BitD The Emporium Crew (Smugglers)


Jake stares at his hands again. Hal’s hands. Killer’s hands. Hands that push a small cart down Hyde Street in NightMarket. "Sweets! Emporium Humbugs! Sweets! HallowMallows!”

Hal parks the cart under a lamp on Peacher Square where the well-to-dos stroll about and sample the savouries, sweets and performers of NightMarket. “Get 'em here! Goldfingers! Iced Verettas!!" He watches silently, sullenly at the milling crowd, jugglers and pick-pockets scampering about like fleas on an old dog.

An Officer out with his wife arm-in-arm watching their two small children. His jacket is pressed and clean, his moustache neat, hair combed. How they smile and gawk at the hawkers, laughing. Their faces seem so clean.

“You there!” Hal looks up and sees the Officer approaching him, a Captain. So young to be a Captain.

“How much are these toffees?”

Hal casts his eyes down, suddenly awkward. “These Sir? Emporium’s best. Only a farthing, or six for a penny Sir.”

“I’ll take a dozen for these ravenous recruits.” He can hear the man’s smile.

“Aye Sir, very good Sir.”

His gloves seem so white as he hands the brown bag over. His larger hands seem almost black by comparison. They shake slightly.

Footsteps retreat and sink into the crowd but Hal does not notice. He stares at his hands. A breeze stirs and brings with it all the livening of senses. Smell, then sounds and sight as if he was once blind and now can see. Jake draws in a sharp breath and looks up for a second. He turns the cart about. Three shillings-worth was not enough but he is finished for the night. The Lady awaits and then, maybe, a long drink.

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Wrapping Up the Corpse Thief Score - The Payoff and Acquisition of more Arcane Sh&t:

  • The Emporium Crew meets Nessa (of the Greycloaks) to collect their payment for delivering the ‘inerts’ to Charterhall. They meet at the Cat’s Cradle and Nessa invites the crew to their Lair in order to look over the arcane sh&t that they acquired when they were Bluecoats.
  • The Greycloaks are based in the old Bluecoat station house which was burnt down. They still live in the ruins and the basement. A bandaged Greycloak (clearly burnt from the fires) guards the door. Inside they are welcomed as friends and Nessa takes them to the area where the arcane and weird were impounded. Hal fails to charm Nessa with his gruff personality.
  • Nessa knows that what she has is worth more than 2 Coin but she’s willing to sell the following for 2 Coin as a sign of goodwill. Besides, she doesn’t want to give the Spirit Wardens an excuse to come here.
    – Four Spirit Jars - one of them occupied by a ghost, the other three currently unused.
    – A large black disc about the size of a dinner plate which is about three inches thick. She thinks it’s a bone from a leviathan. It is carved with a strange circular pattern with rays cutting through it. It’s quite heavy - it weighs about 6kg.
    – Arcane trinkets which would probably sell for 2 Coin (but are worthless to her)
    – A small bag of what appears to be ghost drugs (ie: someone’s essence)
    – A small wooden box with the name Avrathi on it. (it looks like lost property which was never returned)
    – A handful of banned books (which were never turned in for destruction)
    – The crew makes the trade and Hal spots a Spirit Warden outfit which is outside the impound area. Nessa agrees to sell it to the Emporium Crew for 1 Coin and says that she’ll remember that they have it.

Wrapping Up the Corpse Thief Score - Downtime and the Candy Store:

  • The Crew have starting Heat of 7.
  • Leander works in the Emporium Shop in order to Reduce Heat. He succeeds (with a 5 → -2 Heat) and reduces the Crew Heat to 5. Assume that he is also procuring the ingredients at good prices based on input from Veretta.
  • Hal also works in the business, acquiring a handcart and selling the sweets that they are making. He also succeeds (with a 4 → -2 Heat) and reduces the Crew Heat to 3. See Hal’s interlude.
  • Veretta acquires assets by Studying all of the best recipes to make. He succeeds (with a 6) and gets ‘Improved Effect’.
  • Bas also acquires assets by refining the recipes and making the candy addictive. He succeeds (with a 6) and gets ‘Improved Effect’.
  • The Crew’s new Heat is 3, but further reduced to 2 because they have the special ability ‘Just Passing Through’.
  • When they run their Side Business as part of this Downtime. Three dice are rolled (thanks to 2 x Improved Effect) and the result is a Critical. Their first foray into selling sweets is wildly successful - they earn 4 Coin. They run out of stock and the Critical result will give them Improved Effect the next time they run their Side Business (as their customers are addicted and want more).

Synopsis - Starting the ‘Darkness in the Catacombs’ Score:

  • The Emporium crew start to gather information about the strange darkness in the catacombs beneath Charterhall.
  • Veretta goes to Charterhall University and performs a Study to find the best maps that he can of the catacombs. He succeeds with a 6 and gets some partial (but old) maps of the catacombs that give him a partial layout.
  • Bas decides to deal with the unnatural darkness. He has a theory that high voltage channelled into the severed eyeballs of the recently deceased will result in a light source which will endure. He rolls Tinker and gets a 6. This is successful however the eyeballs need to be connected to a voltage source and the organic eyeball quickly degrades. Bas decides to work on this further.
  • Leander decides to meet with the Gondoliers, hoping that they will know about the target region and also to start developing relationships with them. He attempts a Consort and succeeds (with a 6), meeting a plucky young fellow named Dart who talks a mile-a-minute. Leander meets with Eisele, their wizened leader and they talk frankly about their various needs. Eisele has no problems sharing what she knows of the region that the Emporium is interested in - the area is about 150 metres from the nearest canal but it has a reputation of being a place where people go in and don’t come out again. The Gondoliers give it a wide berth. Talking more generally about their various needs, Eisele is open to sharing some of their insights about the city and some of the occult secrets but she wants to know how the Emporium crew could be useful to her. She describes some trouble with someone who is stealing corpses from the canals, leaving the Gondoliers with more angry ghosts to deal with than usual. She also describes that some of her people have been recently roughed up by another gang. Helping with those situations would be of assistance to them.
  • Hal decides to Survey the Charterhall Catacombs and explore the limits of the unnatural darkness. He succeeds (with another 6 - the fourth in a row) and is able to find where the darkness commences and how close it is to the nearest canal. The darkness not only repels light (a light source won’t shine light across the threshold) but it also absorbs sound. Hal decides to look into the Ghost Field to see if he can look for any clues (and succeeds with yet another 6 - the fifth in a row) and he sees the trails of an occasional figure going in, but almost no one coming out. Kids on a dare. A scoundrel trying his luck. Almost no one comes out. He looks for choke points and quick escape but the unnatural vibe of the darkness creeps Hal out. He doesn’t hang around for long.

Synopsis - Session 6 - The Cargo Ship Score:

  • The crew relaxes at the Cat’s Cradle when they are interrupted by Oskar, Lord Scurlock’s nephew. Pulling Veretta inside, he tells him that his uncle has an urgent task for them which is worth 8 Coin to them. He mentions a cargo ship (which has been previously foreshadowed) that will be arriving shortly. Lord Scurlock has advised that the Spirit Wardens will stop the ship, and there will shortly be ‘a storm’. He wants the crew to recover a box which has his sign on it.
  • Despite the weather being calm, the crew takes Lord Scurlock’s warning seriously about there being a storm coming. They board the Grey Eel (their boat) and decide to head out to the lee of Blacklight Rock (seen in a previous session) in order to seek protection from the storm and approach the cargo ship as it is arriving, and before the Spirit Wardens stop it. They plan to use the Spirit Warden uniform as a disguise to bluff their way onto the ship and seize the cargo.
  • The Crew starts the Score in a Risky position. They manage to reach the protection of Blacklight Rock just as the storm hits. It is pretty rough. They have to deal with some rogue ghosts (much to Leander’s dislike) as their shelter is outside the lightning barrier. Finally the cargo ship arrives, and the storm is raging all around. The Grey Eel leaves its shelter and Leander attempts to steer their vessel alongside in order to board. They want to time it so that the cargo vessel has just crossed the lightning barrier. He succeeds with Veretta’s assistance but the consequence is to start a clock (The Real Spirit Wardens Arrive - now marked 1 of 6)
  • Pretending to be Spirit Wardens, the crew order the cargo ship to halt for inspection. Hal attempts a Command roll but fails (he gets a 3). The cargo ship obeys instructions and lowers a rope in order for the crew to climb up. Leander (dressed as a Spirit Warden) goes up first and finds a group of four heavily armed Red Sashes waiting for him. Hal climbs up next (dressed in his stolen Marine officer uniform) and is unfortunately recognised by one of the Red Sashes - she is Mercy, a former soldier who served with him - and they had a falling out (she is is Negative contact). Mercy snarls to ‘gut them and feed them to the fishes’ and the battle is on! It’s four against two (as the other two are climbing up the rope) - placing them in a Desperate position.
  • Hal draws blades and drives two of the Red Sashes back (he get a 5) but is wounded himself (Level 1 harm). As part of a Devil’s Bargain, their fight knocks down a lantern and the deck begins to burn. Leander trance powders the nearest one (Sway - 6) and they drop like a rock.
  • This gives the rest of the Crew enough time to get on deck. Veretta boards and fires his pistol at one of the Red Sashes - however the rocking of the boat throws off his aim and he is slammed into the railing, taking Level 1 harm (he got a 2 on Skirmish). Quickly sizing up the situation, Bas throws a fire oil grenade (and takes a devil’s bargain that there is explosive stuff on deck) to give a tactical advantage to the group - he succeeds with a 6 and blasts one of the Red Sashes over the side. The poor fellow is on fire as he is catapulted into the sea. The fire on the deck of the cargo ship is even worse now.
  • Hal bullrushes through the flames the Red Sash who carries a bladed whip. He succeeds on his Skirmish roll (with a 6) and throws the Red Sash over the side into the sea. Meanwhile, Leander has drawn a pistol on Mercy and fires. He succeeds with a 5, but the consequence is that Mercy was throwing knives at the same time. He resists the Harm and takes no damage (it bounced off his armour). Mercy staggers away, bleeding heavily.
  • The crew heads down into the hold and quickly finds the vault. Bas opens the vault easily (with a superior Tinker roll) and Veretta locates the target box. There are other things in the vault and the crew quickly load up with some of the other boxes, except for Veretta who reminds them that they didn’t come here to rob the ship. (he is the professional one)
  • Hal looks into the ghost field using Attune (he gets a 5) and is surprised to find that there is absence of ghosts in this area. He suspects that the ghosts don’t like something down here and it gives him the creeps. (New Clock - The Unearthly Passenger - now 1 of 4)
  • Returning to the deck, the Emporium crew finds that the crew of the cargo vessel is fighting the fire. They are armed (probably tipped off by Mercy) The crew tries to get back to the Grey Eel and tries a group Prowl (which leads to a lot of Stress for Hal as 3 of the PCs fail). The Grey Eel is not where they left it - Sam (their pilot) has moved it. They move to the other side of the boat and Sam is there. Veretta lowers himself and his cargo down to the Grey Eel. Bas lowers his 2 boxes to the ship and is preparing to lower himself when they are spotted by the crew of the cargo vessel. (The Real Spirit Wardens Arrive - now marked 2 of 6)
  • A new pitched battle erupts. Hal just loses it (he’s taken a Trauma) - he drops his boxes and goes wild, cutting two of them down on his first attack. Bas decides to try a grenade of Black Lotus to paralyse them but the attempt backfires (he gets a 2 on his Wreck roll), resulting in the grenade detonating early and he is himself immobilised. He falls to the deck. (also taking a Trauma)
  • Also abandoning his looted boxes, Leander tries to calm the situation by talking some sense into the fighting groups. He succeeds (with a 5 - incrementing The Real Spirit Wardens Arrive - now marked 3 of 6), giving the two opposing groups a chance to catch their breath and back off. The Emporium crew splits. Leander and Hal hurriedly lower Bas onto the Grey Eel and they make their escape with the prize and three boxes looted from the hold. They hurriedly make their way back to shore with the storm raging around them. Hal sways slightly in the rain, his knees on the deck, hands clasped together and eyes shut tight, praying for salvation. Looking back, Veretta sees a ‘creature’ glaring after them from the railings of the ship - it glows brightly in the ghost field but this is no ghost.

Wrapping Up the Cargo Ship Score - The Payoff:

  • Lord Scurlock pays 8 Coin for the box. Veretta sneaks a peek at it and finds that it is a glass orb in which is a small ‘storm’. (It is the Dragon Orb)
  • They have also acquired in the three boxes that they looted:
    – An ornate, runed dagger which is probably used in arcane rituals
    – A ghost key
    – A box of arcane trinkets (worth 1 Coin)

Score Results:

  • Reputation: +3 (now 7)
  • Heat: +4 (to 6)
  • Coin: +9
  • Individual XP: Veretta (4xp), Leander (3xp), Bas (5xp), Hal (8xp)

Other Downtime Actions (1 from Corpse Thief Score, 2 from Cargo Ship Score)

  • Bas - Long Term Projects x 2, Training x 1
  • Veretta - Training x 2, Reduce Heat (-2 Heat for Crew - reducing to 4)
  • Leander - Training x 1, Heat (-3 Heat for Crew - reducing to 1), Reduce Stress (-5 Stress)
  • Hal - Training x 2, Reduce Harm

And… Hal acquires the Reckless Trauma, Bas acquires the Obsessed Trauma

Next session was Saturday 31st October. I’ll do the writeup shortly… hope some folks out there are enjoying these posts and its giving some fellow scoundrels some ideas (especially the addictive candy…)

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PCs:

  • Jake “Hal” Hallow (Cutter)
  • Veretta Penderyn (Whisper)
  • Leander (Slide)
  • Sebastian “Bas” Goldfinder (Leech)

Part 1 - Interlude - Veretta

  • The storm has finally died down. The streets are covered in puddles. Things are peace and quiet, for the moment. Veretta uses the time to open the small box (marked Avrathi) and examine the globe which contains what appears to be a living eye. He makes a momentary connection to it and recoils - concerned that this is a powerful artefact that he does not yet understand.
  • Putting the ‘eyeball’ aside for safekeeping, Veretta decides to head to Charterhall University to see if he can find any clues to either the name (Avrathi) or to any ‘eyeballs’. His research takes him a long time (Study 5 is a success but it takes him a long time, and he gets only limited information). He is able to identify the name Avrathi as being of Iruvian origin but he can find no mention of it in the history books. He can find multiple references to ‘eyeball’ artefacts but nothing that tells him conclusively what it is. (This starts a Clock - Identify the Eyeball - 1 of 4)

Part 2 - Interlude - Hal

  • Hal is out selling candy. Having recently suffered a Trauma, he is largely walking around a daze, occasionally selling here and there. He has wandered into Brightstone where he is having more luck. A Bluecoat buys some candy from Hal and recognises him from the ‘old days’. His name is Messner and he remembers Hal from the Marines. Messner was Hal’s sergeant until he was demoted for a drunken incident. Messner is genuinely pleased to see Hal. He joined the Bluecoats about a year ago and talks favourably about his experiences. He tells Hal that Ortega, another one of his army buddies, also joined up. Messner suggests that they catch up that evening for a drink at a tavern called the Three Swords. Hal agrees.
  • Heading on, Hal runs across some kids who clearly can’t afford candy. They longingly look at the sweets and Hal takes pity on them to give them a few samples. However the kids use the opportunity and one of their companions robs the cart, snatching a jar of boiled lollies and running off down the street. Unable to pursue the kids without abandoning the cart, Hal gives up but the experience puts him in a foul mood.
  • Heading back to Six Towers, Hal notes a pair of Red Sashes on the other side of the street. They watch him go by. (This start a Clock - Red Sashes find Hal - 1 of 6)

Part 3 - Interlude - Veretta

  • Veretta talks to Bas about developing a Trance Powder-like substance with an antidote. He finds Bas engrossed in his current project (electrifying eyeballs to illuminate a darkened area) and unwilling to be distracted (due to his Obsessed Trauma). He curtly comments that it is a good idea and says nothing more to Veretta on the matter.
  • Disappointed, Veretta decides to visit Flint’s shop and ask what he might know about the storm-orb that was handed over to Lord Scurlock. Flint unfortunately knows nothing about it and other inquiries that he makes draw a similar blank. Veretta decides to write a letter to Lord Scurlock to request an audience. He also makes plans to visit his aunt.

