Originally shared by Eric “No-Sleeves Mcgee” Lamoureux
When you had a great time the night before…
Thank you Eli O’Sullivan Kurtz Daryl Cartier and our host who made this possible, JPierson71
#hoof #eunuch #obsidianhammer #hippypirate
When you had a great time the night before…
Originally shared by Eric “No-Sleeves Mcgee” Lamoureux
When you had a great time the night before…
Thank you Eli O’Sullivan Kurtz Daryl Cartier and our host who made this possible, JPierson71
#hoof #eunuch #obsidianhammer #hippypirate
Here’s the synopsis of my first game GMing BitD. Introducing The Fugue Men:
Here’s the synopsis of my first game GMing BitD. Introducing The Fugue Men:
The crew is:
A. Fix, a Leech (Saboteur). Fix is a Skov refugee from an artisan family. Vice is Pleasure from fermentation.
B. Fuzz, a Slide (Cloak & Dagger). Fuzz is a Dagger Isles orphan previously labouring in Waste Management. Vice is Weird drugs.
C. Fingers, a Lurk (Infiltrator). Fingers is an Akarosian ex-locksmith’s apprentice. Vice is Gambling
D. The crew are Shadows, with a Grotto Lair in Coalridge and Burglary Hunting Grounds in Nightmarket. They paid off the Wraiths for their hunting grounds, are at +1 with the Lampblacks and Dimmer Sisters, -1 with the Reconciled and -2 with the Red Sashes.
I used a variation of the War in Crow’s Foot start, whereby Baszo Baz asked them to obtain a formula for a new drug from the Red Sashes Master Alchemist. I proposed that the Alchemist was arriving at Gaddoc Station, and would be traveling back to the Sword School via gondola, with a side trip to visit his love interest, an actress in Silkshore.
The Fugue Men decided to pose as Gondoliers at Gaddoc Station and entice the Alchemist (with bodyguard) into their gondola, piloted by Fingers (in disguise). The plan was to waylay him enroute. Fix rigged the gondola to start sinking, with a Crit role in a flashback, which threw the bodyguard in the river. Fix and Fuzz (also in disguise) pulled up in a second gondola offering rescue to the Alchemist. Fingers helped move the luggage over and jumped aboard the second gondola. The bodyguard was left hanging to the sinking gondola with assurances that ‘help would come soon’.
Fix then dosed the Alchemist with Standstill poison (using a desperate Wreck action). This was the only roll of the session that wasn’t a 6 or crit (??). I offered up two consequences, one was the volatile nature of Standstill (level 1 harm, resisted) and the other was that their disguises were wrecked in the scuffle.
They then took the Alchemist off to search his luggage for the formula and other loot, leaving him paralyzed, tied to a dock and looking to have been robbed.
We then had some downtime with mostly training. Fuzz also removed Heat by disguising himself and spreading false rumours around the area. I gave Fuzz a bonus die for his Cloak & Dagger ability.
I’d love to hear peoples thoughts on our first attempt and I also have some specific questions to throw out. The players rolled really well this session, and starting with no stress allowed lots of pushing and helping. I actually thought it was good that they got to be bad-asses for the first session. One mistake I made was that I forgot to apply the Alchemist’s higher Tier, I should have reduced effects, and I didn’t. I suppose that would have made things a lot tougher. I did realize this near the end and considered it for Rep and XP.
Was allowing Cloak & Dagger during Heat reduction (disguise to deflect suspicion) legit?
I decided that since Lampblacks are +1, and allied with the Gondoliers, and Baszo Baz asked them to do this, and is a friend of Fuzz… getting a couple of Gondolas and ‘uniforms’ was no problem. I also decided that none of this score activity affected Faction Status? Does this seem right?
I’m struggling to imagine how this crew, Shadows in Coalridge/Nightmarket can gain ‘Turf’ and ‘Informants’ in such a way that they are taking them from other Factions. What is Shadow Turf? They don’t need Corners and I don’t imagine this Crew out pick-pocketing in the streets. Why can’t Informants inform multiple clients?
Finally, I’m curious what other Factions folks might suggest I create. A lot of the underworld Factions are either heavily tied to Crow’s Foot, or not particularly relevant to how I see this Crew at the moment. What other Factions have people created for their games? What twists of existing Factions am I not seeing?
