So. Firstly, I gotta ask.

So. Firstly, I gotta ask.

So. Firstly, I gotta ask.

Forgery, how the hell do a PC pull that off?

Second, if a Faction (Lampblacks) manages to complete their goal in wiping out their rivals in the Red Sashes? What happens to the stuff that the Sashes had access to? Like, the Alchemist?

I know my players are considering to grab him, but cab they do that at all? I don’t think they can afford a Specialist at the moment

For my next session, I want to expand a bit on the supernatural side of Duskwall.

For my next session, I want to expand a bit on the supernatural side of Duskwall.

For my next session, I want to expand a bit on the supernatural side of Duskwall. One idea is from a Devil’s Bargain that happened last time.

The Hound asked for a Bargain, and she got this. The first Bluecoat she iced during the battle was her own cousin.

As she’s a butcher’s daughter from Charterhall, this will of course come back to haunt her with guilt. And perhaps a ghost.

(Considering to have her attend the wake. But… with the Church being the Church of Ecstasy, I suppose that would be… off.)

So. I’m looking for suggestions for supernatural encounters to freak the players.

So, I guess that’s a question for the book, but where the hell is the different neighbourhoods of Duskwall located.

So, I guess that’s a question for the book, but where the hell is the different neighbourhoods of Duskwall located.

So, I guess that’s a question for the book, but where the hell is the different neighbourhoods of Duskwall located. I mean, I can figure that the Docks are west of Crow’s Foot. But… otherwise…?

So.

So.

So. Tonight, our Lurk got shanked by an Eel while trying to steal a few documents from a merchant. A really bad roll followed, and she ended with a stiletto in the lung, ending up narrowly avoiding death.

The Eel in turn got done in by a head-shot by the Hound.

Then the Bluecoats showed up and the Hound and the Slide decided to run interference while the Lurk was extracted by the gang. The Hound then attempted a Wreck action on the powerlines of the street lights.

In a Desperate situation, she rolled snake eyes, and the whole thing exploded. The Slide then rolled snake eyes on the Sway roll to persuade the locals to hide them from the ‘coats.

The entire evening of failure ended with an insane shoot-out on the eastern Crow’s Foot Bridge, with the Hound giving her it all as an escaped character from Sin City.

21 dead Bluecoats. That rained some serious heat on the crew.

Fortunately, a Devil’s Bargain meant that someone cleaned up the entire mess, and removed most of the wrath that would have accompanied the players.

All in all, love this game. And the new rules are awesome.