Part 4 - Interlude - Leander

  • Leander is hard at work in the store. He’s organised painters for the front of the store, new shop fixtures and he’s doing his best to serve the customers that come in. A carriage pulls up outside and a well dressed couple enter the Emporium. The woman is the red-haired woman who conned him at the train station out of 1 Coin (pretending to be ‘Simmonds’.) The man with her is clearly smitten with her. She introduces Leander as ‘Mister Bigson’ to her paramour, Robert Hammersmith, and encourages Leander to tell him all about the exquisite jewellery that the resident jeweller makes. Realising that she is attempting to con this fellow, Leander plays along as ‘Mister Bigson’, telling Robert about himself and his father. Charmed by the experience, Robert begins to explore the shop and the many multi-coloured boiled lollies in their glass jars. The red-haired woman uses the opportunity to talk to Leander and gives him an envelope - she wants to check that there are ‘no hard feelings’ from their earlier encounter. Leander pleasantly tells her that he doesn’t hold a grudge but points out that she has him at a disadvantage as she clearly knows who he is, but he doesn’t know her name. She gives her name as Miss Marilyn Right, which is almost certainly a pseudonym. Leander decides to be charming and accepts this. Robert and Marilyn buy some jewellery and some sweets before returning to the carriage.
  • When they have left, Leander opens the envelope and finds a golden ticket inside. It is an invitation to a ball in Whitecrown. Leander smiles at the invitation but hides it as Nyryx enters the shopfront, parting the curtains from the back area with two cups of tea in hand. She offers one to Leander and asks if he made a sale. Leander accepts the cup and smiles happily, before acknowledging that there is now an empty spot in the display which he will need to fill with another piece.

Part 5 - Interlude - Hal

  • That evening, Hal meets with Messner and Ortega at the Three Swords tavern in Six Towers. Messner is a big, powerfully built man. Ortega is small and wiry - he is a native of the Dagger Isles. Messner apparently settled down when he got married - something that Hal finds astonishing. They talk and get very drunk as they enjoy talking about old times. (Hal rolls Consort and ends up with a double-1). As such, what happens is that Messner and Ortega seem so happy with their new job as Bluecoats that Hal starts showing interest in joining up. He is completely unaware that Hutch, one of the Greycloaks, is in the tavern and watching this exchange.
  • Finally, Messner and Ortega leave the pub in a drunken state and Hal staggers out in the direction of the Emporium. It is outside in the dark streets that he realises that the Greycloaks are waiting for him. Hutch is not alone. Nessa is also watching from the shadows, along with four others. Hutch demands to know whether these two Bluecoats are a threat to them and what he told them. Hal tells them that the two Bluecoats are old friends of his, and Hutch hisses that he should remember which side he’s on. The Greycloaks leave, and Hal gets the distinct impression that Nessa is disappointed in him. Dejectedly he makes his way home to the Keep.

Part 6 - Interlude - Veretta and Leander

  • Veretta and Leander share a drink at the Cat’s Cradle. Hal has gone off for the evening with friends, whatever that means (see Part 5 - above) and Bas refuses to be distracted from his current project (because he has a Trauma - Obsessed). Nyryx is back at the Keep (their new hidden base which is separate from the Emporium store). She is engrossed in one of the banned books that the crew recovered from the Greycloak.
  • Leander explains about his dealings with Urs Knieppson, a Skovlan Warlock who is looking for the ashes of his master. This is of interest to Veretta as normally bodies are burnt and the ashes would be of little value unless his master was someone important. Urs has advised that he is seeking an old clay urn which is hundreds of years old, implying that Urs himself is very old. Urs can sense the presence of his master’s ashes in the city of Duskwall and he believes that one of the Reconciled has it. Veretta finds it interesting that there are others like Nyryx in the city. The question is - which one of them has it?

Synopsis - The Rat Lady Score - Part 1 - Stealing the Book:

  • The next day Veretta heads back to Charterhall University. He finds that there is an unusual number of people here, including Spirit Wardens. They seem to be looking for something and the focus of their interest is the library. While minding his own business, Decker pulls Veretta aside and asks for his help, claiming that Veretta ‘owes’ him (given that he was recently interrogated by the Bluecoats). He offers a job to get a special book out of the library before the Spirit Wardens can find it. Clearly this is no ordinary book if the Spirit Wardens are here in force trying to find it. Decker appears desperate and offers 6 Coin if Veretta and his crew get the book out of the library and into the hands of someone called Serlevica, a secretive whisper of no fixed address. Decker will only tell Veretta where the book is if they accept the score.
  • Veretta accepts the score on behalf of the crew and quickly mobilises the others (Leander, Hal and Bas). Given that they know the catacombs around Charterhall University reasonably well (as they have been researching it for the ‘Darkness in the Catacombs’ score), they decide that this will be their method of exit, provided they can find an opening from the library. The plan is for Veretta and Leander to acquire the book, and they will escape through the catacombs with support from Hal and Bas.
  • Using the maps that they have already acquired and his recent knowledge of the catacombs, Hal quickly surveys the area to find the opening. (Survey - double-6 - Critical). He easily locates the site which opens into the library, and finds that the brickwork could be easily removed and replaced to cover up an escape route (perhaps it’s even been used this way before).
  • The crew start the engagement in a Risky position (rolling a 5). Following Decker’s instructions, Veretta and Leander quickly locate the book on the third floor of the library. It is a large, old tome which is locked with a key (the key is attached). In addition, the book is chained with another lock and there is no key. The book feels like it holds a spirit and it vibrates slightly when Veretta approaches it. Putting it quickly in a bag, the duo make their way down the stairs to the basement.
  • Despite the presence of Spirit Wardens who are searching and standing guard at the entrance, Veretta and Leander reach the basement without being challenged. (Group Prowl = 6, Leander pushed himself to get an extra dice) They reach the opening into the catacombs and find Hal and Bas waiting for them, just as planned.
  • Hal and Bas remove the bricks blocking the entrance, allowing their comrades to escape, and then replace them. (Wreck = 5) This is successful but they make more noise than they wished. The consequence is to start a clock - Spirit Wardens Locate the Book - 1 of 4.
  • The Emporium Crew then head to the area of unnatural darkness in the catacombs (which is in Charterhall) and they place the book about a foot inside the threshold, standing it vertically against one of the walls. Veretta confirms by looking into the ghost field that the book cannot be seen (Attune = 6) and the crew withdraws from the catacombs.
  • Out of curiosity, Leander and Veretta decide to watch the university from one of the tea rooms across the street. (Survey = 6 and hence successful). They note that Bluecoats come and go. They also spot two Spirit Wardens and the giant Hull that they have seen before. They appear to have lost the scent - the lion-masked Spirit Warden directs the others to spread out and search.

Synopsis - The Rat Lady Score - Part 2 - Finding Serlevica:

  • The next challenge is that they have to find Serlevica who apparently is ‘somewhere’ in Duskwall. Leander suggests that he talk with the Gondoliers and the crew goes along with that. They quickly meet up with Eisele, their leader, who is surprised to see Leander so soon. (She had asked him for help in the last session - someone has been stealing corpses from the canals, leaving the Gondoliers with more angry ghosts to deal with than usual. And some of her people have been recently roughed up by another gang.) Leander says that he hasn’t made progress with either but he wants to introduce the rest of the Emporium Crew and ask for their help in locating Serlevica. (Consort = 6) Eisele is willing to help but she reminds Leander that she would appreciate some assistance in return.
  • Eisele says that Serlevica moves around a lot and is difficult to track. However it is possible to get a message to her. Eisele introduces them to Syra, a young muscular-looking Gondolier with one ear-ring. Syra is exceptionally polite and invites them to follow her. She leads them a short distance down to the river, and then she starts a ritual. Drawing sigils in chalk, she summons a number of rats and whispers a message to each of them that the Emporium crew have a book for her and will await her guidance at the Emporium shop in Six Towers. The rats scurry off in different directions, each into different tunnels in Duskwall. Hal thinks this is all very strange.
  • It does not take long for Serlevica to respond. (Fortune Roll = 6). A rat just appears in the Emporium shop (from where, they do not know), and it is carrying a small message tube and a short handwritten message on a scrap of paper. It gives a location - the intersection of two streets in Charhollow.
  • Leaving Nyryx in charge of the shop, the crew collects the book from its hiding place. The book is still there (lucky!) and they decide to take the Grey Eel (their boat) to Charhallow to avoid trouble on the way. The pier that they wished to reach is already occupied (rolling 3 on Finesse) and they have to go ashore in a less friendly location, putting them in a Risky position and incrementing the clock Spirit Wardens Locate the Book - 2 of 4.
  • They reach the rendezvous point - it is busy here in Charhallow and there are many people going about their business. There are mushroom pies being sold on the street corner. The shops look busy. Everyone seems in a hurry here. The crew is early and they split up, trying to scope the place out before the meeting. (Group Survey = 5 - therefore Spirit Wardens Locate the Book - 3 of 4) They feel that they have a good understanding of the place but can’t pick out their contact yet. Then suddenly Hal flinches as a rat bites at his boot. He kicks at it and Leander suddenly makes the connection (rolling a 6). The crew look for the drains and sure enough, they find a rat nibbling at food just inside one of the drains. Hal kneels down as if to check his boot and confirms that there is someone down there. A rasping female voice questions if they have the book, and when they confirm, she tells them that it is too busy here and to head to a nearby street where it is quieter.
  • The crew find the new drain and the female voice asks for the book. Veretta passes it to her and then she is gone without even a thank-you. (We’ll deal with the payoff later but Decker will pay the crew 6 coin for this - Serlevica would confirm to Decker that she has the book via rat)

Score Results:

  • Reputation: +2 (now 9)
  • Heat: +0 (Crew still on 1 Heat)
  • Coin: +6 (which takes us to a whopping 26 Coin - hence giving 6 Coin to each of the 4 PCs and keeping 2 Coin in the Crew kitty)
  • Individual XP: Veretta (4xp), Leander (3xp), Bas (2xp), Hal (3xp)
  • Crew XP: +2 (enough to buy two new Upgrades - we chose XP Playbook and XP Resolve which means that it’s much easier to advance our characters going forward)
  • Side Business Action: 0 Coin (we made no money this time, possibly because Bas has been too Obsessed to make more addictive candy so we’re out of stock)
  • Faction Adjustments:
    • I don’t think we have any changes from this. Grey Cloaks are still at +2. Not yet +3 - need to work on that.
  • Active Clocks:
    • Red Sashes find Hal - 1 of 6
    • Identify the Eyeball - 1 of 4
    • Greycloaks Seize Six Towers - 3 of 8
    • Fiendishly Clever Plan (Babel) - 3 of 8
    • The Enemy of My Enemy Is My Friend - 1 of 8

Downtime actions are TBD… next session is planned for Wednesday 11th November.

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This interlude is a little different as I’m going to write it up in bullet-point form rather than as a screenplay, mainly because I think it’d just take too long. Also, credit where credit’s due - I’ve poached some of the description of the Centuralia Club from the Magpies Podcast - here’s the link to the Season 1, Episode 16 Transcript.

The scene is the Centuralia Club in Brightstone. Membership is exclusive and it costs 4 Coin to join. Leander has paid his dues. He is looking to move up in Duskwall society. He has registered under the pseudonym of Jirayr Greythorn.

The Centuralia Club is an opulent establishment with its own private security forces. Inside there are marble floors, marble columns that are woven with veins of gold and silver, crystal chandeliers, fine tapestry and beautiful art on the walls. All over, there are beautiful, wealthy people wearing beautiful, perfect clothing. Even though Leander is wearing fine clothes recently purchased from Dunridge & Sons, he feels out of place. He knows no one here. He has bought his way into the establishment but where to start?

Leander takes his time to wander around and take in the place. (Survey = 6) There is a music room where people listen to a performance - it’s been a long time since he heard anyone play the piano. In the dining hall there is amazing food like he’s never seen on the streets. There are strawberries here - real strawberries. Most of the nobles seem to only eat half the food on their plates before discarding them for the servants to collect. Leander samples some of the sliced apples - they are exquisite. He wonders if Nyryx would like this place. He gradually learns his way around - the first floor contains other rooms for conversation and socialising, but it also contains a games room where nobles smoke, play billiards and various games of chance.

Leander decides not to drink a glass of wine even though he is sorely tempted to. He is trying to find a way ‘in’.

At last he finds it. There is a room on the first floor - a room out of the way - where some of the nobles settle their disputes with foils or sabres. The private security guard is meant to protect the guests and prevent violence, but they turn a blind eye to matters of ‘honour’. The grey-clad guards simply make sure that the dispute does not escalate further, but duels are quickly organised and seconds arranged while a doctor stands by in case of serious injury.

Leander witnesses two young nobles settle a dispute with swords over a perceived affront. The duel draws a small crowd. One of the nobles deals the other a nasty cut on the arm and the dispute is quickly ended as the victor claims that he is ‘satisfied’. Leander decides to talk to the wounded man as he is being treated. He explains that this is his first time here and asks how this situation arose. The man introduces himself as Bartel, and he explains that he had a dispute over a matter of money with his opponent, Mehranian. He is out of pocket by 2 Coin as a result. Much to Bartel’s astonishment, Leander offers to get his money back in return for some introductions.

As such, Leander sets up the situation so as to cause offense to Mehranian’s honour sufficient to provoke a friendly duel (by attempting to befriend Mehranian’s paramour, Arlyn). This goes very well - Mehranian recognises Leander as new to the club and promises to hurt him ‘too badly’. He seems keen to do the minimum required to satisfy his honour and keep the duel as friendly as possible.

Given that Leander knows no one else at the club, he asks Bartel to suggest a second for him. They meet in the ‘quiet room’ on the first floor and the doctor on duty comments tiredly about it being unusual to see two duels in one evening.

Leander and Mehranian duel. (Finesse = 5 - hence succeed with a consequence) Leander scores a hit on Mehranian, making him bleed. Leander then makes it clear that he expects Mehranian to pay the money that he owes Bartel, which causes Mehranian to become quite angry. He knows he’s been set up. The situation now goes from Risky to Desperate.

Refusing to concede, Mehranian aims to do some serious harm to Leander. The situation is Desperate because Mehranian is a better swordsman than Leander, but he is also wounded.

They duel again. (Skirmish = 6 - success) This time Leander switches from swordplay to sword fighting and he successfully cuts Mehranian again, forcing him to concede and promise to repay Bartel. The doctor tends to him and even though Leander tries to help him, it is clear that he’s made an enemy in Mehranian. Furthermore, because Leander took a Devil’s Bargain, he has also attracted the attention of Miles Morden, the best swordsman (and duellist) in the club.

Bartel holds up his end of the bargain and introduces Leander (as Jirayr Greythorn) to some of the club members…

And that’s the end of the interlude…

2 Likes


PCs:

  • Jake “Hal” Hallow (Cutter)
  • Veretta Penderyn (Whisper)
  • Leander (Slide)
  • Sebastian “Bas” Goldfinder (Leech)

Part 1 - Interlude - Leander

  • Leander is in a good mood. He’s making inroads at the Centuralia club, he’s organised the Emporium shop, Coin is coming in. He feels like things are going well, for the time being. There is a need to hire some more help - Veretta has suggested that Leander find someone within the Cabbies who might be willing to help them look after their goats. But it’s not all rosy. Nyryx has started talking about returning to her employer (the Red Lamp in Silkshore) and hence the question of finding Urs Knieppson’s master’s ashes weighs on their minds.
  • One day Nyryx is unsettled. She wants to talk to Leander privately. It seems that one of the Reconciled, a woman named Farryn, is dead - so is Urs honouring his bargain with Leander or not? Leander decides to go to the Old Forge Tavern to find Urs. He is lucky - Urs Knieppson is there but claims to have nothing to do with it (Leander only gets a ‘3’ on his Consort roll, and Urs is evasive enough such that Leander can’t tell if he is lying or not). Urs claims to be able to sense his master’s ashes and gives Leander some guidance as to which neighbourhoods it might be in.

Part 2 - Interlude - Veretta

  • Meanwhile, back at the Emporium, Bas is working feverishly on his inventions. He is continuing to work on electrifying eyeballs, but when Veretta pushes him to produce some saleable candy, Bas shows him his newest creation: a gobstopper with a pearl-like sheen. Bas warns Veretta that this gobstopper is highly addictive, and asks if he can find someone for Bas to test it on.
  • At that very moment, Babel walks in. His carriage is parked outside. Babel is looking for Leander. Veretta thinks briefly and offers Babel the new candy. Babel thanks him kindly, tries it and quickly decides to buy a significant quantity of them. Bas lurks in the background, occasionally taking notes as Babel becomes more and more excitable as the gobstopper’s effects take hold of him. When Babel leaves, Bas smiles and tells Veretta confidently that Babel will be back for more.
  • Bas returns to his eyeball experiment, modifying electroplasmic lamps to serve as a battery source. It is literally a tank of electroplasmic fluid with eyeballs floating in it. Veretta offers to assist, suggesting lenses to help concentrate the effect. (Veretta gets a ‘2’ on his Tinker roll) The result is unsuccessful but it gives Bas some ideas to pursue. He readily agrees to produce more of the addictive gobstoppers and mumbles something about having ideas for as well.