Corpathium in the Dark – Session 1
Corpathium in the Dark – Session 1
Hello! Last week we left off here: https://plus.google.com/112796249972253370374/posts/N4T993GX95U
Serrathio’s player couldn’t join us yesterday, so his character just hung around without doing much (not my ideal solution, but the other option was not playing, and it was worse). To balance things out I gave 4 stress points back to Kyu and Shi, as in our previous sessions they spent too much (still getting the hang of it). As this is our first score, I thought we all had to learn how to play so there was no point in being harsh.
So, to the story! As a Foghound was looking for Shi, the qeleng sneaked in the secondary tunnel and hid in the half-submerged section, cutting his leg on a sharp rock in his hurry (level 1 harm as a consequence of a partial success). On the other hand, deciding that hiding would be too hard, and surely not a definite solution, Kyu unsheated her thin blade, a rapier more or less, and advanced toward the closest Foghound, hoping to dazzle him with her superior skills (2 points in Finesse) and finally hit him with a pommel strike to the head, to knock him out. She just barely managed to dodge the harpoon the enemy shot her with (resisted a level 3 harm as a consequence of a failure) and, now that the other Foghound was too closing in, following the suggestion of her dark, otherwordly muse, unfurled her white and cyan wings and performed a blade dance to enthrall the smugglers.
(We decided Kyu has this particular power that she can use by focusing her innate magic on dancing. She can usually employ this in a much calmer setting, but this was an emergency. She accepted a Devil’s Bargain, where her muse modified her memories and making her favor the Weeping Lady faction, which she said she despised as they’re all “wretched beggars” and she’s a fashionable, high class artist. She rolled Attune from a Desperate position and earned a success!)
Before they could unsheathe their swords, the Foghounds were enthralled by Kyu’s dancing. Shi easily directed them toward the portcullis trap and literally sealed their lips with Binding Oil, surely gifting them with permanent scars, but that’s the fate of the defeated.
Kyu and Shi moved deeper in the subterranee, passing the sleeping quarters and the mess hall (small rooms, as there was a total of four smugglers in the complex), mostly ignoring a room where the floor, walls and ceiling were completely covered in a grey-green bioluminescent ooze, and finally reaching an underground cistern were the Foghounds had built a small pier. Two of them, one just a boy of 15 or 16, the other clearly of Ashian heritage, were loading a barge with craters and barrels.
(Ashians are a human race of people with darker skin and hair, wide, flat faces and almond eyes. They live in an empire ruled by a council of legendary women, worship a leviathan, only speak quoting their approved propaganda book and are at war with Corpathium since time immemorial. Some, ex prisoners or deserters, end up as refugee in the city. Most of this race is taken from Gene Wolfe’s masterpiece, The Book of the New Sun)
Deciding that having them flee the compound fearing it was close to collapsing, they started a strategy of sabotage and fake noises: Kyu mimicked the sound of rocks falling in the water, while Shi actually demolished part of the roof in a room close by. They succedeed in having the boy escape with the barge only partially loaded, but the ashian, which they later realized was the Foghound’s second in command, known as Bear, brashly went back in the compound, probably to get his other two underlings. Kyu and Shi leaded him in a chase, by keeping making noises that could conceivably be linked to an imminent collapse and hoping Bear would give up, but he stubbornly followed. In the end, they staged an ambush in the ooze room: Shi tried poisoning him with a paralyzing agent and a blowgun, but missed and was nearly skewered by the ashian’s cutlass, which he parried at the last instant with his lantern (Shi resisted a lvl 3 harm as a consequence of a risky failure). Kyu entered the fray, trying again to stun the enemy with a pommel strike, now aided by Shi that tried to distract him by throwing the sad pieces of his broken lantern, but Bear wouldn’t go down that easily (she only earned a partial success, and the consequence was limited effect).
To make the story short, Bear assaulted Shi, managing to throw him in the ooze and nearly smashing his skull on the floor (lvl 3 harm, a concussion he couldn’t resist anymore), and finally Kyu managed to hit him with a thrust to the arm and to hold him at sword point. Bear surrendered, and the score was completed!
In the aftermath, Shi and Kyu decided to keep the Foghounds prisoners, to use them as guinea pigs or to ransom them, They found a mysterious iron door in a dark section of the complex, a door they couldn’t open or dent for now.
