I’m not quite sure if this counts as a hack or not, but this is a rough draft of a game I made trying to adapt a…

I’m not quite sure if this counts as a hack or not, but this is a rough draft of a game I made trying to adapt a…

I’m not quite sure if this counts as a hack or not, but this is a rough draft of a game I made trying to adapt a Blades style score into a single-session game.

What are some of your favorite details about Duskwall that your groups have introduced to your games?

What are some of your favorite details about Duskwall that your groups have introduced to your games?

What are some of your favorite details about Duskwall that your groups have introduced to your games?

In my game the city has heavy restrictions and quarantine procedures on food grown outside of lightning barriers, leading to a large luxury food black market.

As one of my players has summoned a demon who’s desires nothing more than to turn the ruling class against itself, I…

As one of my players has summoned a demon who’s desires nothing more than to turn the ruling class against itself, I…

As one of my players has summoned a demon who’s desires nothing more than to turn the ruling class against itself, I have created a quick table with which to determine why the nobles are arguing this week. I thought it could also work well for a quick piece of world building gossip, or an give a crew an angle to work a noble to their own ends. I would also like to make a table of various nobles, so as to not have to come up with a new name every time, so please feel free to give me some suggestion.

Noble Squabbles:

Roll 1d6 at a time and work through the table or choose as desired:

1. Noble #1 has taken Noble #2’s

1. Laborers

2. Land

3. Ship

4. Contracted Artist

5. Favored Servant

6. Prized ___

1. Sword

2. Ring

3. Painting

4. Hound

5. Horse

6. Falcon

2. Noble#1 has seduced Noble #2’s

1. Parent

2. Sibling

3. Child

4. Spouse

5. Lover

6. Servant

3. Noble #1 has cheated Noble #2

1. At cards

2. At dice

3. By fixing a fight

4. By fixing a race

5. Lawfully in business

6. Unlawfully in business

4. Noble #1 has mocked Noble #2’s

1. Honor

2. Wealth

3. Fashion

4. Taste

5. Mannerisms

6. Lineage

5. Noble #1 challenged Noble #2 to a duel

1. And has slain them

2. And was slain

3. And wounded them

4. And was wounded

5. But was declined

6. And both have declared their honor satisfied

6. Noble #1 is conspiring with Noble #2 behind Noble #3’s back

One of my players is interested in playing a secondary character.

One of my players is interested in playing a secondary character.

One of my players is interested in playing a secondary character. They don’t plan on playing both of them concurrently for scores, but I’m at a bit of a loss as to how to handle the character who has sit out the score. I don’t wan’t the player to dominate the playtime, but it doesn’t seem quite right for a character to be completely absent from downtime either. Give the character who sits out only one Downtime, perhaps?

The hawker crew that I run are starting to come into the truth of the drug that they sell.

The hawker crew that I run are starting to come into the truth of the drug that they sell.

The hawker crew that I run are starting to come into the truth of the drug that they sell. One of them has been contacted by the demon Setarra, (in a dream which was almost entirely a reference to the Talking Heads ‘Once in a Lifetime’) to replace Lord Scurlock and hatch the three demon eggs deep beneath the city. Another has been taken to a laboratory run by a crew that they deal to (secretly run by Scurlock) who are investigating the effects of their product upon ghosts.

I run a duo of Hawkers known as the Rabbits (not their choice of name) who are trying to get rich quick and finding…

I run a duo of Hawkers known as the Rabbits (not their choice of name) who are trying to get rich quick and finding…

I run a duo of Hawkers known as the Rabbits (not their choice of name) who are trying to get rich quick and finding themselves in over their heads. Our game has been running for a few months, so here’s a relatively brief summary:

Corro Vale is a Leech and former academic who dropped out of school after creating a new drug out of leviathan blood called Rabbit’s Fury. Hoxley the smuggler introduces him to Vross Nexim, a Slide who has decided to leave the life of a courtesan and is much more suited to handling the sales aspect of drug dealing. The two of them operate out of a dilapidated warehouse in the Docks that’s been outfitted with a workshop and rather than making one-off deals they focus on establishing recurring clients who pay them per month for large batches of their product.

Their first client was Vestine Daava, proprietress of “The World,” what could best be described as a mini mall of vice, housing a bar, brothel, drug den, gambling hall, and inn. Vestine was sold on Rabbit’s Fury after the players were able to demonstrate that it would be able to drastically increase one’s stamina, and keep them in the World for longer.