Synopsis - The Bloodletters’ Turf Score - Part 1

  • Leander returns to the Emporium. Veretta warns Leander that Babel is looking for him. While they are talking, Hal arrives. He is bloody and sweaty. Taking a moment to calm down, he explains that the Red Sashes are on to him. They followed him, and he tried to take them on. Luckily he managed to scare them off (he rolled a ‘6’) but they almost certainly know where Hal and the Emporium crew are located. (somehow, the Active Clock “Red Sashes find Hal” has incremented significantly from 1 of 6.) Hal explains that he knows Mercy, one of the Red Sashes whom they encountered in the Cargo Ship score. (his negative contact).
  • They then talk about needing allies as they are outnumbered against the Red Sashes. Leander suggests that he talk to the Lampblacks (as he knows Baszo Bas) but Veretta suggests that they go and talk to the Greycloaks instead. They practically have an alliance already (+2 relationship) and Veretta thinks that Nessa would be willing to help.
  • Leaving Veretta and Bas behind with Nyryx to watch the shop, Leander and Hal head to the destroyed Bluecoats station house that serves as the Greycloaks’ base of operations. (Hal has a personal interest in Nessa - he likes her) They find Nessa and her crew gearing up as if they’re going to war. All of the military hardware that the Emporium crew liberated from the Imperial Navy in their first score (The Thunderchild Score), including an electroplasma-powererd gatling gun is ready for action. Nessa explains that she’s going to wipe out the Bloodletters. She hates drug-dealers and she doesn’t want them on her turf.
  • Nessa is pleasantly surprised when Leander offers to help - it further cements in her mind that they are allies. Her plan is just to lure them to a killing zone and let them have it. Leander offers to help lure them out. He explains that they’re having trouble with the Red Sashes and it would be believable if he approached the Bloodletters ‘for protection’, with payment offered in the form of saleable candy that has, he admits, some addictive properties. Nessa agrees to delay her attack until they can refine the plan.

Synopsis - The Bloodletters’ Turf Score - Part 2

  • The plan is quickly revised with Veretta’s input. Leander will guide the Bloodletters to the Emporium to test their latest confectionery products. Some of the latest products like the Emporium Eel (one of Bas’ failed(?) experiments) have nasty side-effects - with 30 minutes the victim will be running to the bathroom and be very sick.
  • Leander pays 2 Stress for a complex flashback - Bas has also found his stash of Trance powder and has been using some of it to make Trance Bears - blue jelly sweets which make the victim very sleepy.
  • As part of the setup, Leander asks the Greycloaks not to shoot him when the ambush is sprung.
  • The score will be a Deception score. The Bloodletters are Tier 2, led by Sam Scannon.
  • The engagement roll is 3D because they are well prepared and they have heavily armed allies (the Greycloaks). However the result is a ‘2’, putting the crew in a Desperate position when the action starts.
  • So what happens is that Leander is able to meet Sam Scannon, but he is suspicious because he has seen the Greycloaks interact with the Emporium crew and he suspects that the Greycloaks are gunning for his crew. Perhaps he even remembers Nessa and her hatred of drug-dealers. Anyway, he is on guard. Despite this, Leander successfully convinces Sam and his crew to visit the Emporium to try the wares (Sway = ‘4’) however the complication is twofold. Firstly, they make Leander try everything that they eat - resulting in Level 1 Harm (bellyache / 30 minutes until he gets the sh&ts). Secondly, one of the Bloodletters (Stu) gets very sick from eating too much of the candy - he doubles over in pain and needs to be helped. Leander then succeeds with a Critical (double ‘6’) on a Resolve check to shake off the effects of the Level 1 Harm. He belches and manages to conceal that he is feeling very odd. Note that Leander took a Devil’s Bargain to achieve this result, the bargain being that one of the Bloodletters would survive the ambush, no matter how well it is conducted.
  • While all of this candy eating is going on, Bas asks for the Bloodletters’ opinion and takes notes. Even when Stu has to be carried out of the place, Bas hangs around like a bad smell, asking questions as to how he feels. Stu moans in reply.
  • The Bloodletters head back to their base with Leander among them. Veretta has stayed behind in the shop to ‘lock up’. Hal is with the Greycloaks, ready to spring the ambush. Bas drifts away from Stu with his notes just before the kill zone is reached - the Bloodletters are glad to be rid of him.
  • The ambush itself is a Risky situation, but there are a lot of guns and these are military grade weapons (Tier +1). Hal prays for forgiveness for what is about to happen. Leander and the Bloodletters enter the target area and he intentionally trips (0 Stress Flashback) - this is the signal to attack.
  • The Greycloaks open fire in the street. This is run as a Group Skirmish. The result is a ‘6’ with Greater Effect. The Bloodletters are fish in a barrel. They are mown down and it is over in seconds. In the distance, the bells of Bellweather Crematorium begin to toll.
  • Nessa pauses to check that everyone from the Greycloaks and Emporium are okay. Hal winks at her (but it is a failed Consort roll) and she doesn’t react to that. Leander dusts himself off - he is surrounded by dead bodies but he is unscathed. The Greycloaks hurriedly scatter, disassembling the gatling gun and fleeing in all directions. The Emporium crew flee into the catacombs and escape before the Bluecoats can find them.
  • But there is one, lone survivor. Stu, the poor sick Bloodletter fell when the shooting started. Left for dead, he flees the scene before the Bluecoats arrive.
  • Arriving at the Keep, Nyryx asks Leander about the gunfire that she heard (an electroplasmic gatling gun makes a lot of noise) – and I think I’ll write up that as part of a Downtime Interlude

Score Results

  • Reputation: +2 (which puts us to Tier 2, Strong Hold - upgraded from Weak Hold)

  • Heat: +6 → 7 Heat, -1 for Just Passing Through (Crew Special Ability) = 6 Heat

  • Coin: 0 (but now Greycloak owe us a favour, and we have acquired Turf from the Bloodletters)

  • Individual XP: Veretta (2xp), Leander (4xp, 2 from Desperate actions), Bas (2xp), Hal (3xp)

  • Crew XP: +2

  • Side Business Action: +1 Coin (now 3 Coin in crew kitty)

  • Faction Adjustments: Relationship with Greycloaks is now +3 (Allies)

  • Active Clocks:
    – Red Sashes find Hal - 4 of 6 (they are on to him)
    – Identify the Eyeball - 1 of 4
    – Greycloaks Seize Six Towers - 6 of 8 (up 3 ticks as a result of this score)
    – Fiendishly Clever Plan (Babel) - 3 of 8
    – The Enemy of My Enemy Is My Friend - 2 of 8 (up 1 tick as a result of this score)

  • Downtime Actions
    – Leander - spends 1 action to reduce Heat (reduces from 6 → 4)
    – Hal - surveys best streets as part of efforts to reduce Heat (reduces from 4 → 3)
    – Other PC actions unspent

Part 3 - Interlude - Veretta and Leander

  • In the aftermath of the battle, Veretta and Leander talk about looking for Urs’ masters’s ashes. Veretta goes to talk to the local ghosts (Attune - ‘6’) and meets Penny, a serving girl who has seen a lot in her time. She seems pleased that Veretta is willing to talk to her (a useful contact in future!). She tells him that the Urn is powerful and often the various Cults will try to seize it from one another. Whoever has it tends to be a dominant Cult at the time.
  • Veretta and Leander go to meet Carro, one of the Reconciled. Nyryx goes with them. They meet in a small club and talk about the Urn over tea and small scones. (Consort roll = ‘5’) Carro can only give them limited information. He knows that a cult called the Forsaken Legion is growing in power and is attracting followers. He thinks that they are dangerous. He doesn’t know who killed Farryn - he assumes that Urs did. Leander asks whether any of the Reconciled have spent time in Skovland and Carro says mentions a couple who have spent time there. Unfortunately Carro doesn’t know who currently has the Urn.
  • Veretta decides to go and meet the Dean of Charterhall University - someone who he knows is an acolyte of Setarra. (Consort roll = ‘5’, with a Devil’s Bargain that the Urn is not where the PCs want it to be). The Dean knows where the urn is. He teases Veretta for a bit with the information whilst smoking a cigarette. Finally he tells him that Lord Scurlock has it in his parlour. Veretta suddenly realises that he has seen an old, antiquated urn on the mantlepiece in Scurlock’s manor place. He knows exactly what it looks like (he takes a 1 Stress Flashback to confirm this). The Dean smiles and asks that Veretta retrieve a comb made of bone from Scurlock’s manor house for ‘their mutual friend’ (a reference to Setarra). Feeling dirty, Veretta politely excuses himself and returns to the Emporium.
  • Meanwhile Leander is in the shop, serving customers. A carriage pulls up and Babel hurries inside. He is very pleased to see Leander at last. He asks if Leander will help him steal the plasmagraphs from the university, and he increases the payment by an additional 2 Coin (I think this makes it an 18 Coin score!) Leander says that Babel is a difficult man to refuse, and he promises to talk it over again with the rest of the crew. Just before Babel leaves (with more candy in two bags), Leander asks if he knows of an urn like the one he is hunting for. Babel blithely responds that Lord Scurlock has one just like it, and he continues on his merry way, humming happily.
  • Leander is in shock when Veretta returns to the Emporium and confirms that Lord Scurlock has the urn. Leander knows that Lord Scurlock is not one to mess with.
  • Hal returns with a near empty cart - apparently the new candy is selling well.
  • Leander suggests to Veretta that he has a cunning plan to deal with Urs’ request (which will be covered next session). Leander then mentions to Veretta that Babel offered even more Coin to steal the plasmagraphs back - he knows that Veretta has been opposed to the job in the past. However, this time Veretta agrees to it - he has had enough of the Dean and wants to ‘stick it to him’.

Next session is Saturday 21st November.

2 Likes


FADE IN ….

NYRYX sits bolt upright in bed as the sound of gunfire is heard in the distance. A lot of gunfire – an electroplasma-powered gatling gun makes a distinctive sound. She listens intently, rubs her eyes and leaps out of bed. The gunfire is suddenly silenced.

We see NYRYX going from one room to the next in the Keep, the Emporium Crew’s hidden base. LEANDER is not in his bed. She seems distressed by this. She goes to check the other rooms – one by one we see that none of the Emporium crew are at home.

She pauses in the dining room as she realises that she is completely alone, and then she becomes resolved. The camera remains in the dining room as she returns to her room and we hear her rummaging around and muttering curses.

Ten seconds later she is back in the dining room with a pistol and a tumble of clothing. Dumping the clothing on the end of the table, she hastily loads the pistol. She then starts tearing off her night clothing and hastily getting dressed. She keeps an eye on the front door, like she’s expecting trouble to come from that direction.

Dressed, she goes back into her room, pistol in hand and comes back with a small roll of fabric. She places it on the table and unrolls it flat on the table. There is the tinkle of metal as many gleaming blades are revealed. She chooses four and tidies the rest away.

She goes back into her room, leaving the pistol on the table. She seems to be calming down. The camera stays in the dining room. Sounds of rummaging again. She comes back with a sword and a wicked axe, and chucks both on the table. They land with a metallic clang.

She goes back into her room and comes back with a duffel bag. She hastily stuffs some clothes into it and tries to stuff the sword and wicked axe into the bag. She struggles with the axe and gives up.

Taking a deep breath, she heads to the kitchen (still holding the wicked axe) and proceeds to make a cup of tea. She pours water from an urn into the kettle and lights a gas stove.

NYRYX:
(mutters) Damn you, Lee.

The kettle boils. She pours a cup of tea. Sips at it. Looks at the wicked axe on the benchtop and sighs.

There is a click at the front door. She snatches the wicked axe and stalks out to peer around the corner.

It is VERETTA, returning home. He looks around, notes the duffel bag and the weapons on the table and walks over.

NYRYX pops her head around the corner (hiding the wicked axe).

NYRYX:
Hi. Everyone okay?

VERETTA comes over to the table.

VERETTA:
Hello Nyryx, you’re up late. Um, yes, everyone is fine.

NYRYX pops out. She still has the wicked axe in her hand. VERETTA is surprised. NYRYX sheepishly realises that she’s carrying the wicked axe and places it on the table. It sounds heavy.

NYRYX:
(quietly) Where’s Lee?

VERETTA:
I’m sure he’ll be along shortly.

NYRYX:
There was gunfire. A lot of gunfire. Was that -

VERETTA nods.

VERETTA:
Yes, that was us. But let me assure you that we were not the ones being shot at.

NYRYX:
(quickly digests this new information) So…. what happened?

VERETTA takes off his coat. He gestures to the weapons on the table.

VERETTA:
You might want to put those away before the others come home. They might ask questions.

NYRYX blinks. Comprehension dawns on her face.

NYRYX:
Right.

She hurriedly bundles the weapons (including the wicked axe) and her bag out of the room and returns to collect the pistol. She takes that to her room as well and shuts the door. It’s very clear that she’s just dumped them on her bed.

NYRYX:
Ok, so what happened? I made tea, by the way.

VERETTA:
Splendid.

They head into the kitchen. NYRYX pours tea for VERETTA.

VERETTA:
(explains) We have been having problems with the Red Sashes. I thought perhaps that the Greycloaks might be willing to help and we found that they needed some help of their own to deal with the Bloodletters. (smiles pleasantly) So if all has gone to plan, the Bloodletters won’t be a problem anymore.

NYRYX:
But if you’re here…… why are you back first?

VERETTA sips at the tea. It’s a bit hot and he blows upon it gently.

VERETTA:
Well, I was shutting up the shop after the Bloodletters had left. So I just… came home.

NYRYX frowns.

NYRYX:
So the others ambushed them…. With the Greycloaks.

VERETTA:
That’s right. They’ll be using the catacombs to get back here without being seen.

A pause.

NYRYX:
I see.

NYRYX heads back into the dining room to wait. VERETTA follows a few minutes later with his cup of tea and a slice of mushroom cake. He joins her at the table.

VERETTA:
We’ll wait together, yes?

Another pause.

VERETTA:
May I ask, how did you meet Leander?

NYRYX looks away. She clearly doesn’t want to answer.

NYRYX:
(sounds depressed) Does it really matter?

VERETTA:
Not really. I was just making small talk. It’s just that the two of you have clearly known each other for a long time. You seemed worried about him, just now.

NYRYX:
(looks down) Did I? Is it that obvious?

NYRYX clearly wants to talk but it takes her a while to find the words. At last she realises that she can confide in someone who seems to be a patient listener and there is no one else around.

NYRYX:
(heavily) I think we were in love once. But people change – (pause) I’ve changed. But so has he.

VERETTA:
(delicately) Change is …. perfectly normal.

NYRYX:
Some change is. But it’s still hard.

There is a pause, but suddenly NYRYX starts talking.

NYRYX:
I don’t think you understand, Veretta. I’m old. I’ve been around a long time. I may change my body when it does, but the ‘me’ inside doesn’t change. And when I say I’m old … (she laughs) even that doesn’t quite make sense. (she takes a breath) People age, they change as they grow older. It’s not quite the same with me – there are some parts of me which change, and some parts of me where I am …. very stuck in my ways.

She smiles sadly.

NYRYX:
Some change is very hard for me. It’s like I’m standing still and everyone around me is changing. Leander is changing…. (she tenses) and no matter how much I might want it to be otherwise, I can’t turn back the clock and somehow make it like it used to be.

VERETTA:
It seems to me that Leander cares for you.

NYRYX sips at her tea, thinking of how to answer.

NYRYX:
I know. But I can’t hold onto him. Where he is going, I can’t follow.
(sighs) And in many ways, he’s already slipped away from me.

VERETTA:
How so?

NYRYX:
He doesn’t see me as me.

VERETTA’s face shows that he doesn’t understand.

NYRYX:
I’m a ghost. I change bodies when they wear out or I have to move on. Lee won’t even touch me now that he knows I’m a ghost in someone else’s body.

VERETTA:
Ahh…. Now that’s a problem. Have you talked to him about it?

NYRYX:
No.

VERETTA says nothing. He forks a piece of cake into his mouth. He doesn’t need to tell her what she needs to do.

NYRYX:
Thanks.

VERETTA:
You’re welcome. I’m sure he’ll be along soon.

NYRYX is a little startled as if having a conversation with LEANDER on this topic frightens her.

VERETTA:
Be brave….

NYRYX chuckles.

NYRYX:
Yeah, I’m scared. Look at me – despite this weak body I’m still not afraid to take on a demon but -

VERETTA:
(alarmed) A demon?

NYRYX:
Yes, why do you think I keep the axe? Well the worst that can happen is the body dies and I need to find another one.

VERETTA looks hard at NYRYX.

VERETTA:
You’ve taken on demons before?

NYRYX:
Yes, that’s how I lost the last body.

VERETTA’s expression changes from hard to dumbfounded.

