Session two!

Session two!

Session two! This time around, we had one new player, but two other players couldn’t make it for a variety of reasons, so we just stuck to playing with four players. It was a very interesting session, as I decided to create a couple of scenarios that the players could ‘trigger’ by speaking with the correct people, so it gave them freedom to speak to whomever they wanted, but then I already had a preset idea for the person to send them on. It actually worked out really well! 

At the beginning of the session, I worked to incorporate how our new character, a very charming, 6′ 10″ hulk of a female Tycheros native. Named Sitre Caedis, the player decided when he sat down with me that a nickname / alias of “Gore” would be the characters nickname. Gore is a Cutter (if you haven’t figured that out) and has quite a drinking problem, and her place of choice is usually the Leaky Bucket. As our Lurk passed by on the way back to the crew headquarters, she noticed people flying out the door and across the street, with whom she soon discovered to be Gore yelling profanities and being kicked out of the tavern for the evening. Pretty commonplace apparently, but Gore was sent by Lyssa to find one of the members of the crew, as Lyssa was hoping she would be a welcoming addition for them in getting up off their feet and building a name for themselves.

So with the four members back at the crew hideout, they all went their different ways for a few. Our Hound and Cutter decided to go speak with the Hound’s bounty hunter connection for any leads she may have (she actually told them to go speak to Lyssa, as it seemed like she had an “itch” that she needed scratched upon their last interaction). The other two characters just sort of went off to a library to do some personal research or whatever they wanted, but after it was all said and done, the four of them met up and decided it would be best to go speak to Lyssa to see if she had a job for them to do.

So, they all headed to the headquarters of the Crows, and after a few friendly shenanigans with the two guards that were on duty at the front door, they head in and find Lyssa, looking like she was ready to murder someone herself, staring thoughtfully out a window. Upon speaking to her, the crew discovered that Lyssa had been constantly wronged by a man named Alexey Mirovich, a deck captain for the Dockers who had mishandled her boats so many times that it was actually beginning to hurt her wallet. She gives them a reference for what she looks like, and very plainly says that she “wanted his skull to be sprayed across the deck” that they found him on, and that she was willing to pay a good amount for the completion of this.

So the group gets together again and decides to do some spotting / information gathering. The Hound and Lurk both head down to the Docks at two separate times, the Hound looking to spot the dock that the target worked on with his pet falcon, although in the end only narrowing down which of the docks he could be located on. After he leaves, the Lurk heads in to sort of deceive (pretending to be a historian / record keeper for a head clerk down in City Hall) her way into finding out the next shipment of a specific boat that, through some rolls, she discovered from a clerk would be handled by Mr. Mirovich. So, after rolling a six, she found out that the next shipment in was due in two days, and that she was more than welcome to come down and “gather the information she needed.”

Now comes the fun part. The group decides to go with an assault plan, as that would make sense for Lyssa’s wants while also using the new Cutter to a greater effect. They all headed on down to the Docks and went up to a booth at the end of the dock that they had discovered the target would be on, speaking to a woman to tell them as to why they were there. She questioned why the Lurk had brought a few other people with her, and she decided to deceive again and state that it was standard practice for a member of City Hall to bring protection and help with her in case of emergency. The worker wasn’t really too skeptical, but by standard practice, sent a hulking guard to escort them to the incoming shipment. The Hound, during all of this, prowled up onto a building across the street with his fine hunting rifle, taking a great position that gave him a full view of the dock (rolled a six).

Low and behold they make a few more rolls to fully discover which of the supervisors present was their target, and the Lurk takes point and asks Mirovich if they could step aside and speak about a couple of questions that she had for him regarding some shipments over the past couple of months. He accepted, but brought another supervisor looking fellow to assist him, and they all stepped off out of the way of everything so that they didn’t interrupt the process of receiving the shipment.

From here, the Hound ends up taking a shot and injuring the main target, while Gore injures him some more and then he proceeds to take another shot to the head to get finished off. While not very quickly, some grunts sort of discover what’s going on, and a panic starts to ensue. The other large guy that came along with Mirovich eventually gets taken down as well, and the group heads down the main deck on their escape, meeting the guard who had escort and engaging him in combat as another grunt comes up to assist him. After some struggle and missed shots, the Cutter ends up landing a 6 on her Mayhem action, and proceeded to roll a crit on her Force effect roll. So she basically went ahead and described how she slammed the sharp side of her hammer-like weapon down through this guys skull, ripped his skull off and then kicked his corpse off the side of the deck and down into the water. At this point as well, the other grunt, through a feat of athleticism from the Lurk, actually got kicked down into the water himself instead of getting killed. The group then made some rolls to make their escape through a smokebomb unseen, and they did so successfully, while the Hound rolled a six and quickly scaled down from the building he was on and headed on his way back to the lair.