They earned 4 coins (contraband goods taken from the Foghounds, mostly legal but stolen stuff), 3 reps (2 base, plus one as the enemy was 1 tier higher), 4 Heat (one was because of a Devil’s Bargain during the previous session) and a modicum of xp.
Their entanglement involved one of their contacts being picked by the Black Mantles for interrogation… Salia, an information broker who helped them in sizing up the Foghounds, was asked about this new gang, but she didn’t spill the bans and earned newfound respect from the crew (rolled a 6 on the fortune roll, so no extra heat).
Downtime for Kyu was indulging her vice (Luxury, so she had patrons offer her the best food and relax in the Wheel of Gold district, especially the lovely baths) and looking for an immoral doctor to recruit and cure Shi. This was a long term project, a four-segments clock that was easily filled (Shi has the Analyst skill). Quacker, a bird man, was added to the crew and tried to help Shi the best he could.
Shi indulged his vice (Weird) twice, but found no solace (recovered two stress total) in hanging with the Youngbloods, a gang of bored noble scions from the Sprawling Tower who love strange “pranks”, mostly when people are hurt or humiliated. Shi even spent good coin to guarantee the best chances and equipment for his “friends”, but he didn’t really relax and unwind (Shi spent his one coin to buy an extra downtime action). Finally, Quacker tried to ameliorate his concussion, but his final diagnosis is, he needs rest (only three out of for segments of his healing clock were filled).
Shi’s player decided to bring another character to our next session, in order for Shi to heal and recover his stress. This is a pity, but other than handwaving harm and stress, I can’t find another solution. How do you handle this kind of bad luck?
Now the crew (that still needs to be defined) has a lair, a new enemy (-2 status with the Foghounds, of course), a few long term projects to tackle (what’s the deal with the ooze room? And what about that door?), a war brewing in the Rookery of Van Moldus between the Pitch Eaters, the Vermintide and the Red Nails, and… well, we’ll see!
Thanks for reading! 🙂
Corpathium in the Dark – Session 0
Corpathium in the Dark – Session 0
Hello everyone! This is the report for our first session of Blades in the Dark! I GMed for my wife and two friends we played D&D with for years now. Our sessions are played though Roll20.
Setting is a modified version of Logan Knight’s Corpathium ( https://www.lastgaspgrimoire.com/in-corpathium/ ) enriched by pieces of Vornheim, Doskvol, Dark Souls, Kingdom Death, Planescape, Qelong, Midgard, Lovecraft, Book of the New Sun, Thief, Dishonored and so on. It’s a weird fantasy megacity (each district could hold one or two “normal-sized” cities) where you can find literally anything sooner or later. The setting will be developed ingame with the help of my players!
The party decided to focus on time theft, literally, as in they aim to steal other people’s time to use for their dark desires.
Cast
Kyu: Kyu is a bird woman, a young race of anthropomorphic birds (she’s similar to a bird of paradise), a burlesque dancer who found she could steal other people’s time through dancing: while they’re enthralled, they literally miss minutes of their life she can then use (to prolong her life, since bird men live very short lives). Oh, bird men (and women) cannot talk with their own word, they can only perfectly mimic noises and other people’s phrases. She’s a Coiner.
Shi Weilong: A qeleng (read: inhabitant of Qelong or the Plateau of Leng) human once married to a beautiful young woman. Together they decided to leave their boring farmer lives and take a ship to Corpathium, where he became a journalist and she an inventor focusing on time manipulation. One day, Shi’s wife simply disappeared, but her notebook kept getting filled with notes about her inventions and her travels outside time, so he decided to follow her tracks and build a “Timehouse” (a lighthouse for time… Cronofaro, in Italian, is better!) to let her come home. He of course needs a lot of “time”, borrowed or stolen from other, for his project. He is a Leech.
Serrathio: He is a serpent man, a member of the oldest of races, and he himself is millennia old. Serpent men as old as he hibernate for centuries at a time, and while they’re sleeping they rearrange their memories, to avoid cluttering their mind. They also have a whole book inscribed on their skin, that only with a special ivory lens you can read. Serrathio is a Spider.