NYRYX:
(thoughtfully) Come to think of it, that could be why Lee has such a problem with this new body.

VERETTA:
I- I never knew that you had experience with demons. That could be quite … er…. useful.

NYRYX:
You know one?

VERETTA:
Sadly, yes I do.

NYRYX gives a confident grin.

NYRYX:
(a flash of cockiness) Lemme at ‘em.

VERETTA blinks. He seems to have developed newfound respect for NYRYX. NYRYX sips at her tea.

There is noise outside the door. The door is unlocked and in comes HAL, followed by LEANDER and BAS. They are on a high after their recent score. HAL and LEANDER have big grins on their faces. LEANDER’s face lights up when he sees VERETTA and NYRYX and he heads straight over. He practically bounces over.

VERETTA:
(stating the bleeding obvious, to LEANDER) You seem to have survived.

LEANDER:
(grinning, gesturing in an exaggerated fashion at his intact clothes) No bullet holes.

HAL:
He got out of the way just in time.

NYRYX:
Were you expecting to get shot?

LEANDER practically skips over to NYRYX and plants a kiss on the top of her head. NYRYX blinks in surprise. VERETTA shakes his head and chuckles.

LEANDER:
It was always a possibility. But I am fine. Perfectly fine. Absolutely fine.

BAS:
(soberly) He is not fine. He has eaten a number of my candies, including some of my latest experiments.

LEANDER:
(bouncing happily) I’m fine. No bulletholes.

VERETTA:
I think I’ll make some tea. A large pot of tea.

VERETTA gets up and heads for the kitchen. NYRYX is staring at LEANDER like he is a completely different person.

NYRYX:
(to Hal) Jake, where was Leander when the shooting started?

HAL:
Oh, he was with the Bloodletters. But he ducked. We missed him.

NYRYX swallows as she realises that LEANDER was actually with the parties being ambushed. She has made the connection but decides to say nothing.

NYRYX:
(to Bas) How long will he be like this?

BAS:
(soberly) Difficult to tell. Hours probably. He will probably feel worse in the morning. He will likely suffer withdrawal symptoms. Possibly they will be severe.

HAL:
(yawns) No tea for me. I’m going to bed.

LEANDER:
(waves happily) ‘Night!

HAL heads to his room and the door closes soundlessly. BAS is watching LEANDER. He looks tired but he is clearly also keen to observe the side effects affecting LEANDER. VERETTA comes back into the room with a pot of tea and a handful of cups.

LEANDER excitedly sits down and grabs a cup in preparation for VERETTA to pour the tea. NYRYX is watching LEANDER cautiously.

LEANDER tries to sip the hot tea and burns his lips.

LEANDER:
Ow. Hot.

LEANDER puts the cup down and spots the crumbs on VERETTA’s plate.

LEANDER:
Cake. Is there any?

LEANDER jumps to his feet and heads straight into the kitchen.
NYRYX and VERETTA look at one another.

NYRYX:
I’ll look after him.

VERETTA:
You sure? (to Bas) Bas, do you want some tea?

VERETTA looks around and finds that BAS has left the room without saying a word.

VERETTA:
(to Nyryx) Are you going to talk to him?

NYRYX:
He’s a mess. I think trying to talk to him when he’s like this would be a bad idea.

VERETTA:
He’s eaten a lot of Bas’ candy. All sorts. I wouldn’t be surprised if he’s very sick later on.

NYRYX:
(nods) I’ll take care of him.

LEANDER comes back into the dining area with a small plate. He is already munching on a slice of cake. VERETTA glances at him when he sits down and then sips at his tea.

LEANDER:
(to Nyryx) You’re up late. I thought you’d be in bed.

NYRYX:
The gunfire woke me up.

LEANDER:
(sheepishly) Sorry, I didn’t think of that.

LEANDER is definitely not himself. He fidgets. His attention span is poor.

NYRYX:
Lee, you’re not yourself. I’m going to take care of you tonight. Do you understand me?

LEANDER:
Yep. That’s great. (pause as he eats cake, then tries to cram it down so he can speak again) I really feel really quite peculiar, Nyr. My heart is pounding and … I’m having trouble just sitting here.

VERETTA:
Have some more tea. No wait… I’ll get some water to cool it down.

LEANDER:
(meekly) Thanks Veretta. (then to Nyryx) You don’t need to look after me, Nyr. I’ll be okay.

NYRYX ignores him. VERETTA comes back into the dining room with a jug of water and pours a little into LEANDER’s cup. LEANDER picks it up. His hands are shaking slightly. He drinks it.

VERETTA:
Well, now we know what our candies are doing to the rest of Duskwall…

LEANDER:
(shaking a little) No, not these ones. These were some of Bas’ specials.

LEANDER shudders and drinks some more tea.

LEANDER:
I suppose I could always take some Trance Powder and try to sleep it off.

VERETTA:
I wouldn’t suggest that. It might make you feel even worse.

Pause.

NYRYX:
Veretta, he’s not going to be in any shape to open up the shop in the morning and I want to stay with him. Can you take care of it please?

VERETTA:
Of course.

VERETTA gauges that he should go to bed and leave the two of them alone. He gets to his feet and takes his cup to the kitchen.

VERETTA:
Anything you need…. before I turn in?

LEANDER:
Thanks Veretta. (he starts shivering) All good here.

VERETTA looks to NYRYX and then leaves the kitchen area. NYRYX and LEANDER are left alone at the kitchen table.

LEANDER:
Thanks Nyr, for staying with me. I don’t …. feel that great.

NYRYX:
It’s no problem. Are you okay to sit here or -?

LEANDER:
I’m okay. Thanks. (he is still shivering)

NYRYX:
Are you cold?

LEANDER:
Not really. But I feel really strange.

NYRYX goes around to the other side of the table and sits beside LEANDER. She takes his hand firmly. LEANDER’s shaking increases.

LEANDER:
I’m really sorry.

NYRYX:
What for?

LEANDER:
Being a burden. Waking you up in the middle of the night. Taking you for granted. Everything really….

NYRYX:
You’re just being silly, Lee.

LEANDER:
(brokenly) That’s me, silly Lee.

NYRYX:
(laughs) You are really not yourself. Don’t worry, I’m here.

LEANDER gives her hand a squeeze and then suddenly leans over and kisses her on the side of the head. The look on NYRYX’s face says that this is what she wanted, but then she knows that LEANDER is not in his right state of mind. She looks suddenly a little sad.

FADE OUT ….

2 Likes

Session 9 - The Plasmagraph Score

PCs:

  • Jake “Hal” Hallow (Cutter)
  • Veretta Penderyn (Whisper)
  • Leander (Slide)
  • Sebastian “Bas” Goldfinder (Leech)

Since last time

  • With the destruction of the Bloodletters, the Greycloaks and the Emporium have almost total control of Six Towers. However, murdering them in the streets of Six Towers with stolen military grade hardware has brought down a huge amount of Heat. The Bluecoats patrol the streets in force. A new ‘incorruptible’ Inspector (Severin) has been assigned to the district to get to the bottom of things. The Red Sashes are keeping their distance even though they know where Hal is.
  • Most of the Heat has fallen on the Greycloaks. They are in trouble.

Part 1 - Relaxing at the Cat’s Cradle

  • Three days have passed since the destruction of the Bloodletters. Jake, Bas and Veretta relax at their favourite tavern, talking quietly amongst themselves. Leander is still suffering a little from the effects of the experimental candy - he is too sick to join. He can work, but he is going through withdrawal symptoms and he alternates from being hyper and feeling very low indeed. Nyryx decides to stay behind at the Keep to keep him company.
  • The conversation between Bas and Veretta centres on Babel’s job offer to steal the plasmagraphs from Charterhall University for a massive 18 Coin. Veretta wants to ‘stick it to’ the Dean and has decided that he wants to do it. Bas is afraid to lose his job if they get caught. He needs access to corpses and a laboratory to continue his research. A failed score would jeopardise this. Jake seems uninterested in the conversation. He’s just happy drinking beer.
  • While they are discussing the matter, Nessa comes in. It is unusual but she has none of her fellow Greycloaks with her. She is alone. She orders a beer and sits down to join the Emporium crew. The team makes her feel welcome. She gets straight to business and thanks them for helping her out until this all blows over. At first the crew assumes that she is talking about the recent ambush but then they realise that Nessa is expecting something of them. It turns out that she had met Leander earlier in the day and discussed with him about putting some of her crew to work in the Emporium business to help them to lie low for a bit, convince the Bluecoats that they really have gone straight. Leander had agreed to this but clearly failed to pass on the message (Fortune role = 3). Nevertheless, the confusion is quickly sorted - Veretta agrees to help the Greycloaks out and Hal enthusiastically supports this.
  • The rest of the evening splits into two separate conversations. Veretta and Bas start talking about Urs Knieppson’s master’s ashes and approaching Lord Scurlock with a warning that Urs is seeking an urn in his possession. Jake and Nessa talk about dealing with the Bluecoats in Six Towers. Killing them is not the answer as more Bluecoats will be sent and things will just escalate. They need to find some way of either buying them off or reaching some sort of arrangement with them.
  • At one point Esme, the proprietor of the Cat’s Cradle, passes Veretta a business card with flowery writing on it. The name Roslyn is on it. She says that a lady wearing frilly lace and a big hat gave it to her, asking her to pass it on to them. According to the card, she procures rare antiquities. Esme shrugs it off, saying that she gets ‘all the weird ones in here’.

In the Background

  • Jake and Nessa have actually hooked up. (Consort = 5, hence success but there is a consequence, detailed below) Nessa is at the point where she finally feels in control of things and not under constant siege. The Greycloaks are currently taking a lot of Heat but she knows she has the support of the Emporium crew to get through this. She can’t personally work in the Emporium business - no Bluecoat would ever believe that - but she has ensured that her people will survive, and she’s very close to total control of Six Towers (Greycloaks Seize Six Towers - 6 of 8). Jake got her attention when she was feeling pretty good about things and her guard was down. She won’t fratinise with members of her own crew, but Jake is an ally so he’s okay. So Jake makes a play for her, it turns out that she likes candy and they hit it off.
  • The consequence to this is that Jake is totally smitten by her and will back the Greycloaks in matters where their interests are threatened. Hence this will have consequences in the future as the Greycloaks ultimately go after Lord Strangford.
  • Jake wants to impress Nessa and he talks to Leander and Nyryx about it. They make suggestions for grooming and dressing, even offering to put in a few Coin to help. Jake makes a fine impression with Nessa.
  • It also means that Jake is now often in a hurry to go and sell his candy, because as soon as he’s done, he likes to catch up with Nessa - who is lying low until the Bluecoats back off.

Part 2 - Visiting Lord Scurlock

  • Back at the Keep, Bas and Veretta catch up with Leander and Nyryx and talk about what to do about Urs Knieppson. Veretta was hoping to talk to his aunt (Lady Penderyn) but she is unavailable for a few days and they cannot wait any longer. They decide that Bas and Veretta will meet with Lord Scurlock. Leander will stay away so that he can answer truthfully (if asked) that he has not warned Lord Scurlock that Urs is after the urn. Nyryx also declines to meet Lord Scurlock - she implies that she has met him before and that it was not a pleasant encounter. Hal is not part of the conversation - he was left chatting with Nessa at the Cat’s Cradle.
  • A message is sent to Lord Scurlock and a meeting is promptly agreed. Bas and Veretta arrive at the dilapidated manor house and are greeted by Oskar. Oskar says that his ‘uncle’ will be with them shortly. Unfortunately, Lord Scurlock is not punctual (Fortune roll = 2). He makes them wait more than two hours before he finally turns up. He seems to glide into the room as he moves and he sits down in a chair in front of a fireplace that has no fire. The urn that Urs has been seeking is on a shelf above the empty fireplace.
  • Bas is introduced. Lord Scurlock listens. A same of the candy is offered and Lord Scurlock simply passes it to Oskar, seeming showing no interest in it. (To engage with Lord Scurlock (whom the crew has a +1 relationship with), Veretta rolled Consort and got a ‘3’ - not great but it was a Controlled position) Veretta then talks about Urs Knieppson and how he has been targeting the Reconciled because he believes that one of them has an urn containing Urs’ master’s ashes. Lord Scurlock shows no interest in these matters. He says that he has heard of Urs. He makes no attempt to confirm whether the urn that he has is what Urs is after or not. He just evades the questions and seems disappointed and uninterested.
  • Now in a Risky situation, Veretta then asks about a bone comb that he believes is in Lord Scurlock’s possession. Again, Veretta fails a Consort check and Lord Scurlock seems irritated. He moves to leave and Veretta asks if there is anything that he could provide in exchange. Lord Scurlock pauses at this and says that he will think on this. Lord Scurlock then leaves.
  • Bas feels that the meeting did not go well but Veretta points out that it achieved the objective of warning Lord Scurlock that Urs might be coming for the urn.

Part 3 - Leander and Urs Knieppson

  • The crew discusses the conversation with Lord Scurlock and then Leander decides to seek out Urs Knieppson at the Old Forge Tavern. Again he goes alone.
  • He has to wait a while, and ends up playing cards with three Scovlanders and losing some money (Finesse roll = 2), but finally he meets Urs Knieppson again. This time, Urs seems pleased to see him and is even more pleased when Leander explains that they have located the urn of Urs’ master’s ashes at Lord Scurlock’s estate. (Consort roll = 6) Leander explains that they have visually confirmed where it is and he details where exactly in Scurlock’s estate it can be found. Urs muses that he wishes that Leander could have taken it but agrees that taking the urn was not part of the bargain that was struck. Urs shakes Leander’s hand with a meaty fist and promises not to hunt the Reconciled further. They part on good terms. (this ends the plotline where Urs is hunting Reconciled but he now has a new target - how to deal with Lord Scurlock)
  • Leander returns to the Keep and tells Nyryx that he is almost certain that Urs will stop hunting the Reconciled as he has convinced him that Scurlock has the item of his desire. Nyryx thanks Leander. She snuggles up next to him (Fortune roll = 5) but this makes Leander very uncomfortable (he is very afraid of ghosts/spirits). The consequence of this is that Nyryx realises that she can’t stay with the Emporium Crew for much longer - she needs to return home and to Lady Tesslyn at the Red Lamp.

Part 4 - Greycloaks Undercover

  • The next day, five of the Greycloaks turn up at the Emporium store - Hutch (Nessa’s 2IC), Adric (a dark haired, swarthy fellow with quick hands), Thena (a young, wide eyed junior officer who looks like might have been only a cadet when they became the Greycloaks), Bodie (a smart-mouthed rogue) and Stavra (a big fellow who doesn’t speak much). They are happy to go to work for the Emporium crew - Nessa made it clear that she expects them to do as they are told and not talk back. The crew very quickly put them to work and start training them as to how to run a business - which is something that the Greycloaks have never had to do before.

Part 5 - Enter the Dimmer Sisters

  • The next day, Roslyn turns up at the Emporium Shop. She is dressed in fine clothes but the fashion is long out of date. She looks around for a bit and then asks to speak privately with the ‘owner’. Veretta takes her out the back into the small kitchen area where Bas is having a cup of tea. More tea is made and they talk. Roslyn explains that she represents the Dimmer Sisters. The Dimmer Sisters are well known in Duskwall for having a ‘spooky house’ that no one comes out of except for Roslyn and Irelen. The Dimmer Sisters trade in the arcane, and have a particular interest in spirits. The conversation is a very pleasant one - Roslyn is interested in rare antiquities and spirits and she has not been to the Emporium before. She would like to see their wares, including what is ‘not on the shelf’. She is looking for a ritual dagger that was stolen recently (see Cargo Ship score) which might turn up at a shop ‘like this one’. She describes the artefact in detail in case it comes to the Emporium Crew’s attention.
  • Veretta impresses Roslyn by explaining more about what the Emporium crew does. She is interested in bringing items into Duskwall which may not be looked upon kindly by the authorities of Spirit Wardens. She takes seriously their claim that they can smuggle such items into Duskwall and notes that their previous ‘providers’ failed (again a reference to the Cargo Ship score). Veretta and Bas are left with the impression that the Dimmer Sisters may have some work for them in the future, but the question is what to do with the ritual dagger that they have in their possession which is clearly something that the Dimmer Sisters are after. Veretta and Bas decide to talk it over with Leander. They count Jake out because he seems to be distracted or absent a lot of late.

