The Porcelain Dolls: Session 30 (August 16 2016)

The Porcelain Dolls: Session 30 (August 16 2016)

The Porcelain Dolls: Session 30 (August 16 2016)

Shade is back. Gloves is still in Ironhook.

Downtimes for the Hot Sot Blot & Jot (or The Lampblack Damp Whack):

Heat is 3, as it involved killing, but in a quiet and controlled way. Constance manages to reduce it by 2, by having her new Cohort disseminate the “official” story of what happened to Baszo. She also starts a project to whip them into shape (by removing their “Wild” disadvantage: 8 segment clock, 1 to start).

Boots plays good cop to Constance’s bad cop, and fills in another segment of the Lampblacks discipline clock. He also reduces Stress. He’s playing cards at Spogg’s when he overhears someone at another table muttering about “that fucking snitch”. He cashes out of his current game, heads over to the neighboring table, and sits down. The guy who was complaining, a big burly dock worker named Frank, tells him he’s not welcome. Boots asks Spogg if it’s alright that he plays at that table, and Spogg says he has no objections. Frank gets up and leaves in a huff.

Gears trains Personal, and gets an advance.

Kamali reduces Stress and trains Prowess.

Shade wakes up in the morgue at Bellweather Crematorium, just in time to avoid an autopsy by the attendant, Forrest Matson. Matson is understandably startled, but says this isn’t the first time this sort of thing has happened. He retrieves Shade’s personal effects, and has him sign a next of kin release form (in lieu of something more appropriate). Shade finds out he’s missing three days, and was brought in the night before with a young woman, who turns out to be Jezelle, the girl that Tocker was possessing while working at the Bell & Birch. She was apparently poisoned, and it was initially assumed that Shade was as well (and he very well might have been, he just wasn’t killed by it). As he’s getting dressed, Shade is able to Attune to the Ghost Field and see Jezelle’s spirit, now twisted and feral, and struggling to get free of her body like a caged beast. Under the pretext of needing a few minutes alone to say goodbye to his friend, he uses his Spirit Hook to dislodge and bottle her. She attempts to claw his face off in the process, but his Wards are intact and prevent the Harm. He resolves to set about figuring out what happened in the missing days, and starts the long walk back to Crow’s Foot.

Constance, Boots, and Gears set about vetting Keel & Drav. Gears has the idea to set up a fake job to test them, but Constance decides to simply question them that night in the back room of the Bucket. Constance can tell by their demeanor that they have been more than a little humbled by their recent ousting from the Bluecoats, and that they are thoroughly in awe of her. In general, they come off as somewhat naive, and more than a little sheepish. Boots questions them about their service history, which they are quick to recite.

When Constance brings up the Dolls, they respond with blank looks. It turns out that they are here for the boxing, and had no idea about the Dolls’ other enterprises whatsoever. They feel a little silly for not having realized that Constance matched the description of the Dolls’ leader, due to the fact that 7-foot-tall women are in fact few and far between indeed. Constance asks if they are interested in joining the Dolls, and they are reluctant. Constance instead offers them management positions in her new boxing club (an idea she came up with right at that moment), and they are much happier with that prospect.

Constance confers with Boots and Gears, who all agree that if they are undercover agents, they’re not very good ones. Boots quickly heads off to check with Darmot, who confirms as much of their story as he can (they were discharged for dereliction of duty, which facilitated the supposed attack on Sgt Galloway, and that they were turned in by Avan, who got a promotion in return). Constance informs the two that she will shortly begin setting up her new enterprise, and will be happy to have them be a part of it, and that will keep them insulated from the gang’s other activities.

The next day, the crew meets with Fitz at the Bucket. Constance has Kamali slip something in his drink. Shade returns, and Constance gives him the short version of what’s been going on. A Cypher shows up to deliver an invitation from Mylera, just as Fitz slumps over at the table. Constance carries him off.

Notes:

Another session that consisted mostly of downtime stuff, but I took the opportunity to insert some items of my own. The morgue thing started with a single question to Shade’s player: “You wake up somewhere completely unexpected and naked. Tell me where it is, and I’ll tell you how you got there.” Everything else was improvised, though I knew I was going to bring Jezelle back in at some point. Rereading the section on ghosts reminded me that possessing ghosts inflict a Trauma for every week that they remain in their host, so this told me two things: Tocker absolutely wrecked Jezelle, and Nyryx is actually quite conscientious about his hosts in comparison.

#dontmesswiththedolls

Had a nice session of Blades on Friday.