From there they just met up with Lyssa, got their rewards, we did some progression and then the session was over. The group had a blast yet again and we finished up (not including the total of about 45 minutes we spent just waiting around for a variety of reasons) in just about 3.5 hours. Overall, was a hell of a session and felt like it went a lot more smoothly than the first session, having a heavy focus on combat instead of sneaking around. I certainly had a blast GMing, as I’m going to be scaling up the difficulty pretty much from session to session, and a lot of the group said that this was the perfect difficulty for the task at hand and really thought that it was more difficult than the first session was.

Will write another post after we complete our third session in two weeks!

Right on.

Right on.

Right on. So, last night at around 6 PM, I GM’ed my first ever game (period, not just of Blades in the Dark), and while our group may have missed some rules and some other things, may have messed up a few of the dice mechanics and whatever, it was more of a “Hey, let’s see if we like this and then we’ll fix things as we go!” type of situation. We had an absolute blast playing.

It was me as the GM, and then a group of 5 players from all across the world that I have played a variety of video games with for years. I sat down with each of them prior to this session to work individually with them on their character sheets, and I was very open to pretty much any idea as to what they wanted their character to be. Everyone was very satisfied with what they created, and the party ended up consisting of two Whisper, one Hound, one Lurk and one Slide. They created their crew in ~45 minutes right at the beginning of the session (many jokes to be had when naming it, was fun) and then we were off and running. We played out of the scenario in the Quick Start and they decided (at least, for now) to side with the Lampblacks in the ongoing turf war with the Red Sashes. Their first real score was to steal from the Red Sashes treasury. So, they all went separate ways at first looking to find information on the whereabouts of the treasury, and only found some generalities at first in terms of location. After that, the Hound and the Slide decided to scope the area out to try and find out when the area had the least amount of guard / attention, but to no avail. So, they went with a deception plan (although, it ended up being more of a mix between deception and infiltration, which was no issue with me).

The Slide and the Lurk decided to deceive the door guards of the building that they had found to be the building containing the treasury / vault for the Red Sashes. The Hound and two Whisper decided to play distraction game on the outside, the Hound taking wounding pop-shots with his rifle towards guards from an advantageous position on a roof top (at the cost of being spotted from one Devil’s Bargain), and the Whisper’s worked together to create a sort of magical show of noise and explosions to draw attention away from the building.

The distraction outside started off okay, but man it ended up in a huge mess. People were getting shot left and right, the one whisper ended up getting spotted while trying to cause some Mayhem (as punishment for him rolling six straight 1’s….), and the Hound ended up falling off a roof at taking some stress when failing another prowl roll trying to relocate his position to cover the eventual escape from the building. The Lurk and Slide ended up using Slip and Deceive to get their way into the building, and then rolled a few 6’s on the inside to find the exact location of the vault within the building. Once they reached the fourth floor (where I decided to place the vault), the distraction on the outside was still going on and Mylera was, in a very concerned and confused fashion, conversing with two of her brute vault guards (not right in front of the door, but a little down the hall from the vault) about the situation arising outside. Yet again, the two guys inside rolled and the action ended up critting, so they ended up using Slip to go right past Mylera and enter the vault, where I decided it was only fair to have nobody in currently as they had just rolled like, approximately a million 6’s in a row.

They only had a couple of options to escape once inside: They could either go back out the way they came in and not cause a ruckus, or they could bust through a window on an opposing catwalk to the hallway outside of the vault, Prowl down into a main alleyway and attempt to get away through a (via flashback and 2 stress to our one Whisper) smoke bomb setup down in that specific alley. They went with that second option and, once down in the street, a massive amount of chaos ensued with Red Sashes running in, prepared to kill the invaders. But once in the smoke, yet again, the Lurk and Slide rolled a 6 with some help, and ended up using Slip to tuck into a building and dip out the other side, escaping the scene flawlessly. The other three that were creating distractions ended up regrouping, planning the best escape route ever, apparently (due to another 6…), and then rolled out together with a Prowl roll to climb through a building and escape together.

This isn’t obviously as detailed as the session truly was, but I think it gives a general idea. The session lasted four hours and everyone at the end was entirely on board for another session, which we’re planning to do in a few weeks. Also note that this was the first active experience with a pen-and-paper RPG for many of us (myself included), and the others that had some experience didn’t have much (just a few D&D sessions under their belt). All in all, we had an incredible time and everyone is super excited to see how the crew can continue to grow and expand through scores.

Also, from a first-time GM perspective… this game is very good for the first timer to run, in my opinion. Yeah, I know I didn’t get all of the rolls 100% right, but I fixed that as I went along, and I know that maybe the narrative and situations could have ended up being more punishing, but I wanted to see what I could do while putting them in a pretty insane situation, and everyone ended up having an incredible time, myself included. There were no complaints, there was no whining when something back happened. Just adjustment and rolling to fix the issue at hand. Will give another play report after we do another session!

Also, enjoy the photo of our one whisper rolling five 1’s and a 2 while rolling actions, effects and resistance to injury from a Red Sash grunt.