After their initial success Vross and Corro learn of a stash of leviathan blood owned by the Fog Hounds and decided to steal it. Deep in the labyrinth of tunnels beneath Doskvol they find they find the stash…which Ulf Ironborn is currently trying to break into. Vross is wounded and traumatized after Ulf catches him telling a half-truth and trying the old “not-technically lying” gambit. However, they end up as allies when Corro picks the iron door to the contraband and agreeing to pay Ulf back for the leviathan bod they take from them room. Ulf carries Vross back to their boat himself.

Soon after Corro is approached by a man calling himself “The Gentleman Rivers” who’s master is interested in their product. Vross, meanwhile has learned that corpses have started showing up with their fingernails stained green–the one constant side effect of Rabbit’s Fury–after a quick debate money win’s out and they race a sample delivery to The Gentleman River’s associate The Kindlady Fields rather than investigate the deaths. Fields studies the Rabbits Fury for a moment and offers them a contract on behalf of her crew: The Humble Servants. Unbeknownst to the Rabbits they are now working for Lord Scurlock.

Now that business is out of the way the Rabbits try to get to the bottom of the whole green-nailed-corpse thing, their product is more of an unlicensed supplement than proper drug, and should be safe to consume. They reach out to a Spider named Larch who offer to find the truth if they can get some illegally imported meats and cheeses off of his hands. Finding a potential buyer they go in for a meeting, only to discover that the Buyer’s assistant is Vross’ brother who is pissed of by Vross’ pursuit of the criminal life. Thankfully, the buyer is oblivious to any drama going on and takes everything to ensure a fantastic Grand opening to the brothel he’s always wanted to open. After taking the coin back to Larch the Rabbits learn that the deaths were caused by a knockoff version of Rabbit’s Fury manufactured by a figured believed to be Corro’s former teacher who tried to steal his formulas.

Meanwhile, during downtime, Corro has sought to gain as much knowledge as he can and–after learning to attune–finds himself drawn to an abandoned mansion in Six Towers where he finds a long staircase to a shrine to The Closed Eye. Following graffitied instructions, he returns when the moon is absent from the sky and discovers the H’Ivayaset, worshipers of the forgotten god of knowledge. After drinking a psychedelic mushroom tea Corro comes face-to-face with the god who’s eyes were the sun and moon which allowed them to see everything in the world. Since the cataclysm The Closed Eye has entrusted mortals to become their missing eye, and find what has been hidden from their sight. Corro accepts their offer and becomes a cultist.

Vross has a dream where he is a lord. As he lays down to sleep one of his masked servants bottles his silver tears.

Then, finally, in our latest session the Rabbit’s lair is invaded by a horde of ghosts, and they race through the city trying to find someone who will help them before the Spirit Wardens discover their base and the drug lab within it. Despite a couple false starts and a falling out with Larch, the Rabbits manage to borrow some ghost-fighting gear from Corro’s fellow cult member Roethe Skora, and equip some of Ulf’s crew, who join them in the ensuing fight. They return to their lair to find fourteen ghosts tearing up Corro’s lab and launch into a mad attack in which the Rabbits are both nearly killed. One spirit ignores the fight and searches beneath a desk until it finds a vial of Rabbit’s Fury which it absorbs into its electroplasm, and starts to become corporeal once more and tries to make a deal, before it is killed mid sentence by one of Ulf’s overzealous lieutenants. The death bells ring for it and the non-injured fighters rush to dump its strange decaying matter into a canal a few blocks away.

I’ve recently been struck with an idea for a hack based off of Jonathan Strange and Mr Norrell.

I’ve recently been struck with an idea for a hack based off of Jonathan Strange and Mr Norrell.

I’ve recently been struck with an idea for a hack based off of Jonathan Strange and Mr Norrell. The premise is that you play as a magical society in a regency England style world, navigating high society and the Fae Courts via negotiation and information as opposed to combat.

Though the details are still quite foggy, I am planning on having three playbooks:

-The Mage: One who communes with items and spirits and is able to ask favors of them

-The Witch: One who uses elaborate rituals to make forces heed the call of ancient contracts

The Sorcerer: One who imbues items with magical powers, to be called upon later

Mean while your magical society may be:

-Patriots seeking to aid your country in whatever way you can

-Philanthropists who serve the common folk

-Academics searching for lost knowledge

-Upstarts clamoring for power

-A Taskforce brought together to accomplish a single goal