Members of the party knew each other from before the game started (they still have to define exactly how) and met at the Burning Man tavern to pick the place that will become their Lair (they still have no Crew as I decided it was best to introduce things slowly). In the past weeks each found a couple of potential lairs, and they discussed which ones were more interesting: the skeleton of Ashtongue Inc., the biggest coal-based factory in Corpathium, nearly abandoned tens of years ago because of lack of profits (and because of too many work related incidents giving birth to lots of ghosts), or a section of the tunnels under the city, used centuries ago by a paranoid member of the Corvuscult to move troops stealthily and quickly though the city, or the subterraneans of Lord Scurlock’s manor, which lay mostly empty as the lord is dead and only his debt-ridden heirs live there?
Kyu danced for Quess, her gondolier friend, who told her Foghounds have a small base under the manor that they use for smuggling (city canals run under the manor somehow), and Serrathio learned from Salia, an information broker, that some of those smuggler go drink at a local pub.. while Kyu was enthralling the audience with her risqué dance, the snake was heard saying, casually close to a young Foghound, that Lord Scurlock’s manor would probably collapse soon because of water infiltration from the canal. So convincing was he (a critical) that the Foghound ran to warn his friends. Kyu’s action was an Assist action for Serrathio, who was making a Setup for their Engagement roll.
Here we started the Score: they decided they wanted to sabotage the Foghounds’ base to convince them again and definitely that they had to leave the place. The Engagement roll decreed they would start in a Desperate position, but since the Setup maneuver from Serrathio was a critical, we decided they’d start as Controlled.
Guided by Quess, they navigated the dark canals under the manor and found themselves at the entrance of the section the Foghounds claimed as their base: a couple of smugglers with rifles, illuminated by lanterns, ahead of a corridor with a pair of portcullises(?) they could quickly lower to trap intruders. Shi found another way around, a nearly submerged tunnel that let them get behind the smugglers. Here things started going downhill: Shi went back to the entrance, trying to lure the guards by sabotaging a portcullis, but was nearly noticed (he partially resisted the consequence of his failure and hid). To try and help him, Serrathio quickly peered through dimensions to see a couple of seconds in the future, to guide Kyu in her performance: she would mimic rocks falling to trick the guards in thinking the complex was collapsing. Unluckily, she wasn’t so convincing, so she had to quickly hide too as the guards split to check on both noises.
…and there’s where we stopped, as it was getting late! We’ll start from here next week to see how the party manages to earn their own lair!
I hope this was at least half as fun to read as it was to play! Thanks!
Blades in the Dark – Session 8 – The Crimson Snow
Blades in the Dark – Session 8 – The Crimson Snow
This week started (after some downtime activity) with an unexpected visitor – the ghost of Roric, former leader of the Crows. Roric expressed his desire to secure the aid of the gang in his attempt to get revenge on his murderer, Lyssa, current leader of the Crows, and re-establish his control over the gang. Having already unearthed how deeply held the loyalty to Roric possessed by many of the Crows was during their tavern takeover last week, the crew had little hesitation in agreeing that this plan could only help their own position in Crow’s Foot and would mean taking a serious threat to their gang out of the picture. Roric’s plan was to pull some strings with The Hive to have the vast majority of the Crows drawn away from Crow’s Nest, their headquarters. Lyssa’s recent paranoid fear of ghosts (seemingly completely justified) meant she would remain in the fortified and warded tower, with a few of her most loyal people. The Snow would then gain access to the tower, deal with the guards and capture Lyssa alive, delivering her to a secure location where Roric planned to “deal with her” himself.
The plan seemed solid, but on observing the tower, the crew realised that gaining access would not be easy. Hadius took to shadowing a member of the Crows named Brick, a fairly low level thug, who invited for a drink with Hadius, under the influence let slip all manner of information about himself and gave Hadius good opportunity to learn to mimic his speech and mannerisms. A couple of day’s later, the Score was on, Hadius having donned a fairly convincing “Brick” disguise sauntered up to the Crow’s Nest and knocked on the door, as Banks and Ves looked on from the edge of the street. Unfortunately, the disguise proved to be moot as Brick was the one to answer the door. Thinking on his feet, Hadius managed to somehow persuade Brick that, as an early birthday surprise, Hadius had come (in costume) to bring him a gift. Brick unbolted the door, eager to lay his hands on the gift, only to be greeted with a faceful of scorpions, a particular phobia of Brick’s that Hadius had uncovered. Brick in pain and terror slunk back from the door, and Hadius stepped inside.
