Saturday, February 20, 2016

Into the Polar Ocean: Things Get Worse

Things to do in the Polar Ocean
- Die horribly.
- Never return.
- Barely make it back to civilization as a babbling husk of your former self.

Polar exploration is something of a last resort here. There are plenty of unexplored islands and a whole continent to your South. Anyone that tries to solve the mysteries of the world by sailing North deserves what they get.

From a 2012 post Chris wrote about the Polar Ocean.

If you decide to run the awesome detachment-and-boat focused mini-module, Into the Polar Ocean, you will inevitably run into lots of times where the daily rolls indicate that things get worse, somehow.

Now if things get worse once in some unforeseen way, or twice, a GM can probably improvise and roll with it. But when things get worse in 5 different categories at once, you need something that hurts the PCs without the classic 'Rocks fall, you all die.' Unless there were several tons of floating rocks levitating above the PCs' boats, in defiance of God's Will and all Natural Law.

If things can't get worse, they find a way.

Gravity

  1. A deck collapses! Lose d6 days of rations.
  2. Another deck collapses! The weapons and gear of a detachment are rendered useless; their attacks are impaired.
  3. Taking on super-dense water! A battalion must bail it out or the boat will not be able to move.
  4. A few tons of granite appear above the ship. At least it's shady. If re-rolled, they fall, dealing d6 damage to the ship and anyone abovedeck.
  5. Low gravity! Ranged attacks are enhanced, melee attacks impaired, and if the ship hits waves the wrong way it'll be floating in the air. Can be subject to falling damage if gravity ratchets back up.
  6. The boats develop their own gravity! One can walk along the walls or the sides of the hull. If in close proximity to one another, the ships may ram into one another for d6 damage to each.

Perception

  1. One battalion sees the other as Agents of The Enemy, and will attack! Getting between the two to stop this brawl is a risky act.
  2. Darkness blots all but your peripheral vision. All attacks are impaired. There are good chances (50/50 or make a WIL save) to go in the direction you want to go in, otherwise you go the opposite direction.
  3. There's too much static screaming in your ears for any verbal communication. You can barely think.
  4. A shuddering, jumpy image of an Astral God's Human Form is on deck. d4 WIL damage if you have business up there. Battalions will need to be cajoled or beaten to get up there and work.
  5. The PCs appear to be Agents of the Enemy, and at least one battalion will hunt the ship for them today.
  6. A giant crab swims up to the ship and begins attacking it! This is entirely illusory, but a battalion may fire on it and damage the ship, or any neighboring ships. WIL save to get them to cease fire, if you can even tell this is an illusion.

Time

  1. You and your crew need d4 Rations to get through today, as it seems to never end.
  2. 50/50 chance you do the opposite of your stated intentions, as you have fallen into the wrong timeline.
  3. Future-version of your ship sails by. d4 WIL damage, but each PC can reroll any one roll thanks to their (terrified, terrifying) advice. Touching your time-duplicate will do d6 damage; the applies to ships as well. Basically, Timecop rules. Remember Timecop?
  4. Accelerated entropy. Boat takes d6 dmg. If it is armored, armor can reduce damage, but is damaged in turn and will provide 1 fewer point of protection until repaired.
  5. Fast time! You may skip one level of dice-rolling (d4 can go straight to d8, or vice versa) because of the velocity you gain. Also age 2 years and 10 years go by in Bastion.
  6. Time loop! You start each day with this day's stats, in the same place, and must figure out a way to get out. After a day or two some Astral God vision should start giving clues about how to get out, feel free to make up more scenarios/ways out. WAYS OUT: a) everyone must be Good To One Another. Requires at least a WIL save, probably some extra rations burned up making bathtub gin. b) Break the Flying Hour Glass that suddenly started circling the ships. 8 hp 1 armor, d10 dmg (slings and arrows of outrageous fortune. literally slings and arrows.).  

Matter

  1. Organic beings corrupted! Role on a mutations table
  2. Boat becomes sentient, may or may not want to be a part of this foolishness. Does not want to die. 2d6 WIL.
  3. Water is a powerful intoxicant. Beer and rum doubly so. Battalions may become totally (and understandably) wasted, given how bad everything probably is.
  4. Wood grows. You have to hack through doors (d4 hp), the mast is twice as tall, rigging and sails must be improvised or cannibalized from other boats.
  5. Rations scurry about! A battalion must hunt for them today or you will lose d6 rations. If they hunt them, the scurrying parts of the rations will count as an extra ration, if you can choke that down or sufficiently disguise it.
  6. Gunpowder works too well! If firearms or cannons are used, they work once and then are rendered broken.