Had a nice session of Blades on Friday.

Had a nice session of Blades on Friday. Instead of leaving the rival cult Hand of Sorrow sweat it, or get embroiled in the ward politics as a newly Tier 1 crew, the Orphans decided to follow up by taking the Hand of Sorrow’s lair as a Sanctuary claim.

This was the first two-pronged plan I’d run and instead of running them in parallel, I did them entirely separately, not rolling the engagement for part ii until part i was complete.

Went pretty well like that, with a few flashbacks to fill in the necessary details of the plan. An exquisite spirit cage acquired as a temporary asset and a critical in part i’s engagement meant things went swimmingly for them; at least until the devil showed up to fight them for the sanctuary…

In my most recent Cult game my crew decided to get their first claim, and they wanted an Offertory (+2 coin for…

In my most recent Cult game my crew decided to get their first claim, and they wanted an Offertory (+2 coin for…

In my most recent Cult game my crew decided to get their first claim, and they wanted an Offertory (+2 coin for occult scores). Googling the word offertory didn’t give me any useful definitions of that word and how to turn it into a claim that could continually generate money. So I rolled a random Forgotten God and got the Guardian of the Gates who excepts ritual sacrifices of blood upon an alter. So I made a cult that had a 1 ton altar made from a porous black stone that would absorb blood of enemies of their god and miraculously reward them with silver. My cult crew would steal it and use a ritual to exorcise the Guardian of the Gate and bind a piece of their god (Negamu) to the altar. The session got cut a little short, and so when we left the crew had just tracked a known cultist to The Veil in Nightmarket, which is also the cults lair.

The coolest part of the session was when the cultist they were following opened a gate to parts unknown in order to lose the tail. The cutter managed to dive into the gate before it closed, but no one else made it through. Wherever the cutter landed was completely dark, and she decided to not to use any light and just follow by sound so as not to alert the cultist of her presence. The Cutter failed her desperate prowl roll and I decided this was a great time to roll on the summoned horror table (I assume this forgotten god is guarding gates to some very bad places).

I landed on Shambling Rags, and slowly it dawned on the Cutter than she no longer heard footsteps leading away from her. Instead she heard the sound of something being dragged toward her, as if someone were pulling a heavy sack of clothes along the ground. The player of the cutter was visibly disturbed by the idea of being in complete darkness with something being dragged toward her, and the resulting fight was pretty great.

The rest of the crew eventually managed to arrive by reopening the gate, and the cutter was dealt lethal harm when she failed a desperate skirmish with the horror (she was swallowed and smothered by the rags), which of course was resisted. The whisper discovered that the rags were being animated by a small creature hiding in the center, and the cutter, lurk and leech used a group setup action to pull away enough rags so that the whisper could electrocute the creature. All the rags fell away and the Cutter turned what looked like a giant slug into paste.

This was all just reconnaissance for the actual score where they steal the altar, and I have no idea what the plan will be. I didn’t anticipate trailing that cultist would take all night, but there were many failed rolls and some delightfully questionable choices. Next session they hit the Veil (from page 93 in the quickstart), and I expect we’ll find out if its enigmatic Tycherosi proprietor Roland Volaris is really half serpent. Also is he an unwitting pawn, the cult’s charismatic leader, or perhaps even the avatar of the Guardian of the Gates himself? Suggestions welcome.

Born a Rail Jack, always…

Born a Rail Jack, always…

Born a Rail Jack, always…

The Duskvol Society works on getting the eye of the Bluecoats off them and onto to the Dimmer Sisters!

Players: Adrienne Mueller, Karen Twelves, Eric Fattig 

One question that came up, which John Harper might have thoughts on, is whether it takes downtime actions to deal with entanglements? What about if you want to deal with them through action rather than paying the costs suggested? And at what point does the plan to deal with them become complex enough that it’s your next score?

http://www.seannittner.com/actual-play-born-a-rail-jack-always-7262016/

Had a good time with Adam Sexton’s Household Renovations of Great and Terrible Power hack today.

Had a good time with Adam Sexton’s Household Renovations of Great and Terrible Power hack today.

Had a good time with Adam Sexton’s Household Renovations of Great and Terrible Power hack today. Turns out there was a great big honking beehive in a casement window in the carriage house our crew was renovating, so of course the correct way to deal with it was to have the Freak draw the bees to itself with its honeyed skin and then have the Contractor plug him into the house.

You don’t get desperate XP for beekeeper masks and smokers. 🙂

I think my guys have got what it takes.

I think my guys have got what it takes.