The four other guards at the entrance to the tower, shocked, struggled to grasp what was happening, as Hadius, speaking very quickly and convincingly informed them of a prank gone awry, and that “he was a professional”. Ves and Banks then charged into the room, attempting to fuel the deception, the guards still stunned and unsure what to do followed Banks order to assist Hadius in getting the scorpions under control. A few stings, a broken nose and a bunch of wayward scorpions later, the guards fled, and Hadius escorted a traumatized Brick outside, before shutting and bolting the door.
Now inside, they regained their composure and quickly made their way up the floors of the tower, until they arrived at a large storeroom and infirmary about halfway up. Here they made the mistake of tripping a gas trap, which left the crew dazed as Lyssa, Bell and two more gang members jumped down to dispatch the intruders. Banks attempted to intimidate them into backing down, but found himself full of shot from Bell’s blunderbuss. All three of them were wounded in the blast and a wounded and stressed Hadius whipped out a flask of fire oil (procured from Bazro Baz earlier) and attempted to start a fire in the middle of the store room. Unfortunately one of the guards realized his intention, and rushed him, leaving the flask to shatter at Hadius feet, starting a moderate fire in the room. Vestine then (remembering a spark bomb obtained in preparation for the Score) hurled the device into the centre of the room, dazing Lyssa and her guards, hopefully evening out the odds of victory/survival in the looming bloodshed.
Gm’s Notes – This was a weird one. A combination of a really bad engagement roll, subsequent sixes and some really weird ideas meant the confrontation with the guards went very strangely. But the tide quickly turned upon tripping the gas trap and being peppered with shot. I was getting worried the mission would be another easy one, but sure enough, things went downhill fast! I decided to handle the Lyssa confrontation with a pair of clocks to overcome her and her guards defenses and exploit their vulnerability to give the confrontation more weight. They managed to make a few ticks toward overcoming their defenses (via starting a fire and the spark-bomb) before we finished for the week. Although I only then realised how badly injured many of them were, not only from this session but persistent niggles from earlier sessions. I’m now slightly concerned that they won’t all make it out alive… My plan is to give them the initiative next week and see how things go, at the very least, the confrontation is coming off as fairly epic, and however it plays out, it’ll certainly be memorable!
Had three chars trauma over meeting and trying to remove ducks off of a private pond for a contact in a trade for…
Had three chars trauma over meeting and trying to remove ducks off of a private pond for a contact in a trade for some alchemicals. Bad rolls and talking to ducks and first failed score due to the traumas. Well quackers 🦆
My group recently started a game of Scum & Villainy, creating our own setting.
My group recently started a game of Scum & Villainy, creating our own setting. We’re new to the game engine, but have taken to it quickly. Anyway, I wrote up a scene from our last game, retconning it a bit to help introduce a new character. It got away from me a bit. 🙂
Our setting is a small interstellar state, the Tycho Confederacy. The only reason it’s independent is that it’s a buffer state between the Empire of Man and the Galactic Theocracy. (Both of which are utter scumbags, but in different ways.) The Confederacy is a small cluster of systems that were all named after different Old Earth astronomers or astrophysicists. It’s more or less a client state of the Empire, but prickly about local control.
Anyway, the current scene is happening on Lowell, a backwater world that had been settled by primitivists. It wouldn’t be of much use to the rest of the Confederacy at all, except 1) It has a lot of Precursor ruins and 2) It has a locked hyperspace gate to nobody knows where, which is under active research. Our crew is trying to prepare a more reliable place to Lay Low when things get hot, and so are negotiating with the local clansmen. (Who on this particular island, are of generic Celtic extraction.)
Blades in the Dark – The Crimson Snow – Session 7
Blades in the Dark – The Crimson Snow – Session 7
This week was an interesting one for the Crimson Snow – they started off by finishing their work in analysing the red powder they were given by Bazro Baz, leader of the Lampblacks, to sell in their very first score. They discovered the substance was actually a mix of fairly low grade powder, and the main “active” ingredient – a particular distillate of leviathan blood. Finishing their analysis also gave them the knowledge to potentially produce this distillate from the partially refined leviathan blood brought into the city. This prompted some rampant speculation as to how they could get hold of some leviathan blood, and how they should go about packaging and distributing it afterward.