Energy

  1. All organic beings sparkle with electricity. Contact deals d6 dmg to both. 
  2. All organic beings are incredibly fast today! You can run at super-speeds but it's a DEX save or slam into something for d8 damage. DEX save for any fine or delicate work.
  3. It seems to require more force to achieve the same acceleration. Battalions must be encouraged to get any work done, and an extra d4 rations will be consumed.
  4. So cold, icebergs form in jagged, submerged masses. The boats must be carefully piloted to avoid d6 damage.
  5. Light is slowed. Ranged attacks impossible, nothing is quite where it appears to be. Good luck driving the boat through any obstacles.
  6. Standing water boils, always. The water already inside your body is fine. No one can drink water, giving a disadvantage on any rolls requiring cerebral acts or endurance (disadvantage: roll twice, take the worse of the two rolls). If injured (STR damage), then the wound may expose blood and deal an extra d4 damage as it boils.

Wednesday, February 17, 2016

Into the Odd: One Page Ruleset is awesome

I ran Into the Odd for a friend, using the Underground area generator in the one-page edition, which was awesome. I had zero prep, other than reading one-page encounters and locations, and playing a bit of this solo through the same area. It was my friend's first time playing any tabletop game; he enjoyed it enough that he's bought his own set of dice and will probably try to run ItO on his own at some point.

His character, Trent, and Trent's companions, Finn and Kathi, awoke in the Underground after fleeing a failing expedition. We began at location (4), the horrible merging machine. After creating a terrible weapon - a throwing club - and an over-large brick that was soft as shale, and no random encounters wandered through, they moved on. There were 4 exits to the room, and it was at this point I realized I didn't want the player to have to pick a direction blindly. I rolled for the next 4 areas, and improvised some artifact or sound or smell which would let him make some kind of decision. Due South was area (9), an abandoned train station full of luggage and blood, so he saw a single sock in the corridor. (8) was East, with its mounted guns, so he could see a dull brass cartridge. North was (11), so, a smell of mildew and the sounds of faint singing, from a lake and its talking fish. West was a fighting pit (10), so he could smell sweat.

I was rather proud of this detail; I didn't want him to make navigational decisions without any clues to what he could find. He kept the Northern route in mind, but headed South, where he gathered up 4 silver in goods and his first random encounter: Ivo Calico, hungover aristo. After sufficiently insulting the three, going on about parties and how the Golden Lands are a Bastion city council conspiracy, Ivo offers them a gold each to walk him out of the Underground and back to Bastion. Trent accepts.

The first monstrous random encounter occurs, where a huge block of flesh clomps down the train-tracks. Trent and co. hide and, DEX save made, are not discovered. They head North and North again, arriving at the lake of talking, lying fish.

The fish tell Trent to take the stairs down, if he finds any, to leave the Underground (in reality this makes encounters more frequent). They say that the Underground is upside-down, and the way out the top is further down. They also say they'll trade rations for silver coins, which excites Trent's avarice. He throws a ration into the lake and waits. And waits. He concludes the fish are full of shit, and moves on East-South-East, towards the sounds of chanting.

Naked old men worshiping Arcanum awaited the four. A WIL save and humble pleading meant that one of them could direct Trent and co. out, due North.

The way out turned out to be an ambush; Finn fell in combat, but Trent and Kathi and even Ivo managed to drive off the mutant weirdos. Finn, bandaged, recovered as they marched out into Bastion. Ivo insisted they all sit down for a daguerreotype, so he could remember these common-blooded idiots in perpetuity, and later paid them their due.

Saturday, February 6, 2016

Forlorn North / Frozen in Time hexcrawl encounters

An encounter table for the Forlorn North, the setting in Goodman Games' Frozen in Time. This was, of course, heavily influenced by Goblinpunch's Have a Nicer Trip, which does random encounters so well.