Part 6 - The Spooky House

  • The crew agrees to sell the ritual dagger to the Dimmer Sisters. Leander goes to their residence in Nightmarket. Given Leander is afraid of spirits (it hasn’t been revealed why but it will come out at some point), he is the last person in the crew that wants to be there but the crew know that he has a bit of a silver tongue (good with Consort) so they ask him to go.
  • Roslyn comes out to meet him. (Consort = Critical - double 6 on three dice). The result of this exchange is that Leander and Roslyn really hit it off. The ritual dagger is exchanged for 2 Coin, the crew also gains a +1 relationship with the Dimmer Sisters (to mark the beginning of a friendly relationship). Roslyn can see Leander’s discomfort and offers him a fine piece of jewelry which will protect him from spirits. The workmanship on the piece of jewelry is quite intricate. She smiles at Leander and says that she hopes that they will see each other again soon.
  • Leander returns to the crew with the 2 Coin and he explains that he believes the Dimmer Sisters will have more work for them soon.

Part 7 - Greycloaks at Work

  • The Greycloaks prove to be loyal and competent workers. They do what they are told. They are open minded about trying new things. They start to relax a little and enjoy what it means to be ‘normal’ rather than constantly being hunted. Thena works in the shop front. The others work on distribution (like Hal) or on shop repairs. They actually seem to be enjoying themselves. Bas keeps them away from the actual manufacturing of the products.
  • During this time, Leander and Babel also catch up and he agrees to take the job of stealing the four plasmagraphs. Babel is very pleased and hugs Leander in the store.

Part 8 - Refining the Electroplasmic Eyeballs

  • Meanwhile, Bas continues to work on his project to illuminate the catacombs which are unnaturally dark. Using lenses and an improved battery source, he thinks he is ready to give it a test. He and Veretta go into the catacombs and they power it up. The result is that it temporarily negates the darkness field, revealing that there are ritual warding runes on the walls and providing a glimpse of the corridor in front of them. Clearly this darkness field has been deliberately wrought and Bas realises that if he were to proceed without some adjustment, he would disable the wards such that other sorcerers and possibly even the Spirit Wardens would detect whatever is down here. However, he also spots that there is an open pit about twenty metres down the corridor which would easily swallow the unwary intruder. Feeling that he is close to a solution, Bas decides to return to the Keep to make further refinements.

Part 9 - Leander and Nyryx

  • Leander has realised that Roslyn is right. He should not be afraid of ghosts, especially not someone like Nyryx who means him no harm and whom he has been close to in the past. He looks over the spiritbane charm that Roslyn gave him and it gives him some confidence that he needs to talk to Nyryx about this.
  • Unfortunately his timing is poor - now that Urs is no longer hunting the reconciled, she brushes him off and says that she has other business to attend to. She leaves the Keep and heads out.
  • What Leander doesn’t know (because this is off-camera) is that Nyryx returns to see Lady Tesslyn (of the Red Lamp). Tesslyn is a member of the Circle of Flame and knows very well what Nyryx is and what she is capable of. Tesslyn has a job for her to take care of… and it’s going to be a bit messy. (So far, the Crew have not directly encountered the Circle of Flame… but they have been around the periphery of what is going on there)

Part 10 - The Plasmagraph Score

  • The crew have accepted Babel’s proposition to steal 4 Plasmagraphs held by Charterhall University. It’s worth 18 Coin to them - a huge amount of money.
  • Hal and Leander decide to investigate an escape route via the catacombs’ entrance to the library. Their Group Prowl results in a 4, with the result that they confirm that the route from the library into the catacombs is still accessible and could be used again, but the plasmagraphs are not in the library itself and it would be Risky to move the plasmagraphs from other buildings into the library and out via the catacombs. However, there is work being done at the library (renovations) that might help conceal them. (Fortune roll = 6)
  • Veretta uses his knowledge of Charterhall University to locate where the plasmagraphs are currently held (Study = 6). He finds reference to them being in the Sparkwright Tower which is relatively close to the waterway.
  • Hence the plan changes from using the entrance into the catacombs to using the Spirit Warden uniform that they acquired from the Greycloaks to bluff their way in and simply impound the plasmagraphs. Bas decides to make another Spirit Warden uniform - it’s good but won’t pass close inspection (Tinker = 4). Leander forges papers which authorise them to impound the plasmagraphs (Finesse = 6). Hal also suggests that they bring their Greycloak allies along for a bit of extra muscle (the Spirit Wardens often travel with military ‘extras’) - Nessa agrees to this with a laugh. They are not even expecting a cut - this is just part of their alliance.
  • Hence the plan is Deception. An engagement roll results in a 6 (on three dice) - the crew starts in a Controlled position.
  • Leander is dressed as a Spirit Warden. He confronts the local guards who are on duty and waves his authorisation to impound the plasmagraphs. (Sway = 5, hence success with a consequence) The guards admit the Spirit Wardens and their military escort. It’s the middle of the night, and the Spirit Wardens are known to just turn up at any time. However, the consequence is that the guards feel that they have to notify someone senior at the university and one scuttles off. Hence start a clock - University Authorities arrive - 1 of 6.
  • Unfortunately, the plasmagraphs are not all in the same place at Sparkwright Tower. They are spread out.
  • The crew quickly locates the first one. Bas (also dressed as a Spirit Warden) easily disables the mechanism (Tinker = Critical - double 6) and he spots some notes nearby that give him insight in terms of how the researchers are using the devices to summon or repel spirits. It looks like these devices can be tuned. He grabs the research notes and realises that they also tell him where the other devices are located within the Tower.
  • Leander escorts the first plasmagraph (now in a crate) back to the Grey Eel, which is moored in the nearby waterway. (Prowl = 5, resulting in an additional tick on the clock - University Authorities arrive - 2 of 6)
  • Bas locates the second plasmagraph but disabling this one takes more time. (Tinker = 5, resulting in an additional tick on the clock - University Authorities arrive - 3 of 6)
  • Leander escorts the second plasmagraph back to the Grey Eel. (Prowl = 2, resulting in 2 additional ticks on the clock - University Authorities arrive - 5 of 6). Clearly the guards are getting nervous/suspicious, and puts them in a Risky Situation.
  • Bas finds the third plasmagraph and easily depowers it (Tinker 6). Leander then escorts the third plasmagraph to the Grey Eel (Prowl = 6, no problems time).
  • Bas locates the last plasmagraph - the one that was damaged and has been rebuilt. It takes him more time to safely rewire this before being able to depower it (Tinker = 4, resulting in an additional tick on the clock - University Authorities arrive - 6 of 6)
  • Hence the University Authorities arrive when Leander is returning to the Grey Eel with the last plasmagraph. We then made a Fortune roll to determine who shows up and got a 2 - hence the Dean of the University shows up with four other guards. The Dean knows Veretta and Bas, but Bas is currently in disguise as a Spirit Warden. The Dean is furious and demands to know why the Spirit Wardens are taking his precious equipment. Leander presents his papers but fails to convince the Dean that this is duly authorised (Sway = 3. In fact, the other players talked Leander’s player out of pushing himself or taking a Devil’s Bargain!). At this point, the situation goes from Risky to Desperate.
  • Given the amount of muscle that they have, Leander decides to swing into action. (Skirmish = 5, success with a consequence… with greater effect given the number of Greycloaks that they have with them) Leander trance-powders the Dean and the others quickly pile into the surprised guards. The Greycloaks get stuck into the action with enthusiasm and it is all over very quickly. The Dean and his associates are subdued. However, just before the Dean fades into unconsciousness, he spots Veretta with the Spirit Wardens. He comes to the mistaken conclusion that Veretta is working with the Spirit Wardens (which places a very different spin on Veretta’s relationship with the Dean and their mutual association with the demon Setarra).
  • The crew board the Grey Eel and take the plasmagraphs to the darkness area in the catacombs and then Leander goes to notify Babel that they have the cargo that he wanted.
  • Part 11 - The Aftermath of the Plasmagraph Score
  • Babel is ecstatically happy with the Emporium Crew and he pays with large bags of Coin. The Greycloaks are also happy with the opportunity to blow off some steam. Nessa doesn’t seem particularly interested in taking a cut of the Coin but she says, with a twinkle in her eye, that she might want a cut on the next one. Esme closes her bar so that the two Crews can have some discrete celebrations - the Emporium Crew pay for the quiet festivities.
  • Bas shares his observations about what Charterhall University was doing with the plasmagraphs with Veretta. He explains that the four plasmagraphs can be used to summon specific spirits, or to repel them. Hence it could be used to summon/attract specific ghosts. For what purpose, he doesn’t know…
  • While the group is celebrating, Leander heads back to the Keep to tell Nyryx. He finds the place empty and her things have been cleared out. She has left him a note to say thanks and goodbye for now. It is signed, “Love, Nyryx”. (Fortune roll = 5. If it had been a 6, she would have still been packing up. If it had been a 1-3, she would have left without leaving a note)
  • The next day, a very battered Syra (Gondolier contact) enters the Emporium. Her face is broken up on one side. She looks sadly at Leander and says that she was attacked last night by some thugs who wanted information on “Kotar”. Estelle sent her, hoping that the Emporium Crew could help …

Score Results

  • Reputation: +2
  • Heat: +3 → 6 Heat, -1 for Just Passing Through (Crew Special Ability) = 5 Heat
  • Coin: 18 (which we have to decide how to split up as we now have 24 Coin in the kitty - starting 3 Coin, +2 Coin from the Dimmer Sisters, +1 for Side Business Action, +18 Coin for the Score)
  • Individual XP: Veretta (3xp), Leander (2xp, 1 from Desperate action), Bas (3xp) Hal (1xp)
  • Crew XP: +3xp
  • Faction Adjustments: Relationship with Dimmer Sisters is now +1 (Friendly)
  • Active Clocks:
    – Red Sashes find Hal - 4 of 6 (they are on to him)
    – Identify the Eyeball - 1 of 4
    – Greycloaks Seize Six Towers - 6 of 8
    – Fiendishly Clever Plan (Babel) - 6 of 8 (up 3 ticks as a result of this score)
    – The Enemy of My Enemy Is My Friend - 2 of 8
  • Downtime Actions:
    – Hal - surveys best streets and helps Greycloaks to reduce Heat (reduces from 5 → 3)
    – Veretta - uses Finesse to continue to improve decor in shop, reducing Heat (reduces from 3 → 1)
2 Likes


CUT TO …. A DARKENED ROOM

There is no light source.

NYRYX:
(sounding very far away) Lee….

There is the sound of movement. Fumbling. The metallic sound of a switch and a small flame snaps into life. The oil lamp burns a dull glow. LEANDER is sitting upright in bed, clearly spooked. He is clutching a necklace around his neck.

After a few seconds peering around his room, he opens a drawer from a bedside table and takes out a pistol. He swings his legs out of bed. He is wearing grey-white nightgown. He is still holding the necklace.

LEANDER:
Is somebody there?

He feels a shiver run down his spine.

LEANDER:
Nyr, is that you?

Nothing. He puts the pistol on the bedside table and just looks at the charm around his neck that ROSLYN gave him. It gives a slight gleam in the dull light of the oil lamp. Even in the dull light, it is beautifully ornate silverwork.

He gets out of bed, takes the oil lamp in one hand and shuffles towards the door to his room. The light goes with him. He opens the door to the living room of the Keep and opens it. It is dark on the other side but he steps through.

Now in the living room, he shuffles over to the door that led to NYRYX’s room. The room is still empty, and in the same shape as when she left. His shoulders sag a little and he shuffles over to the kitchen table. Setting the light down, he sits down and unwraps a red velvet cloth that was left there. There is a piece of silver jewellery inside. It looks Iruvian – one of LEANDER’s pieces – clearly unfinished. He picks it up, looks over it. Then he puts the unfinished piece down and sighs audibly. LEANDER closes his eyes. They remain closed for a few seconds …. The camera pans back a little.

FLASHBACK TO …. THE CATACOMBS BENEATH DUSKWALL

Two figures holding portable lanterns splash their way through ankle-high inky-black water. They are in a hurry.

The camera focusses on LEANDER – but he is younger here by a number of years. There is a teenaged girl following closely behind him, clearly from the Dagger Isles based on her eyes and complexion. This is NYRYX in her previous body. Both are dressed for adventure.

NYRYX:
Are you sure you know where you’re going?

LEANDER:
(cheerily) Trust me. This is a short-cut…. I think.

The two friends head down another corridor which is slightly above the water line. Only a trickle of water runs down here. As the lights bob along, they seem to get fractionally dimmer in the darkness, as if the gloom is trying to swallow them.

They slow down. The corridor opens up into a larger chamber. There is a ladder on the other side, and a lot of refuse on the floor.

NYRYX:
Lee, I don’t like this.

Her breath is visible. It’s suddenly much colder here.

LEANDER:
(pointing to the ladder) There’s the exit, see? Let’s go …

LEANDER start walking slowly across the chamber, NYRYX following close behind. It’s pretty obvious that there are multiple corpses amongst all of the debris on the floor. There is movement – a handful of rats scurry away.

It’s very quiet here. Abnormally quiet. Their breath is clearly visible.

NYRYX:
There’s something else here. Spirits maybe.

NYRYX takes a moment to attune to the ghost field. Her eyes become piercing. Her pupils suddenly very small indeed.

NYRYX:
(guardedly) Lee, don’t move. There are ghosts in here.

LEANDER freezes.

LEANDER:
(softly) Where are they?

NYRYX:
There are many of them. In front and behind.

Suddenly both oil lamps go out. They are snuffed out as if by a jet of chilled wind. The chamber is plunged into darkness…. LEANDER can’t see his hand in front of his face.

CUT BACK TO THE DINING ROOM IN THE KEEP

LEANDER opens his eyes and shudders slightly. He picks up the unfinished pieces of jewellery and looks sadly at them….

The camera pans back…. and we fade to black……

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A red glow below his eyelids.

A warmth radiating on his bare chest.

Jake wakes from his dream, like something from a deep memory, now fast receding.

He yawns and turns. Nessa lays next to him. She stirs, and stretches her muscles, all power. He looks at her for a moment before sliding out of the bed. He can’t quite believe it.

Dropping an Emporium gobstopper on his pillow, he heads out. A nod to Hutch on the way out. Hutch leans on the cart where Jake left it last night. No Hal, where Hal has left it for the last few nights. Again he shakes his head, not quite believing himself. If this keeps going he’ll have to tell Nessa his real name, he’ll want to, if that is her real name anyway.

Hal hits the streets in search of something to eat and eventually a stop at the Emporium to figure out the routes with the rest of the Greycloaks. Something different in the air he thinks to himself. The ash tastes odd. Must the factory fire from last night. Wandering and musing on that last night, he wanders across to Nightmarket.

Something tastes odd alright, and he half turns to taste the air again, in time to notice the tail and the flash of red before he got jumped. Suddenly tensing, and suddenly Hal again, he reaches for his blades, ears straining for a gunshot. The shot never comes and he ducks around a corner up the narrow Trollway, a dilapidated street from the old town. He sidesteps into an alleyway and waits. Four Red Sashes turn into the alley and start to fan out, blades drawn. A heavy bile rises in Hal washing away the taste of the ash and all memory of warmth on his skin. He bullrushes them, slicing two upside before rounding on the third with a kick. A wild cry erupts from him as he carves back and forth, something in his eyes and turn of mouth frightens the red-sashes and they falter, giving Hal the moment to recover himself and dash down the alleyway and swing into a busier street…Hal doubles back a couple of times but they don’t follow. Hal wanders down the streets towards Six Towers and the Emporium.

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Contacts map after Session 9

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Other contacts after Session 9

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Session 10 - Preparation for the ‘Umbra Hunters’ Score:

PCs:

  • Jake “Hal” Hallow (Cutter)
  • Veretta Penderyn (Whisper)
  • Leander (Slide)
  • Sebastian “Bas” Goldfinder (Leech)

Since last time

  • Bas has been working on both his ‘Ghostbuster’ and the ‘Electrified Eyeball’ projects. His feverish efforts have resulted in a breakthrough and he completes both projects (Tinker roll - critical - double 6).
  • To bask in his success, Bas decides to head to the flophouse to indulge in his vice of Cheap Women. He has a wonderful time, but talks too much to the ladies. (This results in +2 Heat for the crew)

Part 1 - Syra’s Tale

  • Syra is a young, muscular member of the Gondoliers. Her face is mashed on one side and her ear-ring has been torn off. Estelle asked her to ask the Emporium Crew for help. The Red Sashes and the Lampblacks wanted money for protection but weren’t interested in finding out who is behind it. She asks for Leander but agrees to talk with Veretta and Bas in the back room. (Veretta makes a Consort roll - 5, but there are limits to what she knows; Bas uses Tinker to try to give her some further medical attention but he applies ointment only suitable for dead bodies. With a 3, it burns her) Syra is able to explain where the Gondoliers have been attacked. It has happened many times in the last 5-6 weeks. It seems to be the same 4-5 person crew each time. Each time they want information on ‘Kotar’, whatever that is. They aren’t wearing anything that would mark them as part of a known group like the Red Sashes. Hal arrives, back from selling his candy, and listens to her story.
  • Hal decides to escort Syra to Charterhall to the site of the previous night’s attack. There he peers into the ghost field, looking for clues as to what happened. (He rolls Attune and gets a Critical success) As such, he gets a very good look at Syra’s assailants. They appear to be an organised crew with military training. Even though they are dressed in civilian garb, their clothes look like they’ve been modified from what were once uniforms. They all have distinctive brass buttons which Hal would recognise if he saw again. Looking carefully, he realises that he knows one of them - Orlan Dalmer - once a sniper in the Imperial Military.
  • To thank Syra for her help, Hal decides to take her to Sawtooth, his friendly physicker. Sawtooth makes some comments about the burns that Bas inflicted, but he helps her as a favour to Hal.