Realizing that getting a barrel of the blood was likely to put them up against the powerful Leviathan Hunters and the noble families that back them – they decided to wait on that particular heist, electing instead to move to secure a claim (turf to be specific – a dive bar that we established pays up to the Crows)
They headed to the bar separately – Hadius “disguised” as an overdressed noble, Ves with a group of students and a former colleague from Charterhall University, and Banks… well he just bought a few drinks and played a few hands of cards with the other patrons. Their inquiries led to uncovering plenty of the details of the arrangement between the bar and the Crows. It turned out that the Crows hold over the bar was tenuous at best largely due to the dissension among their ranks after their leader Roric’s death and Lyssa, the underling who murdered him, seizing control of the gang. Even moreso in recent weeks, with Lyssa refusing to leave the Crows’ HQ after word reached her that Roric’s ghost had been seen at large within the district…
It was about at this point, as the gang were trying to decide whether to make their move now or when the Crows came to collect their cash, that a pair of scoundrels from the Crows’ arrived at the bar for a drink in their private booth at the back. They failed to notice the Crimson Snow members scattered around the bar, but they certainly didn’t go unnoticed themselves, the crew identifying that they had encountered both of them before – one still nursing a gunshot wound inflicted when trying to collect tribute from the Snow, and the other, Banks’ now rival and former noble blooded school chum, Grace. Sensing an opportunity, Hadius and Ves squeezed into the booth with them (Banks decided that revealing his affiliation with the gang to Grace would be ill timed, waited outside, keeping an ear out for trouble.) Surprising even themselves, they managed to arrange a civilized conversation with their counterparts over some fine brandy.
In the course of this conversation, the Snow learned that both Grace and her companion were supporters of Roric, and not over-thrilled at having Lyssa running the crew, even if they were unwilling to directly go against her. However, a remarkable bit of fast-talking by Hadius won them over enough to have them put in a word to Lyssa’s second, Bell, about relinquishing the bar to the Snow as a wise tactical decision, given the state of the Crows of late and the general lack of importance of this particular bar in the scheme of things. This together with a bit of brilliant diplomacy via letter to Bell, saw the Crimson Snow seize the bar without a drop of blood spilled – to everyone’s surprise honestly!
The session wrapped with the ominous ticking of a clock to completion. Specifically, the clock pertaining to the secret plan being hatched by Roric’s ghost, a plan the Crimson Snow would soon discover that was likely to have significant implications for the whole situation in Crow’s Foot…
GM notes – This was a role-play heavy session with some great comedic moments and some interesting delving into the PCs’ backgrounds. There were also some fairly amazing rolls which made a bloodless take-over of their new turf a reality. Lot of fun this one – I was a little unsure how to portray the claims and what seizing a claim would actually look like – but the players suggested taking over a bar in the Crows’ influence, and it all kind of flowed from there! It’s also great to see some of my players starting to engage with the mechanics of Blades a bit more, playing around with manipulating effect levels and sacrificing position for effect and things like that – they seem to be getting more comfortable with the system and figuring out more of the tools at their disposal to nudge the narrative where they fancy.
The gang members from the Crows arriving during their information gathering proved to be a great twist that kicked everything into action. Banks’ rival being one of them (after realizing we’d kind of just not come up with much about that character yet) was another interesting touch – I’m curious to see how Grace will respond to learning Banks is part of the Crimson Snow, now that she’s starting to feel positively about the crew, but still kind of blames Banks for ruining her life – there was some great tension left hanging there, and we’re all super curious how it will all pan out! Although, at the moment, its overshadowed by the tension about just what the wayward ghost of a crime-lord could be planning… Our next session is one that’ll probably shake things up in Crow’s Foot significantly – I’m rather excited for it! 🙂
The Pallbearers: Demons, Kaiju and Flame
The Pallbearers: Demons, Kaiju and Flame
This is a double session report, since the score spanned two weeks of play. In this one, the crew was confronted during dinner by Setarra, a powerful sea demon with a mission: go to the docks and find a stone idol dredged up by the dredging crews. They were then to return the idol to the bay at all costs. For payment she offered some coin and an arcane workshop for their lair. After a little bit of debate, the Pallbearers decided to do as she asked.
