
They spend some time scouting out the canals because a local contact let loose that they’re usually spotted there. A successful survey lets the crew plan an assault on one of their hideouts. Unfortunately, things take a turn for the worse when they realized that their idea of assaulting the place completely quietly is foiled by two members spotting them before they could get close enough to their sewer drop location. Red Eyes scores direct head shots on the two before they could alert those inside. What ensues next is a skirmish to the death, with three Fog Hounds dying before the last few try to escape. Pilgrim tries his best, but accidentally lets one escape through a hidden exit.
With all of the noise going down in the sewer-ways, a couple Bluecoats attempt to investigate the scene before getting ambushed and lethally silenced. The crew dumps all of the bodies and lets them float down the canal before hightailing it out of there.
Rewards
Moderate coin with a Claim on Turf. 1 Rep.
Entanglements
A shadow demon takes notice of Pilgrim, the lurk, and offers him a blade that can strike at ghosts in exchange for a future favor. He takes the bargain, without asking for advice with their demon consorting Whisper.
Special News
Fog Hounds go from -1 to -3. Welcome to war boys.
My regular group just decided to give Blades in the Dark a try.
My regular group just decided to give Blades in the Dark a try. We made a smuggling group, and tried out a simple job. Got a write up on my blog, let me know what you think!
https://youallmeetinatavern.wordpress.com/2016/11/14/the-good-shepherds-session-1/
http://www.Twitch.tv/RPGlory
The Porcelain Dolls: Session 39 (November 02 2016)
The Porcelain Dolls: Session 39 (November 02 2016)
A Brief Interlude:
Constance assembles the Lampblacks and has Boots brief them on Ulstano’s description and suspected location. After talking privately with Prichard, Constance gets the idea to wait until after Ulstano’s friend has delivered his cash and he makes a break for it. That way they also get paid.
The Lampblacks stake out the area along Bell St, which is their former territory, so they know it very well. They and Constance are able to corner Ulstano and his friend at the end of the street by the canal. They scare off the friend and tie up Ulstano. Just at that moment there’s a Bluecoat patrol coming up the block, so Prichard gets them off the street and into the cellar of a nearby tenement building. Constance sends one of the Lampblacks to go hire a gondola, and send a message to The Lost.
The crew meets with Col Adams and Sgt Lynch to hand off Ulstano. Constance makes sure Adams sees her pay off the gondolier to forget he ever saw any of them. The Lost are from Coalridge, so Constance hits them up for information on the Strays. Adams is able to give her reliable information on where they are likely to be found. Constance judges this, along with the cash they got from Ulstano, to be fair compensation. The gondolier drops her off at the Temple, and takes The Lost back to wherever they want, with Ulstano in tow. Constance notices that the Temple is looking a little forsaken, so she hangs a doll part on the front door with a bit of string to let everyone know it’s still claimed.
Kidnapping for Fun and Profit:
The Strays (Tier I) are a culturally diverse lot, based in Coalridge, with a number of different concerns, but are known mainly for being fairly mercenary, doing various odd jobs for other larger gangs. They are in fact much like the Dolls in this respect.
Shade and Kamali head off to Coalridge. Along the way, Shade attunes to try and find Virgil, his ex-Bluecoat ghost contact. It takes a little longer than usual, but he eventually finds Virgil in Charterhall, in the middle of an errand. Shade and Kamali accompany Virgil to deliver a small wooden box to a fellow ghost, learning a bit more about ghostly abilities than they did before. Apparently, Virgil’s “sense of self” is still very strong, and this is both a weakness (he has to deliberately concentrate in order to be able to pass through walls and other solid objects) as well as a strength (he is easily able to manipulate physical objects, such as unlocking a door for them once he’s inside the building). After this, Virgil follows them to Coalridge.
Their detour in Charterhall gives Boots enough time to catch up with them and deliver the information from Col Adams. The Strays tend to hang out at the Red Lamp, a pub located in Brickston, the most densely populated section of the city (the streets are so narrow and the buildings so close together that carts won’t even fit between most of them). After renting a room for the night in a local flophouse to serve as a temporary hideout, Shade, Kamali, Boots, and Virgil stake out the Red Lamp and manage to locate all three of the individuals detailed in the report and follow them back to where they call home.
They grab the first gang member, Willie, in his flophouse apartment with no problems. Kamali shoots him with a drugged crossbow bolt and knocks him out, and Boots ties him up and carries him back to their temporary hideout.
The second, Vladimir, lives in what is actually a fairly upscale townhouse, relatively speaking. There’s even a guard on the front door. However, Kamali goes in via an upstairs window, and surprises him just as he’s coming out of the bathroom.
The third, Abdur, ends up being a bit of trouble. Kamali ends up spooking him just as he’s coming out of his room above a takeout Iruvian place. A chase ensues. He attempts to get back to his friends at the Red Lamp, but Shade, Boots, and Virgil are able to steer him in the right direction while Kamali gets ahead of everyone and sets up an ambush. In the end, the team is able to work together to bring him down. Once he’s tied up, they drag him back to where his two friends are still lying unconscious. Kamali takes off to inform Constance that she has some interrogations to conduct.
Notes:
Shade has some ideas of how to better utilize Virgil’s particular talents. The primary obstacle to all this is that Virgil still has a strong sense of duty and honor (he was after all, killed for being an honest cop).
Boots’ player is no longer available, so for now we’re treating Boots and Gloves as Expert Cohorts, each with a Quality of 2.
#dontmesswiththedolls
A side trip to Sunfall to secure a supply of spirits for their hungry God sees the Orphans find new challenges in…
A side trip to Sunfall to secure a supply of spirits for their hungry God sees the Orphans find new challenges in Iruvia.
Some nice exploration of elements we hadn’t really worried about before, as well as the return of one of our character’s old friends