  1. Death Yaks
    1. Charging at you, chased by 1d20 wolves
    2. 3d4 Herders, 6d10 death yaks. Herders looking for a missing one in a nearby summit/vale, will pay for its return
  2. Flying Laser Ursine - stats are in Crawling Under a Broken Moon, issue 10. If you cannot pony up the dosh, take bear stats, add a laser attack, flight, and laser grapple. They serious business.
    1. 1d2 adorable, friendly cubs. Mother arrives in 2d6 rounds. She will not be happy if the PCs are doing roughly anything other than fleeing.
    2. Caught in a Portable Prison, some old cage-generating relic. Lockpick to free, dc 10 if you use DC. 2d4 rounds till a Hill Giant nomad comes by to check his trap.
    3. Fighting an owlbear. Dead death yak is burning low off to one side, 50% a small localized forest fire results.
  3. Hermit
    1. Actually Tsrura, Petty God of Time's Wintery Death(#176). Watching frozen trees drop branches, or ice crystalize over a puddle. Friendly PCs will be ignored, angry/bitchy PCs will get Hexed, Cursed, or Geas'd to wander 100 miles away. Those PCs will end up somewhere else, very short on supplies.
    2. Hiding in a tree. 1d5+1 wolves below. Will join party as a Level 1 Cleric of Crom. Not initially an exemplary example of Crom's devout. 9hp, STR 9 AGI 9 CON 7 INT 9 PER/WIS 16 Luck 9. Sack, 4 torches, 3 days rations, waterskin, thick fur cloak (+2 AC), empty longsword sheath.
  4. White Ape Science Villains
    1. Escorting 2d4 captured tribesfolk to a nearby Crystal Dome habitat.
    2. Trying to repair their crashed Ornithopter. Sloppy perimeter established as the boss is too busy chewing everyone out.
    3. Raiding a tribesfolk tent-town, set up around an old Hyperborean statue. The tribesfolk are all Bentbacked, hobbit-sized, and vicious, bleeding black blood and suicide bombing the White Apes, who fire some kind of ray emitter. The village is burning.
  5. Sabre-toothed tigers
    1. Eating a mammoth carcass. The bones are scrimshawed and look to be made of silver. The smilodons will not appreciate PCs trying to walk away with part of their kill.
    2. Starving, mangy. Will stalk PCs and attack at night. Bite attacks: save (vs poison) or start developing rabies.
  6. Meks: War refugees
    1. Seeking guides to Gonewater, a Hyperborean (space) port
    2. Pursued by Last Castle deathbots, 1 hour lead at present.
  7. Krib Mountain Cultists
    1. Carting a vat full of the cut-up remains of a upper-level member. Will be reincarnated at Krib Mountain.
    2. Disguised as merchants, looking for 'escorts,' sacrifices. Hollow Ones.
    3. Conducting a ritual around standing stones. A few nomads are inside and cannot seem to leave - the air itself seems to wall them in.
  8. Nomads
    1. Religious pilgrims to Moothill. Accepting of PCs tagging along.
    2. Successful hunters w/ furs and food to trade. One has an emerald plucked from a demon's eye socket in Whitethorpe.
  9. Merchants
    1. Lost. Cheap prices for guides to Moothill.
    2. Flush with gems, riding yak-pulled floating disks. Willing to take passengers.
  10. Bentback tribesfolk. Hateful mutant-things, can be bargained with if you're clearly outclassing them, 50% they follow and try to ambush you when you sleep. 1HD, d6 spears, AC as leather, darkvision 80'. Have 1d4-1 bombs (2d6 dmg) and will make traps and try to lead you into them with fake retreats, or just rush you and detonate them.
    1. Besieging a human tribe's current location, holed up in a hillside ruin.
    2. Turning their village into a multi-level Siege Tower! At the top the PCs can see a golden saucer-shaped device. (Given a few more weeks work, it may be rolled towards a human village. The device at the top can fire a beam which sets buildings afire. 3d12 damage, save (reflex or breathe) for half. It would require a small army to move and is worth 3000 gp to a king, if you can wash it out first.)
  11. Odobenmen - walrus-folk. Bipedal walruses. If you don't have stats from Frozen in Time, 1HD, d6 swords, AC as leather.
    1. Wearing mind-control collars, carrying a poorly-drawn map, heavily armed and wary. Crossbowmen with AC as leather, chain mail clad warriors.
    2. Desperate refugees, trying to escape mind control. One wears a control collar in secret and is scouting for adventurers with treasure.
  12. The joke is, my players jumped through time and/or space and are no longer in the Forlorn North, but hopefully this will serve someone else well!