Part 2 - Truth Telling Candy (Bas)

  • Bas gets an idea. He decides to begin working on a type of Truth Telling candy.

Part 3 - Researching Kotar (Veretta)

  • Veretta searches the library at Charterhall University (Study - 2) and fails to find any reference of Kotar. There is no mention at all. This strikes him as being most unusual, as if someone has purposefully removed all references.
  • He goes for a quiet walk along the canals of Duskwall to see where the attacks occurred and look for any ghosts that witnessed the events. (Attune = 6) He is successful and finds a ghost named Ted who has seen more than one of the attacks. Ted looks like he was a homeless man when he was alive. He tells Veretta that the assailants were the same on each occasion. Each time they asked about Kotar, and they severely beat and even tortured the Gondoliers to tell them what they knew - which was nothing. Ted thought that their leader was behaving like a military officer.

Part 4 - Meeting the Dimmer Sisters (Leander)

  • Leander returned to the Emporium shortly after Hal headed out with Syra and he received a backbrief. Feeling guilty about not helping the Gondoliers sooner, Leander asks for advice from the others as to what he should do next. Veretta suggests that he talk to the Dimmer Sisters to find out more about Kotar - if Kotar is something arcane, then they may well know what it or he is.
  • As such, when Veretta heads out to Charterhall University, Leander goes to the Dimmer Sisters’ residence in Nightmarket. There, he meets Roslyn again. She is very pleased to see Leander again so soon (last time Leander got a Critical success on his roll to Consort with her). He invites her to have tea with him and she happily agrees. The conversion turns to Kotar (Consort = 5, hence success with a consequence) and she tells him a little of what she knows. She knows that Kotar existed pre-cataclysm, and he was either a sorcerer or a demon. He left behind some sort of legacy but she isn’t willing to say more (consequence is Limited Information). He thanks her and they part on friendly terms. There is certainly a connection between them, but Leander feels a bit bad that he likes her. He knows that the Dimmer Sisters would certainly love to acquire Nyryx’s spirit and Nyryx would be disappointed that he seems to like Roslyn.

Part 5 - A Reckless Plan (Hal, Leander and Bas)

  • Hal decides that the best way to find the assailants is to publicise that they ‘have Kotar’. He decides to set up a stall in Barrowcleft and loudly declare that they have Kotar for sale. Bas provides some new candy which can be marked as ‘Kotar’ (which is laced with a mild laxative). Leander and Veretta don’t think this will work but Leander goes along to support, just in case the Gondoliers’ attackers do show up. Hal talks to the Greycloaks for some additional support and Hutch agrees to come along and add some additional muscle.
  • However, the plan is a bust. No one turns up. (Hal rolled a Sway of ‘2’ - the word just doesn’t get out there) However, they do sell some ‘Kotar’ candy to small children - which of course makes them a little sick.
  • The crew return to the Emporium. Veretta is not surprised that the plan didn’t work. Leander mentions that Roslyn may know more about Kotar but she was unwilling to say before.

Part 6 - Seducing Roslyn (Leander)

  • Leander returns to the Dimmer Sisters and meets Roslyn once more. She is delighted when Leander says that they spend more time together (Sway = 5, hence success with a consequence. It’s Sway this time because he’s trying to get information out of her). They have a lovely time at the theatre and then dinner afterwards. Roslyn is smitten with Leander and they end up in bed together. Roslyn tells Leander to be careful looking for Kotar’s legacy. She says that Kotar left three powerful artefacts - an Eye, a Hand, and a Heart. She warns him that there is a group of antiquarians called the Circle of Flame who covet these items. She won’t say more about the membership of the Circle of Flame except to say that they are made up of ‘powerful people’. While they are in bed together, Roslyn asks Leander about himself and why he is so afraid of ghosts. Leander tells her the truth, but in doing so reveals that he knows at least one of the Reconciled. (this is the consequence). Roslyn notes this with interest but does not push him on the matter.

Part 7 - The Eye of Kotar (Emporium Crew)

  • Leander rejoins the crew at the Keep. He explains what he learnt about Kotar - he doesn’t say how he acquired the information but the others can guess. The rest of the Emporium Crew are quite shocked by the revelation that they probably already have the Eye of Kotar, acquired from the Greycloaks in a box marked for Avrathi.
  • Veretta retrieves the Eyeball from its case and they decide to experiment to see what it does. Veretta, Bas and Hal decide to do this. Leander wants no part of ‘playing with the creepy eyeball’. The Crew connect to it via the ghost field - it clearly ‘wants’ to be used’. (Group Attune roll = 6). They succeed in making the connection and the Eyeball shows them parts of Six Towers as if they were a bird looking down on the district, zooming in and there wherever they want to focus on. This leaves them drained (4 Stress, shared out across all of them) and Bas decides that they need to have some sort of preparatory ritual before using this device again. Bas is excited by what the Eyeball can do and he becomes determined to possess it. (due to his Obsessed Trauma)

Part 8 - Visiting Aunt Penderyn (Veretta)

  • Veretta goes to visit his aunt in her manor home. She is polite in welcoming him. Veretta asks to pick up some things and she agrees. She mentions that she has recently had tea with the Iruvian ambassador (Elstera Avrathi). Hearing the name Avrathi, Veretta gets a nasty feeling. He asks a little about Kotar, noting that he had researched the name in the University library and found nothing. At this, his aunt smiles politely and asks how he became aware of Kotar. Veretta explains about the Gondoliers coming under attack and his aunt seems disappointing, commenting that the problems of the Gondoliers should be ‘beneath him’. She then changes the topic and asks about whether Veretta has found a ‘good woman’ and when he demurs, she suggests an introduction to her friend, Lady Tesslyn. Veretta tries to steer the conversation back to Kotar and his aunt puts her hand on one of the books in the sitting room library, but then declines to give it to him. Veretta distinctly gets the impression that she knows a lot about Kotar - after all, she shares the same interests in the arcane as he does.
  • When his aunt leaves the room to entertain another guest, Veretta tries to look at the book that she went to open. (Study = 1) However, he finds nothing in the book that she put her hand to - it is not clear whether his aunt was merely testing him or whether there is an obscure reference to Kotar within. Regardless, he runs out of time before she returns. She smiles when she realises that he was looking at one of her books.

Part 9 - Eyeball Acquired (Bas)

  • While Veretta is out of the Keep, Bas decides to acquire the Eye of Kotar for himself. (My Precious!!!) He then proceeds to explore rituals to use the Eye without incurring the amount of fatigue and backlash that they experienced before. (Attune = Critical - double 6). As such, he is very successful in his efforts.

Part 10 - At the Centuralia Club (Leander)

  • Leander heads to the Centuralia Club to blow off some steam and forget about both Roslyn and Nyryx. He is also trying to make connections in order to help the Emporium Crew to expand their operations (ie: move to Tier 3) This is run as a Score. The initial engagement roll is a 5, putting him in a Risky position. He finds Bartel (Consort = 5) and is introduced to others in the club. He gives the cover story that he has come into a sum of money and is interested in making some acquisitions. The consequence to this is that he attracts attention. With a Fortune roll of 3, it’s Bad. Miles Morden, the Centuralia Club’s best swordsman, decides to pay attention to Jirayr Greythorn (Leander’s alias).
  • Meanwhile, Leander is being charming, getting to know people. (Sway = 6) He is very successful in doing this and makes the acquaintance of a number of nobles and ladies. He is successful in attracting the attention of one rich and eligible young lady (Fortune roll = 5). She is quite charmed by Leander, but she claims to be ‘unavailable, for the time being’. She teases him by refusing to give him her real name and instead uses an alias, however this attracts the enmity of two of her suitors. (This is the Devil’s Bargain)
  • Wondering who the Mystery Lady might be, Leander is introduced formally to Miles Morden. (Consort = 6) The conversation is very pleasant - Morden is a very charming individual but he has a burning desire to test himself with the blade against Leander. He promises not to do serious harm to Leander and Leander finds it difficult to refuse a test of skill.
  • In the back room with Bartel as his second, Morden and Leander duel. This is a Controlled situation because Morden is not trying to hurt Leander, just prove to himself that he is better than Leander is. The battle is fought with Finesse, and the best that Leander can hope for is Limited Effect because Morden is the better swordsman. (Finesse = 4, hence success with a consequence) The two duel for a while - Morden seems comfortable that Leander is not skilled enough to get through his guard, and the duel finishes amicably with Morden thanking Leander for being a ‘good sport’. Morden then tells Leander that he has been watching him, and that the two suitors of Lady Ardemis will probably try something after he leaves the club (given that the security within the Centuralia club will prevent them doing anything on the premises).
  • Walking home from Brightstone, the two suitors jump Leander. Despite Morden’s warning, Leander is ambushed. (Skirmish = 3) He is wrestled to the ground and the two of them attempt to beat him. (Level 2 harm, marking armour to reduce to Level 1, then resisted the consequence to reduce to Level 0 harm at the cost of 2 Stress). Leander managed to throw one of them off and he draws his sword-cane. With practised skill, Leander runs one of them through without killing them (Finesse = 6), leaving them stunned and bleeding badly on the street. Leander stands over the shocked fellow. (Fortune roll = 6) Meekly, the other one gets his friend to his feet and they stagger off in search of a doctor. Leander cleans his blade on a handkerchief and continues on home to the Keep.

Part 11 - The Umbra Hunters (Hal)

  • Hal decides to hunt down the Gondoliers’ assailants by talking to people to see if they can identify the buttons and the uniform, to find out which crew Orlan currently hangs out with. He tries the Greycloaks and then his contacts, Messner and Ortega, from the Bluecoats. (Hunt = 6, success). As such, Messner and Ortega can tell Hal that the buttons are part of the uniform of the Umbra Hunters, a gang who were formerly Imperial soldiers. Messner explains that the gang no longer exists. One of them, a fellow named Harvey Brogan sold them out - many were killed, some went to prison. Supposedly a bunch of them are out there somewhere. Messner knows the gang well enough to know the names of those who are unaccounted for - Orlan, Lark, Slade, Broaker and ‘Captain’ Caspian. Hal asks what happened to Harvey Brogan and Messner explains that someone bankrolled him and he’s doing very well for himself. He owns the Centuralia Club in Brightstone. Hal blinks. He thanks Messner and heads back to tell the others.
  • Leander listens to Hal’s news with interest. He’s been to the Centuralia Club many times but hasn’t met Harvey Brogan yet. He can confirm that the missing Umbra Hunters are working at the Centuralia Club - he’s met most of the guards and they know who he is (well, his alias anyway). The crew takes this information in - there seem to be a lot of connections being made. Veretta also shares that he thinks his Aunt knows something about this - she’s probably involved in some way.
  • Veretta asks if Leander knows ‘Lady Tesslyn’ - he hands him the business card that Lady Penderyn gave him. Leander looks at the card and confirms that Lady Tesslyn owns the Red Lamp, the brothel where Nyryx works. Veretta sighs at the thought that there might be another connection there that isn’t so innocent. Veretta shrugs and says that his Aunt will know if he doesn’t go to meet Lady Tesslyn. Leander offers to go with him.

Next session is planned for 9th December 2020

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Session 11 - ‘Umbra Hunters’ Score and Part 1 of ‘Babel’s Fiendishly Clever Plan’ Score

PCs:

  • Jake “Hal” Hallow (Cutter)
  • Veretta Penderyn (Whisper)
  • Leander (Slide)
  • Sebastian “Bas” Goldfinder (Leech)

This session carried straight on from the previous one (no downtime in between) as the Emporium Crew pursues the Umbra Hunters who have been attacking the Gondoliers.

Part 1 - The First Ambush

  • There are four Umbra Hunters who have been roughing up the Gondoliers - ‘Captain’ Caspian, Orlan (whom Hal knows), Lark, and Slade. Hal goes to work stalking them (Hunt = 5, hence success with a consequence, and he took a Devil’s Bargain). He is able to follow them however they don’t leave the Centuralia Club individually. They leave in pairs - Caspian and Lark; Orlan and Slade. The first pair leaves work two hours before the second pair. Furthermore in his pursuit Hal strays into Red Sashes territory and attracts their attention (they don’t like him very much - and word gets back to Mercy, who holds a grudge against him).
  • The Emporium Crew decide to ambush Caspian and Lark. Hal and Leander will assault them directly, with Veretta and Bas providing flanking support. They have Heavy Load. The Engagement Roll is 2D and results in a 4, placing the crew in an Risky position. The Emporium Crew is able to find a good place for an ambush where the route is right by the canal (and hence there is nowhere to run), however Caspian and Lark are professionals and they are alert.
  • Hal leads the attack with Leander following close behind him. Caspian and Lark draw steel. Caspian also draws a pistol and fires upon Hal at point blank range (Caspian is an experienced soldier and he acts before Hal/Leander). Caspian inflicts Level 3 Harm on Hal. Hal marks armour and then makes a Prowess roll (6), reducing the Harm to Level 1 (Flesh Wound). So the gunshot doesn’t stop Hal. Hal then makes a Group Skirmish roll (Critical - double 6). Hal smashes into Caspian and takes him out with two powerful blows. Leander trance-powders Lark. Veretta and Bas pile onto Lark, rendering him unconscious.
  • Hal then pays 1 stress for a Flashback, to have pre-arranged to have their boat, the Grey Eel, stationed in the canal. They then load the two unconscious Umbra Hunters into the boat and slip away before the Bluecoats can investigate the gunshot.

Part 2 - The Interrogation

  • Veretta decides to find a place in the catacombs (off the canals) to interrogate the two captured Umbra Hunters. He uses Survey and fails miserably (with a 3). As such, he thinks he finds a good spot, but there is a consequence (which will be revealed soon).
  • The crew rouse Lark first. Hal wants to beat the hell out of him (and he has to be restrained). Leander tries persuasion and he is successful (Sway = 6, but only gets limited information because that’s all he knows). Lark simply knows that they were told that the Gondoliers have information about Kotar and they were told to get it from them. They figure that Griggs (the Gondoliers’ chief Whisper) is holding out on them but if they break enough bones that he’ll eventually cough up. Lark knows that there are three artefacts of Kotar, and the Gondoliers probably know about one of them. An Eye, he thinks.
  • During this interrogation, the consequence of Veretta’s failed survey becomes clear. There are ghosts of small children and babies in these tunnels. Three of them have crept hungrily up behind Hal. One of them tries to take a bite out of Hal’s leg and does Level 2 Harm (Drained) to him. With a yell, Hal shrugs off the Harm (he made a Resolve check with a Critical success) and he actually kicks the babies out of the way. This is the first time that Hal has used his Ghost Fighter ability - he can actually hurt ghosts with physical attacks. One of the babies hits a wall, falls to the floor and cries ectoplasmic tears. The baby’s cries draw more ghost children - there seem to be a lot of them here. They watch from a distance, lonely and hungry.
  • Leander trance-powders Lark again. Bas uses his ghostbuster invention to zap Caspian awake. Leander goes to work to convince Caspian to tell him what he knows (Sway = 5, hence success with a consequence). Caspian repeats the same things that Lark says but mentions that the Hand of Kotar is supposedly lost in the Deathlands, and the Heart of Kotar is somewhere in Duskwall - somewhere ‘nobody’ knows. The consequence is that most ghost babies join the throng - now two ticks on the Clock - “Ghosts in Numbers” - 2 of 6.
  • Feeling that Caspian is holding out on them, Veretta decides to try a different approach and offers to feed Lark to the ghosts. He uses an Attune roll to persuade the ghosts to come close and ‘have a bite’ (Attune = 6 - success). He also insinuates that once the ghosts have ‘eaten’ Lark that he’ll feed Caspian to them too. Caspian relents and tells them what he knows. He doesn’t know much more but he is able to tell them more about the Circle of Flame, the masters behind the Centuralia Club who want the artefacts of Kotar. Caspian knows that the Circle of Flame has seven members and he knows three of them: Harvale Brogan (the owner of the Centuralia Club), Estera Alvrathi (the Iruvian Ambassador) and Lady Tesslyn (the proprietor of the Red Lamp). Veretta is surprised by the last name. Leander thanks Caspian and trance-powders him.
  • The conversation then turns to what to do with these two Umbra Hunters. The crew decide to go after the other pair and ‘remove them’. Leander heads down to the canal, summons one of the Gondoliers and tells him to take their two captives to Estelle with the information that this is half the crew that have been preying on them. (Consort = 6) The Gondolier happily does this for Leander and poles away with Caspian and Lark onboard.

