Second session co-GMing the Quick Start scenario with our crew The Twelve.
Second session co-GMing the Quick Start scenario with our crew The Twelve.
Last session ended with the Whisper creating a diversion to allow the Lurk and Hound to infiltrate the Red Sashes HQ and empty the treasury. The Whisper challenged the school to produce a champion to duel. He made enough of a commotion to allow his crewmates to infiltrate with little resistance.
The Whisper’s player ran this sessio as GM more or less. I think they had too much fun.
My Lurk’s vice is betting on boxing matches and other fights where men bloody each other viciously. So Bird had to resist the effect of lingering too long watching instead of get to the infiltrating already. Unfortunately, she took 4 stress resisting. An auspicious start. I guess she really enjoys watching men hurt each other. O, and making bets.
My Lurk had “previously” borrowed a partial blueprint of the HQ from a city clerk friend. The map was out-of-date, partly because of the recent renovations upgrading the vault. This flowed from my big mistake for this session: accepting a Devil’s Bargain at this point which made the treasury lock harder to overcome. Not just a regular Ice Turn Ball lock, it was a custom Grated Ice Turn Ball lock. A 4-segment became a 8-segment clock. No problems I thought.
NEVER TAKE A DEVIL’S BARGAIN MAKING THE MISSION GOAL HARDER. O. MY. GANDALF.
Anyway, finding our way through the HQ was easy enough with a Lead a Group action. Here sprung Question 1, which I ask below. The Hound and I smartly overcame the clock and quickly found our way to the vault, although some servants were silenced along the way, unfortunately. So far so good.
The antechamber to the vault was full of alchemical experiments. The Hound got into some chicanery with the Elderly Alchemist and a moonlighting bluecoat, who he had “previously” bribed to fall.
Meanwhile, my Lurk ignored all that commotion and got to work cracking open the treasury vault and, you know, getting a mission successful badge. Five segments boom! (4 + 1 for Scout).
That would have done it. End game, treasure zonk, hand shakes all round! Not quite ghosts but clean for a rookie crew. Except. EXCEPT. That Devil’s Bargain.
Trauma: I overloaded my stress and got trauma on the 1–3 the Risky Action roll trying to crack the safe, while the Hound kicked the snot out of the elderly Alchemist with his Steel Capped Boots. This mean I got no closer to unlocking the vault. At least I dodged the sticky blue chemical dye that sprayed out from the trapped vault, which would have marked me as the vault cracker to the 20-odd incoming master swords. Unfortunately the dye reacted poorly with some chemicals strewn about, starting a fire.
Burnt: I ignored the spreading fire and re-rolled, getting a 4–5 on the Desperate Action roll. So still no closer to unlocking. I probably should have taken the stress, but I really didn’t want to get two trauma on my first mission. Here sprung Question 2, asked below. O, and I will never again try to crack another Ice Turn Ball lock, custom or not. Too traumatic.
Trapped: I finally got a 6 when I re-rolled. Which I unlocked the vault, easily. Unfortunately the antechamber collapsed into an burning inferno, cutting off my escape route. At least the Red Sashes weren’t going to stab me just yet. O, and something I was wearing was on fire. Bloody Uncle Aldo, getting me stung by my own Devil’s Bargain.
After that I actually escaped, carrying a treasury of alchemical warfare, with the help of some Elite Shadows I had arranged earlier for just such a situation. And the Hound just hobbled out, masquerading as a Bluecoat, next to the moonlighting Bluecoat he’d bribed.
We’re going to do the Downtime and advancement stuff next week when all four players are at the table. I think the Red Sashes will like us less. Interestingly, they’ve got a passionate personal vendetta against the Whisper, thanks to a Devil’s Bargain. The eight-segment clock that came with that Bargain seemed plenty until we killed their servants, stole their alchemical armoury, and burnt their HQ down. Some people are just “sensitive” to shit like that.
Fun times! Cheers for the excellent game.
Question 1 Can a Backup Assist the Point in Lead a Group Action if the Backup is involved and rolling in that Group action? We said no but I couldn’t see any direct contradiction in the rules.
Question 2 Can I choose to take the effect after making the Effect roll and seeing how much stress I would have to take? Some of your examples suggest yes but it felt a little like cheating and wasn’t super clear.