Ashen Crow (Leech) used his previous connections with the Iruvian noble Tasha to get the crew a boat, and they used that for a stealthy infiltration of the docks from the water. When they were confronted by a dockworker, Herrik (Slide) and Finni (Cutter) teamed up to knock him unconscious, and then Herrik pulled off a Desperate/Limited roll to imitate the worker’s voice and deflect suspicion from another worker. The crew then disguised themselves as inspectors and headed out into the docks. Veretta (Whisper) had previously used Attune to determine the position of the idol, as it was basically a black hole of mystical energies, and she led them to the warehouse where it was being kept.
They were stopped by two guards, who seemed sluggish but intent on keeping them out, and after a bit of arguing they drew the attention of the dockmaster Ox Ahuja, who Finni is currently gunning to take down. After they presented some documents and a good argument Ox relented and agreed to let them inspect the idol. That was when Ashen Crow noticed a curious acrid black fluid leaking out of the warehouse. With the doors opened, Veretta and Finni stepped inside while Herrik left to procure another boat. Inside the warehouse Veretta and Finni eventually found the light switch and threw it, revealing that the idol was leaking that black goo, and suddenly one of the dockworkers grabbed Veretta, leaking the same goo from his mouth and nose. Finni clotheslined the worker, and much to his surprise he decapitated him and revealed that he was almost entirely black goo holding together a thin layer of skin and muscle.
Seeing this, Ashen Crow ran for the crane device, which was holding the idol aloft. Using it, he raised the idol into the air, out of the warehouse as all hell broke loose and half the dockworkers dissolved into goo that began to attack the other half and the crew. Ashen Crow fended one off with a fire oil grenade. Herrik attempted to enlist the help of a sailor on one of the ships, but botched, revealing that the sailor was a goo monster that attacked him after dissolving its skin, and Herrik’s resistance roll put him over the edge. Ge fled the scene by throwing himself over the side of the boat.
At that moment, Veretta jammed some of her arcane miscellany into the goo and attempted to Attune and take control over it. The players suggested a Devil’s Bargain: her attempt would wake up something else in the process. I loved it and the roll was pretty good, causing all the goo to take weird geometric shapes and freeze up, but at the same time there was this immense sucking sound as the water level dropped momentarily and out of the bay rose a baby leviathan, called from its slumber by Veretta’s telepathic force.
Seeing that the situation was rapidly deteriorating, Ashen Crow overloaded the crane and used it to launch the idol into the bay, aiming for the leviathan, scoring a direct hit on the beast that also shattered the idol, revealing that it wasn’t a statue, but a shell encasing some sort of demon that proceeded to fall into the inky black water. Veretta used her control over the goo to force it to roll into the water as well, and Ashen Crow started tossing grenades, setting the docks on fire as he, Veretta and Finni jumped into a waiting electroplasmic carriage. In predictably action-movie fashion they escaped the inferno and the raging leviathan with a stylish jump through the dock gates and fled back to their hideout in Six Towers.
Herrik returned home a few hours later, stinking and filthy with a new Cold trauma, and the crew was rewarded by Setarra with the agreed-upon coin and room for working with rituals and arcane inventions. She left with the promise of more work later down the road. The leviathan was eventually brought down by a docked leviathan hunter, but not before causing great damage to the docks and Whitecrown, and now the corpse is being drained of blood, causing the water levels to drop in the city’s canals as the massive underground space it occupied is filled in by water. The Ministry of Preservation is moving dirt and stones from older sections of the city to dump into the evacuated cavity, and a cult that worshiped the slumbering monster is out looking for the people responsible for waking it up.
Meanwhile the Pallbearers have decided they want to push the Gray Cloaks out of Six Towers and have enlisted the help of the Iruvian Consulate to do so. Next session they’re going to make a daring raid on some Gray Cloak turf and attempt to take it from them.
In Session 3 I feel like the group and myself are starting to get into the stride of Blades as new players and GM.
In Session 3 I feel like the group and myself are starting to get into the stride of Blades as new players and GM.
They steal some evidence dealing with a case against the Red Sashes…