Monday, December 21, 2015

To make an encounter table you must first create a world

Fortunately, part of the world was given to me, thanks to the Forlorn North Gazetteer in Frozen in Time. It is a land of semi-nomadic hunter-gatherers, yetis, white-ape science villains, and Hyperborean ruins of ancient, advanced technology.

To the North is the Rime King and his Palace of Jewels. Between the Forlorn North and him, a glacier of frost wights, bore bugs, sabre-toothed ice bears. Not many non-combat encounters. Lots of harsh conditions.

To the West is a frozen ocean. PCs could boat through it in the summer, or sled on it in the winter, as long as they expect the ice to melt and plan accordingly.

Eastwards, tundra and taiga give way to volcanoes. Pterodactyls loft through the skies, and Hyperborean ruins still dot the lands. In an ancient castle, the Perilous League houses a local planetary chapter. Elementals of fire and earth rage against one another. Probably some Meks or Castle-bred or Aetherians seek to ally themselves with one set of elementals or another, possibly to have some kind of proxy war.

To the South, I see the Sanctum Sanctorum's Last Castle supplement for DCC coming in handy. Meks and Aristocrats and Freemen, fighting it out. Also, possibly, Aetherians as presented in Crawling Under a Broken Moon, number 5.

Even Further North/South/East/West: I'll probably start making stuff from Mutant Crawl Classics. Hopefully I have it by the time the PCs go that far.

To create an Encounter Table, you also need Regional Assholes

I'm taking this out of An Echo, Resounding, because I steal all my ideas from Kevin Crawford. Basically, if you want to unleash the PCs in a sandbox, you want it to already have some regional assholes - people or things that are making life worse for everyone, people who the PCs might hear about, but they sure as hell feel the impact of the douchers being around. You don't want them to reach level 5 and suddenly hear about some warlord with an army - it's going to feel like the warlord teleported in, which, if true, that's fine. But otherwise it's going to be obvious you're gating your world to the PCs level.

From Frozen in Time, I have some regional assholes and some others I'm making up.

Mutant Frost Giant, 'Mammoth Master.' He's big, he's a frost giant, he has +21 to hit and will fucking eat you. He's trapping mammoths so the tribes are getting hungry; he wants to rule the region and is extorting people by messing with the food supply. Also he wants the nomads to fight among themselves so the meanest, fightiest rise to the top and work for him. He has an enslaved cyclops ghost-binder, hill giant lieutenants, nomadic tribal quislings who figure they'll rule some hill as proxies. And a fort/dungeon/mammoth pen. He's the biggest bad. PCs are going to start knowing their people need food badly. (Taken from FiT.)

Odobenmen Enslaver, Technology Quester. Someone or some thing is enslaving odobenmen, the walrus-men of the Forlorn North, and forcing them to search ancient hyperborean ruins for... something. Lots of families and walrus-kids are hostages. Odobenmen are traditionally not friendly with the human and demihuman tribes, but PCs should find both enslaved, mind-controlled Odobenmen and fleeing, harried refugees begging for help. (Taken from FiT.)

Krib Mountain Cultists. Something slumbers in the Krib Mountains, and the Krib Mountain Cultists are trying to wake it. They raid tribesfolk for sacrifices and slaves, often disguised as traveling merchants. They have Hollow Ones in their ranks. Whatever they seek to awaken will wreck havoc on the Forlorn North. (Sleeping Elder God implied heavily in FiT.)

Then you need some people who are less powerful, but still people or things those in the region would hear about.

Broken Tooth, Warlord. A failed noble exiled from the Last Castle, Broken Tooth is amassing warriors to take the fight to the South. He's not above conscripting and press-ganging, though he'll probably present a good face to the PCs. At first. He has airs of being above everyone, somewhat belied by shattered front teeth. People learn quickly not to discuss this feature.

Man-thinking smilodons. The peoples of the North are used to the saber-toothed cats - fearsome predators, but they tend to hunt alone, and take those who wander alone. They rarely approach groups of humans but for the direst circumstances. Something has changed. Gossip portrays of packs of smilodons, speaking to one another in sibilant, coarse language. Your people say that the Warfire tribe was decimated by such, with few survivors fleeing into the night. On the wind, the refugees could hear the mocking laughter of smilodons. 