Part 3 - The Second Ambush

  • The Emporium Crew then turn their attention to the other two Umbra Hunters who will be finishing their shift at the Centuralia Club shortly. They figure that this pair won’t be as tough as Caspian’s pair. They quickly arrange an ambush. The Engagement Roll is 3D and they get a 5, hence again they are in a Risky position. Orlan and Slade are just as cautious as the other two were - but it doesn’t help them. The Emporium Crew launch a Group Skirmish, with Hal leading. (Hal gets another Critical - double 6) This time the fight is over in a blur. Hal socks one of them, Leander trance-powders the other and they are down before Veretta and Bas even lay a punch. Hal grins - he likes this kind of work.
  • A quick conversation is had as to whether these two should be interrogated (‘fed to the ghost babies’) and the crew decides to hand them over to the Gondoliers. Again, Leander flags down a Gondolier and he goes with the captives in order to report to Estelle.
  • The rest of the crew have to wait a little while for the Grey Eel to arrive, and then they get a lift back to the Keep.
  • Estelle is suitably impressed by the delivery of the Umbra Hunters. She tells Leander that she still doesn’t know why they think that the Gondoliers have any knowledge of Kotar. Leander believes that she is telling the truth (he has the Slide Special Ability “Like Looking into a Mirror” which means that he can tell when someone is lying).

Part 4 - Downtime from the Umbra Hunters Score

  • Reputation: +2
  • Heat: Initial 1, +2 for Bas’ bragging, 0 Heat for the Score → 3 Heat, -1 for Just Passing Through (Crew Special Ability) = 2 Heat
  • Coin: 0
  • Individual XP: Veretta (3xp), Leander (2xp), Bas (2xp) Hal (3xp)
  • Crew XP: +3xp (now earning the Ghost Passage ability)
  • Faction Adjustments: Relationship with Gondoliers is now +1 (Friendly)
  • Downtime Actions:
    – Leander - uses Finesse to offer superior customer service (and impress the clientele) in the Emporium, reducing Heat (reduces from 3 → 1)
  • Running Side Business: 1 Coin (now 4 Coin in the Emporium kitty)

Part 5 - Leander and Nyryx

  • Leaving the shop in the capable hands of Thena and Adric, Leander heads to Nyryx’s place to see if she is okay. (It’s been about a week since she left the Keep - she left a note for him) He takes some herbs from the kitchen in the Emporium and buys some eggs on the way to her place in Crow’s Foot. She lives in a small apartment above a bakery.
  • Leander buys fresh bread, climbs the stairs and knocks on the door. There is no answer at first, but eventually a muffled voice answers. Leander rolls Consort and gets a 4 (hence success, with a consequence, and greater effect because it’s Nyryx, his positive contact) Leander explains that it’s him and the door is unlocked. Inside, a tired and disheveled looking Nyryx with crazy-hair shuffles in the direction in the kitchen, then thinks better of the idea and heads back to bed.
  • Unperturbed, Leander sits down and goes through a small collection of books that Nyryx has, opens one to where he last left off and he begins to read. After an hour or so, he stretches and goes to make breakfast - eggs on toast. Normally the smell would wake her up, but she seems to be very tired (Fortune roll - 4) and he has to give her a nudge. Nyryx seems surprised that he is still there. She asks for tea and he goes to make some. By the time it is made, Nyryx has tied her hair back and made herself a little more presentable. But she still looks very tired.
  • Leander pours himself some tea and just waits for her to eat her breakfast. She chews slowly and says nothing. When the plate is empty, Leander takes it away and washes up. He asks if she would like anything else. She thinks for a bit, shrugs and thanks him for breakfast. Leander asks if she has any plans for the Festival of Doskvorn which is only a few days away. She brightens at this and says that she made sure that she has the day off. The scene closes out with the two of them smiling at one another and Leander taking Nyryx’s hand. (remember that he is pretty spooked by ghosts, and that includes possessor ghosts) But Nyryx still looks very, very tired.

Part 6 - Inspector Severin makes Inquiries

  • A few days have passed since the Emporium Crew ambushed the Umbra Hunters and delivered them to the Gondoliers. The Bluecoats continue to regularly check on the Greycloaks who are working at the Emporium. The local section commander, a portly and balding Bluecoat named Templeton seems to be intent on giving the Greycloaks a hard time.
  • Then one day Bas hears someone questioning Thena at the front counter. He is taking a break in the Emporium kitchen and hears someone pushing her over and over, asking what is ‘really’ going on. Her interrogator finds it suspicious that so many Greycloaks are working here, and they started working here about the same time that the Bloodletters were wiped out by an unknown faction using stolen Imperial Military hardware. Bas decides to give her a hand, and he meets Inspector Severin, a thin fellow who looks tired and overworked. Bas explains his role in developing the candy for the store and he assures the inspector that the former Greycloaks are being paid to do legitimate work. (Consort = 5, hence success with a consequence). Hence, Severin finds Bas most convincing. Severin clearly likes the sweets that the Emporium is selling and he believes that Bas is the sweetmaker. He accepts Bas’ explanation that the Greycloaks are employed here legitimately and leaves the shop. However, a new Clock “Severin figures out what is going on” is started - now 1 of 6. Severin is a methodical and patient investigator - he will eventually figure it out.

Part 7 - A Visit to the Red Lamp

  • Veretta decides to visit Lady Tesslyn at the Red Lamp. He asks Leander to accompany him given that Leander is familiar with the establishment and it seems that Tesslyn is one of the members of the Circle of Flame (according to Caspian). An appointment is made and they head to Silkshore and enter the Red Lamp. They are escorted up to the third floor by one of the attendants (via an elevator) and introduced to Lady Tesslyn. She is in her mid-fifties - clearly once a beauty when younger but her beauty is beginning to fade. She is richly dressed and greets them with a smile. Veretta makes a Consort roll (he gets a 5, hence success with a consequence). She is polite to both of them, but makes it clear that she agreed to meet Veretta as a favour to his aunt, not Leander. She knows of Leander (she doesn’t say how but presumably via Nyryx) and asks to meet with Veretta alone. Leander is respectful to the request and is taken back down to the ground floor.
  • Veretta doesn’t know much about the Red Lamp so he inquires about the establishment. Lady Tesslyn patiently explains that ‘companionship’ or ‘sexual services’ are made available to those who patronise the establishment. The men and women who work at the Red Lamp are clean and well looked after. They don’t open their doors to just anyone - their ‘patrons’ are individuals who appreciate discretion and are willing to pay for it. She received a letter from Lady Penderyn telling her to expect Veretta and hence she is entertaining Lady Penderyn’s nephew as a courtesy. She doesn’t seem to care if Veretta uses the Red Lamp’s services or not - she is doing this as a favour to Lady Penderyn.
  • Curious, Veretta asks more about the sort of companionship that is available and Lady Tesslyn explains that some of her workers regularly attend parties, go to the opera or theatres, or even to private residences. They don’t limit their activities to the walls of the Red Lamp, however it is harder to be discreet outside the establishment. Figuring that whatever he does will be reported back to his Aunt, Veretta decides to ask about the premises and whether there are other activities like games of chance on the premises. Veretta is quickly introduced to Patience, a young red-haired woman (whom Veretta suspects may be a student at Charterhall University). He chats away with her whilst playing cards, trying to see if there is any connection there. Veretta rolls a Consort roll (and gets a 1 - which is a failure). Patience is good at cards but when Veretta starts talking about his interest in spiritual and arcane matters, he gets the feeling that Patience is being polite but she has no real interest there - she is just doing her job. Patience lets slip that she knows someone with a similar interest and Veretta pounces on this, further ruining any connection between them. The name she gives is Lady Quellyn Dalavir - and Veretta knows Quellyn (she is one of his contacts) but they haven’t spoken in a while. After an hour or so, Veretta excuses himself and goes to look for Leander on the way out.
  • Veretta finds Leander in one of the parlours on the ground floor. He is chatting happily with Nyryx over a glass of wine. She appears relaxed and happy. Seeing Veretta, he asks if he had fun, and Veretta gives a polite smile and says that he wants to head back. Leander says that Veretta should go ahead as he has Nyryx ‘booked’ for another two hours until she finishes her shift. When Veretta has left, Nyryx says to Leander that she is amused but tells him not to make a habit of this - she is a working girl and she has regular customers. She would prefer to spend time with him outside of work hours and not mix work and pleasure.

Part 8 - Nyryx hunts the Maw of the Void

  • There is no need for Leander to walk Nyryx home after her shift. Tesslyn provides rooms to allow her workers to sleep and refresh themselves. Leander walks back to the Keep by himself. He’s realised that Nyryx genuinely loves him (a consequence of the recently acquired Slide Special Ability “Like Looking into a Mirror” which tells him that she isn’t lying) and he doesn’t know how to reconcile that with his fear of ghosts or his relationship with Roslyn.
  • Nyryx doesn’t rest after saying goodbye to Leander. Instead, she goes to work in her ‘other job’. She ends up hunting the spawn of the Forgotten God known as the Maw of the Void in the tunnels beneath Nightmarket. These spawn are humanoid in shape and wearing long dark coats but instead of faces they have only a large lamprey-like mouth with rows of needle-like teeth. Unfortunately for Nyryx she finds that there are more of them in the tunnels than she thought. We see her running through the tunnels with two in furious pursuit. Every footfall throws up a spray of ink-blank water. Then suddenly one of these lamprey-faced men leaps out from a side tunnel - she dodges and slashes, taking off both of its hands with one of her long blades. The rest of the body and the head with its serrated teeth keep coming for her but it slams into the tunnel wall with a dull thud as she keeps on going. She takes another side tunnel and her pursuers chase after her, only to find that she’s ambushed them. She beheads her first pursuer and then tries to take the second one. However the second creature has steel protection for its arms under its black coat and it blocks her short blade.
  • Nyryx executes a perfect back-kick and knocks her remaining pursuer off its feet. Moving to finish it off with her blades, she realises that there are even more creatures coming down the tunnel. At least four more of them. Too many. She takes a step backwards and turns to flee but another creature has leapt upon her - its face buried in her shoulder blade. There is a clicking sound of whirring teeth and then she lets out a scream of pain. She reverses a blade and stabs it but the creature does not let go until it rips off even more meat from her back.
  • The others are almost on her and she runs. We see her running through tunnel after tunnel - she is beginning to panic. Onward and onward. Her breathing is becoming laboured. She is losing a lot of blood.
  • Suddenly, she feels that she is in the clear. She slows down. Stops to listen. Then walks further, looking for an exit. She begins talking to herself. The blood loss is starting to affect her. Nyryx is talking to herself - or rather, the possessor ghost Nyryx is talking to her host - and they are both using the same voice. The host voice is tired and says that she doesn’t have the strength to climb to street level. Nyryx tries to encourage herself but she can tell that her body is weakening fast. The host voice is sounding scared. Nyryx keeps pushing even as the host voice becomes weaker.
  • Finally, the host voice falls silent. Nyryx swears as her body collapses.
  • Faced with a body that is bleeding to death in the tunnels under Nightmarket, Nyryx takes desperate action. She detaches from her host and her ghost form heads straight for the Emporium Crew’s residence in Six Towers.
  • Nyryx goes straight through the wall of the Keep and tries to rouse Leander. Unfortunately, Leander doesn’t wake up immediately (Fortune Roll = 4) so Nyryx decides to jump into Leander’s body and possess it. This has the desired effect and Nyryx takes control. Forcing him out of bed, he is quickly dressed and the other members of the Emporium Crew are called to action (except Hal - he isn’t home). The three of them hastily make their way to Nightmarket and are fortunate enough to find Nyryx’s body before anyone else does. Bas performs life-saving treatment (Tinker roll = 6) on Nyryx’s host’s body and they return to the Keep to make her comfortable (it’s the middle of the night and Sawtooth is too far away).
  • During this entire time, Nyryx has been puppeteering Leander’s body and Leander’s spirit has been in the background, listening. With the crisis dealt with, Leander goes to bed like everyone else. In his bed, Nyryx and Leander talk a little (both voices speaking through Leander’s host body). Nyryx is petrified that Leander will be mad with her as this is the second time that she has puppeteered him without his consent. However, Leander is more understanding this time and says that it is okay. He says that last time that it was a feeling like being smothered or drowned - but this time it’s different. It’s still confusing but it’s a little more comfortable and less overwhelming. Nyryx thanks Leander and then explains that she’ll return to her host body as she’ll need to comfort ‘Piri’ (this is the first time she’s referred to her host as Piri) in the morning.

Part 9 - The Greycloaks’ Problem

  • Hal and Nessa are together. They are increasingly comfortable around one another. While cuddled up together in bed, Hal asks about what Nessa’s next move is. (Hal has already accepted a Devil’s Bargain that whatever her next move is, Hal is onboard) Hal makes a Consort roll (and gets a 6) - hence Nessa feels that she can trust him. She tells him that they need to deal with the local Bluecoats in Six Towers and that means having some sort of arrangement with Templeton, the district commander. She explains that they won’t feel secure in Six Towers and able to move against their real target, Lord Strangford, until they have ‘secured their back’. She doesn’t expect Hal to stick with her when they go after Strangford but Hal reassures her that ‘he’s in’. She appreciates the sentiment but says that things will get tougher before they get easier. She explains that her end-goal is to avenge their expulsion and that means putting Lord Strangford ‘down’. Only when that is done is there even the possibility of getting their old lives back - to put back on ‘the blue’.
  • Hal thinks over what she has said. Nessa and the Greycloaks want to have their honour restored and be Bluecoats again. He decides to talk it over with the Emporium Crew.
  • When Hal returns to the Keep, he finds that Nyryx is resting on a couch and her shoulder is heavily bandaged. After getting more information on what has happened (and being surprised that there are monsters underneath Nightmarket), Hal talks over what he has learned from Nessa. All of the Emporium Crew is interested in helping Nessa broker some sort of truce with the local Bluecoats and Leander offers to find out more about Templeton so that he can have a productive dialog with them. Hal also mentions that the endgame for the Greycloaks is to get their old jobs back - something that seems impossible now but that’s what Nessa is after. The Crew thinks over this. They can certainly see the advantage in having the Greycloaks as the local police (given that they have a +3 relationship with them) but getting them reinstated as Bluecoats seems a long way off.

Part 10 - Nyryx, Leander, Templeton and the Ghost Passage

  • Nyryx tells Leander that she needs to return to the Red Lamp. She assures him that Lady Tesslyn will look after her as she has a doctor on retainer. Leander doesn’t understand why Lady Tesslyn would help and doesn’t understand why Nyryx was in the tunnels under Nightmarket in the first place. He makes a Consort roll (and gets a 6). She bites her lip, clearly not sure if she should confide in Leander. Taking his hand, she explains that she hunts ‘dark things’ in Duskwall - and she’s been doing this a long time. This is quite a revelation for Leander as he’s seen bumps, bruises and even cuts on her over the years but she’s always explained it away. Nyryx is often so very tired, and this also explains why that would be so.
  • She explains that Lady Tesslyn has provided her with a measure of protection and patronage for over thirty years. Lady Tesslyn knows that Nyryx is a possessor ghost and protects her where she can. She also has a lot of ‘ears’ to the ground that helps her to find her where the dangerous Cults are stirring up trouble. It was Lady Tesslyn who told her to leave the Red Lamp for her own protection when someone (Urs Knieppson) was hunting possessor ghosts.
  • Leander is a bit taken aback by this. He asks why Nyryx didn’t tell any of this before and she explains that she was afraid that Leander would try to help and get himself killed. This is her world and no matter how much blood and filth she has to deal with, she wants to keep Leander safe and protected. If Nyryx has a weak spot, Leander is it - that’s why Lady Tesslyn didn’t want to meet with him when he and Veretta were at the Red Lamp. Leander is speechless - he had no idea of any of this.
  • Nyryx decides against saying any more. She asks if Leander will help her to get to a carriage and he agrees. He sees her off.
  • Lost in his thoughts, Leander decides to distract himself and he goes to work trying to find out more about the local Bluecoat district commander. He asks Thena and Adric about what they know of Templeton, and then Hal introduces him to Ortega (of the Bluecoats). He makes a Consort roll (and gets a ‘4’, resulting in a success but limited information). The people he talks with make Templeton sound like an ordinary Bluecoat - honest when it suits him, open to bribery and reasonably comfortable in his position. Ortega thinks that Templeton pissed off someone to get his current posting - he doesn’t think it was a reward. He clearly knows more but isn’t willing to say.
  • Leander spends the evening at the Keep rather than going out for dinner (or to the Club as he often does). He talks to the rest of the crew about ghostly possession. The others know that Leander is afraid of ghosts and listen to him explain about his experiences of possession and puppeteering. All of the Emporium Crew have their own experiences with ghosts and their own ways of interacting with and avoiding possession by spirits. They encourage him to become more familiar with spirits and the ghost field so that he can better deal with these situations. Leander listens to their advice and asks for help. He does note that the last time Nyryx possessed him that it wasn’t so bad, but that was probably because it was Nyryx trying not to hurt him. He feels ‘wide open’ if an unfriendly ghost tries to possess him and he doesn’t have much faith in the spiritbane charm that Roslyn gave him (Nyryx possessed him despite it). Bas and Veretta discuss reading about a ‘Ghost Passage’ ritual which will make an individual immune to possession and also allow that individual to carry a ghost with them (in a secret compartment) within themselves if they so choose. Leander finds himself agreeing with the others that they should do this. With an encouraging smile, Veretta promises Leander that he’ll dig out the books and get to work.