I think my guys have got what it takes.

Tier 0 Shadows and they accept a job to steal from a prominent Bluecoat, from his private office protected by Caul Piercers (amongst other things) that is at the back of his private theatre in Nightmarket – thank you Heist Deck. Not only do they do it while he is performing on the stage, but they also brutalise and traumatise one of his best men and set fire to the remaining contents of his safe on the way out.

Complete reversal of their first job where they snuck in and stole the Red Sashes war chest, and fitted up the Crows for it.

Guess the guys wanted a bit more rep this time, they certainly got more stress.

I reckon the other Bluecoats will think its funny, so I am only giving them -1 against the Bluecoats, but Officer Veleris Walund is another story completely.

I can’t wait to see just which part of Duskwall they make there own.

Just finished part 1 of the Dead Setters’ Ironhook jailbreak heist.

Just finished part 1 of the Dead Setters’ Ironhook jailbreak heist.

Just finished part 1 of the Dead Setters’ Ironhook jailbreak heist. They’re busting Lampblacks out of Ironhook and assassinating some key Red Sashes as well as Master Krocket, the Filch-like houndskeeper for the prison.

First, I wanted to say how much v7.1 of the rules helped out with this. Couldn’t have been better timing. Having Dunslough and Ironhook more fleshed out really made this session work, and the prison riot got sparked off early during the work detail at Dunvil Labor Camp. We had a ton of clocks going on:

1. An 8-segment “Riot” clock, which when filled would cause enough chaos that the 2 Dead Setters on the inside could reach the lightning barrier with their Lampblack rescuees.

2. A six-segment “Quelled” clock, which represented Ironhook bringing in their riot squads and drown powder bombs and dogs. Less segments because they’re a higher Tier and they have stuff in place for riots.

3. A 4-segment clock for each Red Sash on Bazso’s hit list.

4. A 5-segment clock for the Lampblacks – each segment represented 2 Lampblacks. Since the PCs were getting paid per guy they got out, I could assign prison rolls to either quelling or the lampblacks, or tick them as consequences/complications/devil’s bargains.

It was real close. The Hound snuck up to a vantage point in Dunslough and managed to crit nearly everything she tried, including popping Krocket through the face and handling the Red Sash problem. Even with her help and the Spider and Cutter resisting Ironhook’s attempts to quell the riot, they only skated by 1 tick ahead of the prison riot squads.

We had to call it a night then, but the Whisper is up next with a crazy flashback plan to unzip the lightning barrier and somehow get a dozen prisoners out of jail and then back into Duskwall.

Before all that, we had some masterful back and forth trying to convince Baszo not to doublecross the Whisper and Hound, ably critted (again!) with some help from the Spider’s fine whiskey, provided via flashback.

Still, a 2 on the engagement roll is not what you want when your plan is to be arrested on purpose. The Cutter was going to be sent to the lightning wall immediately with the other death row inmates, but they crawled their way out of that.

I hope I made the situations dire enough for the guys. Going up against the prison shouldn’t be a cakewalk IMO, and this didn’t feel easy to me as the GM. They got a lot of crits along with a few abysmal rolls, but the good rolls were where it counted and the bad ones were able to be mitigated.

#heestcomplete

Ran my first session of Blades in the Dark tonight.

Ran my first session of Blades in the Dark tonight.

Ran my first session of Blades in the Dark tonight. Been sitting on the pdf forever but finally convince the table to give a try.

It was a bit of a slow going, since we did a full set-up instead of the quick start. They picked hawkers and the Ghost Market special ability. These ideas fueled a lot of kool brainstorming of what kind of crew they were. I was looking at the quickstart and thinking it didn’t really fit anymore for who the crew turned out to be. So I went back to the factions and started asking questions about the factions, and it gave so much energy to the table.

The criminal underworld is just filled with so many interesting characters. By the time we found out who our enemies [Dimmer Sisters – hostile, Lampblacks – interfering, Silver Nails – interfering] and Allies were [Lord Scurlock – helpful, Billhooks – helpful, The Crows – friendly] there were several scores bubbling to the surface.

They decided to hit the lampblacks to collect some bodies for a sea captain haunted by and mourning for his crew. They went with an infiltration plan and rolled engagement. Top number was 3 and they found themselves in an ambush. It was a great time to explain flashbacks and it went so well! They earned a lot of stress and heat but they managed to get the job done.

Overall, top notch play and a breath of fresh air for a table that had grown a little stale. I, also, felt really supported by the book to keep things interesting and the action flowing.