Temple of Asara, Goddess of Peace. The pilgrims and crusaders of Asara have come to the Forlorn North to battle the adherents of Crom, which is a lot of the tribesfolk. Asara desires not the peace of families or friends, but the peace of nothingness, and no one to regard it. Humans are a plague against this, and the Forlorn North has many who strive against such, who have eaked out life for generations without the tender ministrations of Asara. Her crusaders carry steel maces, often dipped in pitch, and light them on fire as they quietly rush spear-wielding warriors. The roughshod wooden temple is a fortress, attempting to stop a major merchant route from bringing goods to the Northfolk.

Earth Elemental Recruiters. They have shattered an Eastward forest on their way to the Krib Mountains, and will probably crush more underfoot, seeking allies to arouse in their wars to the East. Few in number, but quite disruptive to hunters and gatherers. 

Mek FOB. From the South, the once-enslaved bug-men of the Castled Nobles have marched on the North. For now they content themselves to invade ancestral structures and Hyperborean ruins. They have taken over a traditional meeting place of Northfolk, Moothill, where tribes (and goblins and ogres) could come together in peace and trade words. The Meks drove out the Windwarders and their guests, and seem to be disassembling parts of the ancient tower.

Sunday, December 20, 2015

Solo DCC Funnel for Fun and Practice

I wanted to run a funnel in some spare time, for practice. I really like using a solo engine to learn about a given system, and to suss out anything I'd want to change about a module in advance. Running a solo game gives me a better feel for the ergonomics of a module. It's not everyone's cup o' tea, but I enjoy it. There are some modifications to the rules, described below.

I snagged Kevin Crawford's wonderful Stellar Heroes. You can also use the more fantasy-oriented Black Streams: Solo Heroes. I use his model for damage, and fray dice. Each PC gets a 1d4 Fray die, and can use it the way a wizard in Solo Heroes would - so they can use it on any enemy, regardless of HD, as long as they could plausibly make an attack against said enemy. Once the PCs level up, they'll get whichever fray dice make sense for their class - for DCC, this is described best in Black Streams. Wizards get the 1d4, warriors get 1d8, everyone else gets 1d6. Elves pick between 1d4 and 1d6.

Level-0 scrubs are not experts in their fields, but I figure I'd give each one an auto-success per game on one non-combat check. I didn't use Defy Death at all, as it doesn't seem appropriate for a level 0 funnel. Really, DCC is supposed to be a bit more lethal, so I imagine I'm not going to be using it at all. I'm also not adhering as strongly to the idea that there can be only one PC - DCC really suggests at low levels that you have more than one character, and I want that kind of atmosphere.

For module running, I use the Scarlet Heroes General Oracle (a 'yes/yes, but/no, but/ no' machine) to see what the 'player' does. This way my knowledge of the module doesn't mean the PCs always do the Most Optimal Thing. Here's a free alternative oracle if you're curious. Really stupid things may be more or less likely, but I tend to go with Unknown for most of these questions, which gives 50/50 odds.

For the solo player in a funnel, you start with 4 level 0 PCs, randomly created. I gave them all 4 + Endurance modifier hit points; after first level, they'll roll to see how much they get as per normal.

With this, I managed to clear through most of Frozen in Time, with half . Two PCs died climbing the glacier, hilariously. I forgot about the noncombat auto-succeed, first time around, then the last person to climb fell and no one climbed down to check the body. No one wanted to risk the rope climb again. Of the surviving 2, one dropped to 0 HP fighting Robby the Robot, but recovered thanks to his decent luck score. My oracular rolling indicated the place blew up before my PCs could explore 5-1 or 5-2, which probably would've claimed one of the PCs, at the very least.

I did decide to throw in some extra swag - Zepes' shimmering bathrobe basically counts as leather armor, the plant pot in the hallway outside is room has a spare palm-key and copper nuggets in the bottom. I'd imagine his kitchen-area has a bit of preserved, emergency food, which the PCs will eagerly take back to their village. Zepes' right hand was clutched around a tiny crystal which, when held, plays La Vie En Rose. The PCs had to frantically leave things behind to climb out of the glacial base before it exploded, which is what I want to deliver when I run this for other folks.

What's next is filling in some adventures, running this module for some other folks, and probably using Scarlet Heroes to generate some dungeons and wilderness adventures. Definitely will adapt this adventure about cave people exploring a crashed star, meeting a telepathic future-human. Also working out random encounters for the Forlorn North for the hexcrawling.

Saturday, November 28, 2015

How I've Run White Star

Having run it solo and for a one-shot, this is what I've done when running White Star.

I really like Chris Hogan's Thiefless DnD - possibly because bringing in new players was fun with Blades in the Dark. Everyone likes being a thief, it gives them a clear set of goals in a sandboxy game, especially one without some Evil Empire to fight.  Stealing shit is also how Conan got started, sneaking into places, all hiding how swole he was until they needed a Plan B. So, everyone is a damn thief. White Star comes with no default thief class, and one can easily be ported, it'll just be better at the thief skills and gain, say, an extra skill point per level.

Having played (and loved) Stars Without Number, a OSR-influenced scifi game with a well-done skill system, it was interesting to come to one with zero skill system built in. Some of the classes just ought to rock at certain tasks (Robots can hack, Pilots can pilot), but sometimes the Mercenary needs to rewire a door or the Alien Mystic needs to use ship scanners. There are plenty of ways to build in skills, but I preferred how Dave Arneson apparently handled skill checks. Have the PCs roll 1-5 d6 and compare it to their relevant stat, plus half their level, _if_ their experience ought to help them. This way the stats don't have to get upgraded every time the PC levels up, but you also get to say that the characters get better at certain things thanks to their experience.

So that is every non-combat check covered, as far as I'm concerned. Either the PC can Just Do Stuff, or its looking for hidden doors or hiding in shadows, or it's something related to Int or Dex or whatever stat. Obviously it's OSR stuff, so if the player is banging every floor tile with a 3.048 meter carbon-fiber stick, they'll find the pressure sensitive traps or illusionary floors without any roll. But I like having some arbitrate system when things aren't that clear.

Speaking of Kevin Crawford's stuff, in addition to using some sector generating rules and some faction stuff from Stars Without Number, I've been using the add-on rules for Stellar Heroes to make one PC games work. It was for a one-shot, and allowed the PC to get through that entire built-in scenario without too much difficulty. The rules may be a bit on the cinematic action-hero side of things, but I can attest that it's easy for the PC to take on too much very quickly. Death can still come swiftly - as it should in these games, especially at low level.

(At the same time, one character in a Fighter-type class, with decent gear and tactics, can take out small squads of opponents. I'd imagine that becoming a plot point - surely military leaders would notice super soldiers in their backyards. It might be a little too on the nose, but I imagine it could lead to some interesting sessions. Militaries might want to hire the PC, or vivisect her to find what makes her simply better than anyone else. It's like Emily Blunt's character from Edge of Tomorrow.)

When running solo, I used Scarlet Heroes, and had fun with the dungeon and urban adventures it can generate. It's not for everyone, but it's a great way to learn a system or experiment with adding on random blogpost stuff, without having to corral players into a game that may or may not suck.

I also ran some Stars Without Number games solo, using Scarlet Heroes, but it's not a system that requires any customization. It's very good as well, I just wish it had a built-in 'Jedi Knight' class like White Star. There's also something awesome about creating your own brew of the White Box game.

It's not something people are clamoring for, but I am going to work out a way to play Dungeon Crawl Classics' funnel adventure solo. That system is too awesome, and it's been sitting on my shelf too long. I'll run through Frozen in Time and see how it goes, so I can see how that scenario can play out for actual, live humans this coming Thursday.

Monday, August 31, 2015

EVIL GANG OF ELEVEN: Blades in the Dark Actual Play 8/29/2015

I believe +Andrew Shields mentioned players feeling fatigued by rules changes in his last AP; I know my wife protested new skills and rules when I converted everyone to the Gencon rules, and I get it, not everyone nerds out about rules. (But whyyyyy not.)

I think my solution is just to constantly pull new people into RPGs, so last Saturday I ran the starting scenario for two friends, after a nice steak and potatoes dinner.

The Crew

  • Etheline 'True Blue' Booker, a former lightening-oil merchant turned Leech.
  • Carlos 'The Cutter' Penalton, an underworld killer grown into a proper Hound.
Etheline had lovers as her vice. Her parents had died young, and her best friend Jul (a blood dealer) had gotten her into this way of living; lovers made her feel less alone, for a while. Carlos was into weird things, all he'd tell was that 'it involves shellfish.' His father thieved around the docks of Duskwall, always into small-time shit that would never let him stop working. Carlos, naturally, aimed higher. He trusted Etheline as much as he had to, which drew semi-joking protest from Etheline's player, as these players are engaged in real life.

Their crew, the Evil Gang of Eleven, was known for being strange. Strangely honest, as it turned out. The players put lots of dots in different skills - they rarely had more than one dot in anything, but their resistances were quite good, especially in Prowess.

They started out talking to Baz, or being threatened by him. The Evil Gang, not quite living up to their name, just wanted to be left alone, to stay out of the gang war. Baz made it increasingly clear this would not be allowed, staring into his whiskey snifter and flatly delivering promises of retribution if they stayed in the district.

So, they had their first flashback, with True Blue making a portable, crossbow-type device that would track Baz within the room, fire remotely, and kill him. The wireless ran off little shards of the same ghost embedded in the devices. The crew had a workshop and fine gear in their lair, so, why the hell not. It's not my job to keep Baz alive, and she took 2 stress to roll, hit the roll with a 6, so, the device was in the room. They kindly let Baz know, and that they were leaving. 

"It'll be interesting to hear your plans to get out of my headquarters alive." Baz droned. They Wrecked the door to his office to trap him in, and I started a hidden 5-clock for 'Baz Escapes' - I told them I was creating the clock, I just didn't tell them the size. Didn't want them to know when he'd escape. I wanted to see if they'd mis-time this remote murdering device. 

The Wrecking wasn't without consequence, which was noise and attracting attention.

"So who in the Lampblacks is your best friend, who are you closest to?" I asked.

That turned out to be a fellow named Steve, who came down the corridor asking about the noise. Etheline tried to Consort/Sway him (same skill rating in both), telling Steve exactly what happened and that they meant no hard feelings (remote kill-device aside), they just wanted to leave. Strangely honest. They weren't picking sides, they were leaving. She flubbed the roll, and Steve began to think they'd killed Baz, which Carlos didn't try to contradict. Steve fled, firing a gun in the floor to attract his fellows.

A 4-segment clock started up, 'Lampblacks arrive in force,' and the two debated whether to just kill Baz. They decided to do so - I should note, they were aware of some Red Sashes job around this, but hadn't taken that, truly wanting to stay neutral. They just figured with Baz dead, the Lampblacks would be thrown into disarray, and wouldn't come after them. So, they triggered the device, Baz died, and they resolved to rob his office, like proper scoundrels. 

I asked about where they were, and Carlos' player filled me in: on the 3rd floor of a building, with a nearby fire escape leading down to street level. First floor was a bar, second, a gambling den, and the third was garrisons and Lampblack offices. Shite oil lamps everywhere, befouling the air, because Lampblacks. Baz' office window was a short climb from the fire escape, and True Blue made it over safely thanks to climbing gear, though she took longer than she wanted. By now the Lampblacks were 1 tick from arriving in force. 

True Blue passed Carlos the Cutter several bottles of grain alcohol 'whiskey,' which were turned to molotovs. She went to work on a safe in the office, failing to get it open. The Lampblacks' thugs arrived, Steve at the front, and Carlos lobbed fire at them and shot into them. The Lampblacks fired back, but the Hound's resistance roll was high and he dodged cleanly into cover. A devil's bargain meant the fire would spread.

Etheline cracked the safe, finding 4 coin in jewels and a ledger written in some cipher. Smoke from the fire crept in and threatened to wound her, but her Leech's Fortitude soaked that damage. Carlos shot down the remaining Lampblack squad, though he could hear more tramping up through the smoke. The two booked it, Prowling past the sentries checking fire escapes and other routes out of the building. 

So, for downtime, Carlos overindulged his vice, leading to an extra entanglement roll. Etheline repaired her armor (Fortitude) and began a long-term clock to unlock the ledger cipher. I put it at a 4-clock, and she began to tinker together something to programatically crack this (and only this) cipher. Sadly, not a Turing Machine. Carlos worked to reduce heat on the crew - I forgot to ask how, sadly.

The entanglements rolled were interesting: one only applied to crews with a gang, so they dodged a bullet, but the other was that a rival gang which had reason had come to cause problems, and the crew could pay them off or deal with it. They resolved to deal, so the next session will start with more antagonistic Lampblacks, probably remembering how the Evil Gang of Eleven killed off Steve.

Consequences:

  • Steve is dead
  • Baz is dead
  • Lampblacks start a 4-clock, 'Recover from Baz' assassination'
  • Some small faction of the Lampblacks is already going after the crew