Part 11 - Babel’s Fiendishly Clever Plan

  • The next day Babel leaps down from his carriage and practically bounces into the Emporium shop. He is clearly very happy and excited. He asks to speak with Leander first (but Leander is out looking for more information about Templeton) but settles for Veretta. Babel beams at Veretta and tells him that ‘The Crossing’ is tonight and he would love the Emporium Crew to come and join them given that they helped so much to make this all happen (a reference to the Plasmagraphs). In game terms, the Active Clock “Babel’s Fiendishly Clever Plan” is now 8 of 8. Taken aback and wondering what Babel is going to do with those Plasmagraphs, Veretta agrees to join them and asks for the address. Babel counters and says that he’ll send a carriage for them and mentions a time that evening.
  • Concerned, Veretta suggests that Hal tail Babel to find out where he is going. Hal makes a Hunt roll (and gets a 5). He is successful in following Hal to a block of houses in Silkshore which is quite close to the Lightning Towers (the Plasmagraphs need electroplasm to power them) but he can’t quite figure out which house Babel is in.
  • Meanwhile, Veretta leaves messages at the Emporium for the others and he heads to Charterhall University to research ‘The Crossing’. He makes a Study roll (and gets a Critical - double 6 on two dice). There are many Crossings where the veil between worlds is thin, but tonight’s conjunction is the strongest Crossing in two hundred years. Realising that there is likely to be a lot of activity this evening (and cursing that he had missed this in his previous research), he heads back to the Emporium to tell the others.
  • Veretta finds Leander working on his latest piece of jewelry back at the store. Veretta explains what has happened - Leander is only too happy to go to a party that evening but he asks if Babel performing a ritual is a good or bad thing. Veretta suggests that the Dimmer Sisters may know more and asks if Leander would talk to Roslyn. Leander was hoping to avoid Roslyn for a bit but he agrees.
  • Leander walks to the Dimmer Sisters house in Nightmarket and asks to speak with Roslyn. He makes a Consort roll (and gets a 6 - a success) Roslyn comes out to meet Leander - she can’t talk long as she is working with Irelen on preparations for this evening. She mentions that The Crossing will bring ghosts out all over the city. She’s even heard that ghost babies have been seen (Leander and the crew have already seen those). She asks if Leander would like to come with her - she’d love the company - and is a little disappointed when he says that he has another appointment. Leander says that he was recently possessed and puppeteered again - he asks how she manages to avoid this. Roslyn smiles and says that there are rituals that can be used to avoid possession and she offers to teach them to Leander. She also expresses concern that he’s been puppeteered again - this suggests to her that his defences are particularly weak to whichever ghost has been targeting him. She offers to deal with the offending ghost as a favour to him. Leander thanks her with a kiss and he suggests that they spend some time together after the Crossing. They part on good terms but Leander notes that he’s again given her information that he knows a possessor ghost and someone who has puppeteered him more than once.
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Part 12 - The Silkshore House Party

  • Babel’s carriage arrives and Veretta, Bas and Leander are taken to Silkshore. Hal is already there with a carriage full of flammable materials and demolition tools, just in case they need to destroy the building. (he did this via a Flashback)
  • The Engagement Roll is 3D but they end up with a 3, putting the crew in a Desperate situation when the action happens. (the way this impacts is not in terms of lethal consequences, but disrupting the rituals is much, much harder because of the number of people around and precautions that the Cult has taken)
  • The party is being held in a two storey manor house which is across the street from one of the lightning towers. There are lots of well dressed people on the ground floor who are enjoying themselves and looking forward to some sort of amazing spectacle. Stairs lead up to the first floor where the cult is actively working on their ritual. Babel is the life of the party. Dressed in a tuxedo, he is a jolly fellow who dashes here and there making sure that everyone is having a good time. When he sees the arrival of the Emporium Crew, he makes a beeline for Leander and gives him a mighty hug. Then he offers to show the Crew around and make introductions.
  • They do the rounds and Babel introduces them to the High Priestess Malista. She is a dour looking woman with a pale face and jet black hair - she takes one look at Bas and snorts (This is Bas’ negative contact). Pouring scorn on Bas and why he has been invited, she decides to attach herself to Veretta and offers to show him around.
  • Meanwhile, wherever Leander goes as he mingles with the crowd, Babel is only one step away. Babel seems to be extremely fond of Leander and wants to be a part of whatever Leander is doing.
  • Outside, Hal paces. He is getting twitchy. He would very much like to start burning the place down. He is pretty sure that the Plasmagraphs are on the first floor. He spots cables from the Lightning Tower to the house - they are illegally tapping into the Lightning field. Babel’s group has posted sentries to make sure that the flow of electroplasm will not be disrupted.
  • Bas sighs. Malista definitely hasn’t changed a bit. Feeling a bit awkward with so many people around him, he is surprised when a short Tycherosi woman with pointed ears and pitch black eyes comes up to talk with him. Pitch black eyes are often a demonic mark. Looking up at him, she asks if he is with Veretta. Bas starts talking with her - she thought she saw Veretta arrive but hasn’t managed to catch him yet. She introduces herself as Quellyn Dalavir, an old friend of Veretta. (she is one of Veretta’s contacts) Bas chats with her for awhile and sneakily decides to look into the Ghost Field in case she might be a demon. He makes an Attune roll (which is a ‘5’, hence success with a complication) - she is Tycherosi, not a demon. The complication comes later…
  • Veretta heads upstairs with Malista and she shows him the guarded plasmagraphs in each of four rooms marking North, South, East and West. In a central chamber there is a summoning circle and three ‘vessels’. Each vessel is a hull like the one that the Emporium Crew recovered during the Whitehollow Score. Two of the exquisite dolls are male, and one is female. Veretta asks about what they are summoning (Consort = 6) and Malista tells him that they are servants of the Shining One, who is also known as the Guardian of the Gates. She explains that this evening they will summon three of the Shining One’s heralds into purpose-made bodies. These heralds are ancient spirits who will be summoned here by the plasmagraphs. Veretta asks about this Forgotten God, the Shining One, and Malista assures him that the Shining One is one of the ‘good’ Forgotten Gods - a protector figure who defends the gates between worlds. For too long has there been evil in Duskwall, and hence they will summon three of the Shining One’s heralds to deal with the demons that are already here. According to Malista, Duskwall needs the Shining One to prevent more of the Demons from slipping through the many gates into Duskwall. She seems surprised that Babel hasn’t told him all of this before, but reassures him that the plasmagraphs will be used for a good purpose.
  • The evening is all planned out. There will be three summonings for the Heralds and then they will contact the Guardian directly. And nothing will stop them. Veretta returns to the ground floor to consider what to do next.

Part 13 - The First Summoning

  • The first summoning begins. Sparkcrafted plasmagraphs whir into life on the first floor, starting to attract spirits. The cultists on the first floor start the summoning ritual. The name of their target is “Kessick”. (During this first summoning, there are two Clocks going. One to disrupt the Ritual, the other is to complete the Ritual).
  • Meanwhile, Hal has decided to start burning the place down. He doesn’t know what is going on inside and has decided that this is the right thing to do. He starts laying down fuel and lights it. (Wreck = 5, hence the side of the building catches fire, but the ritual also progresses).
  • Hearing the chanting begin on the floor above, Leander notes the growing excitement from the crowd around him. A lot of the party-goers are also getting into the summoning, also chanting “Kessick”. Leander makes a Sway Roll to extricate himself from Babel (he gets a ‘5’, hence success with a consequence). He manages to extricate himself but the ritual progresses.
  • Meanwhile, Quellyn has found Veretta. She seems very pleased to see him again, and explains that she’s here just to see what happens. (She’s always been fascinated by the arcane). Veretta isn’t sure what to do. He tries to remember who “Kessick” is (Study roll = ‘6’) and thinks that he was briefly introduced to him as a member of the Reconciled. In life he was a warrior-priest from the pre-Cataclysm days. The textbooks describe him as being ‘methodical and ruthless’ but Veretta doesn’t remember him being like that.
  • Veretta and Quellyn make their way up the Stairs to find that it is now guarded. Veretta tries to convince the guard to let him pass given that he was with Malista before (Sway = ‘4’ - success with a consequence). The guard agrees but won’t let Quellyn through. As such, Veretta decides to stay with Quellyn.
  • The first summoning is completed. Kessick comes alive in his new form. He is disoriented and confused but he accepts robes and an escort to the top of the Stairs so that he can be seen by the partygoers on the ground floor. A cry of congratulations and welcome goes up from the throng. Veretta sees the confusion on Kessick’s face and he attempts a Consort roll (Consort = ‘3’). Kessick doesn’t seem to recognise Veretta and he seems to be very confused.

Part 14 - The Second Summoning

  • Kessick is gently guided away from the Stairs and the second summoning begins. The crowd on the ground floor quickly gets chanting the name along with the cultists on the first floor. The name of their target is “Velarum”.
  • Meanwhile, Hal is getting frustrated with the lack of progress. The side of the house is burning but it’s not burning enough to disrupt the ritual. He tries severing the flow of electroplasm with an axe (Wreck = ‘4’ - hence success with a consequence). It’s slow work. There are too many guards. It’s with dismay that he hears the sound of the fire brigade in the distance.
  • Inside, some of the crowd have realised that the outside of the building is on fire and they have sent a runner to get the fire brigade. A few of the cultists have gone to douse the flames, and the Man-Clad-In-Shadows has gone outside to investigate.
  • Veretta tries to remember what he knows of “Velarum” (His Study Roll is ‘3’). He knows the name but can’t remember details. Veretta, Bas and Quellyn wonder what to do - is it right to disrupt this ritual?
  • The second summoning is completed and a second doll is filled with the spirit of Velarum. (I rolled a Fortune roll to see if the spirit was within Velarum and got a ‘6’ - hence it worked. It was possible that Velarum’s spirit was not in range to be summoned).
  • Again, the herald of the Shining One is presented to the crowd by the priestess Malista. They applaud and cheer. Velarum seems to be just as confused and disoriented as Kessick.

Part 15 - The Third Summoning

  • With the fire brigade almost arrived and the Man-Clad-In-Shadows looking for who or what is attempting to interfere with the rituals, the third Summoning begins.
  • The cultists begin their chant.
  • This time the name is … Nyryx.
  • The crowd begins chanting her name in unison. Leander’s eyes go wide in shock and he springs into action. Suddenly he is determined to disrupt the ritual…

And that’s where we ended the session… the Active Clock “Disrupting the Ritual” is currently 3 of 6.

Next session (the season finale) will be on 21st December with the writeup shortly after. The plan is to conclude the ‘Babel’s Fiendishly Cunning Plan’ score, then deal with the Bluecoats to enable the Greycloaks to secure Six Towers as their Turf, then complete the ‘Darkness in the Catacombs’ score and if there is time, we’ll also run a ‘Christmas Special’ with the Festival of Doskvorn.

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Contacts map after Session 11

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Other contacts after Session 11

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Fun fact #1 : Yes, I’ve named Hal’s ex-military friends who are now part of the Bluecoats after John Rambo’s old squad, Baker team. (Yes, that Rambo)

Fun fact #2: Yes, I’ve turned Nyryx into this universe’s version of Buffy the Vampire Slayer, with Lady Tesslyn (of the Circle of Flame) as her ‘Watcher’. But Nyryx isn’t superstrong/supertough - if her body gets killed, she has to find another one (and that isn’t as easy as it sounds). No idea if Nyryx is going to be summoned as part of ‘Babel’s Fiendishly Clever Plan’ into one of Balthazar’s ‘wonderful dolls’ and become a Hull like Kessick or Velarum. I guess it’s possible. I think the interesting twist will be if the Emporium Crew decide to go up against the Circle of Flame (of which Lady Tesslyn is a member). It doesn’t have to play out like the Magpies Podcast where the ‘Big Bad’ is the Circle of Flame. It’s a possibility but it doesn’t have to be that way.

Fun fact #3: Yes, by summoning Kessick and Velarum into Hull-bodies, I may have just created villains for Season 2 or 3. Not sure yet. Let’s see how it plays out.

Fun fact #4: Given that Nyryx is not Buffy (no ‘in every generation there is a Slayer’), that means that could be other bad-asses out there who have centuries of demon-slaying experience. I’m not confirming or denying it, but I am suggesting that the Red Lamp is a pretty good cover business for a band of demon-hunters.

It’s late … enough fun facts for one evening.

I hope some of you out there are enjoying these write-ups. I quite enjoy writing them.

We ran the last session of ‘Season 1’ this evening. Highly entertaining- the last score of the season was a real thriller. Pretty much the entire session was set with the PCs in a Desperate situation. Either get a ‘6’ or suffer severe consequences. No one ended up with a Trauma, but everyone was wounded and ‘bad stuff’ has happened to the Emporium Crew.

Basically they’re a professional crew who are used to doing things ‘professionally’. But what happens when things don’t go their way…

And then we ran the ‘Christmas Special’ (I like Christmas Specials) - the Festival of Doskvorn (taking inspiration from the Magpies Podcast Season 1, Episode 12)

I’ll get the writeup done in the next few days.

Before Christmas… otherwise what’s the point of having a Christmas Special… :slight_smile:

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Session 12 - Part 2 of ‘Babel’s Fiendishly Clever Plan’ Score
I’m posting up Session 12 in two parts. This is the first part. The second part will be the Festival of Doskvorn (our ‘Christmas Special’ episode) to finish up our Blades in the Dark Series 1 for 2020.

PCs:

  • Jake “Hal” Hallow (Cutter)
  • Veretta Penderyn (Whisper)
  • Leander (Slide)
  • Sebastian “Bas” Goldfinder (Leech)

This session carried straight on from the previous one. There are two active clocks running:

  • “Summon the Third Herald” - currently 0 of 4
  • “Disrupt the Ritual” - currently 3 of 6.

This entire session is played as a Desperate situation, so it yielded a lot of experience points for the characters.

Part 1 - Opening Teaser

  • The session opens with the camera looking down on Duskwall from above. It is a dark city, partially obscured by patches of low wisps of cloud. The lightning towers around the city generate a steady glow. The camera pans down to focus on Silkshore, and on a building that we’ve seen before - the Red Lamp.
  • Cut to the interior and see Nyryx performing light duties as a waitress in the parlour on the ground floor. She is wearing plain clothes and waiting on guests. Her clothes conceal her shoulder injury. While serving a moustached gentleman a drink and some nibbles, her face suddenly becomes pained. She visibly pales and has to excuse herself. We watch her hurry (almost running) through a silver door that leads to the kitchen area. The camera remains in the parlour, focussed on the door.
  • Suddenly there is a mournful wail from the kitchen - an almost inhuman cry of terrible pain - and every guest in the parlour is instantly frozen by the terrible sound.
  • The camera cuts to the kitchen area. Nyryx is on the floor, half-collapsed, clutching her head. Her knuckles are white as she tears at her hair. Some of the staff stand dumbfounded as she appears to be in agony with no obvious cause. Nyryx tries to talk but it comes out as gibberish. Suddenly one of the chefs snaps to get Tesslyn - Lady Tesslyn.
  • We then cut to Lady Tesslyn, hurrying through the servants’ passages with two well dressed attendants in tow. They reach the kitchen. Nyryx is moaning on the kitchen floor. Immediately concerned, Tesslyn rushes to Nyryx’s side and tries to cradle her. Her body is rigid. Tesslyn remarks that this is no seizure - recognising some sort of arcane attack, she starts ordering an attendant that came with her to help her to the third floor because ‘the wards are stronger there’. Putting on an ‘in control’ face, she walks out into the parlour and announces to her customers that the matter is under control and she suggests ‘a round of drinks’ would be in order. She calmly leaves and returns to the kitchen. She tells the worried staff not to be concerned and to get back to work. She heads for the servants’ passageways and breaks into a run. It is obvious that she is genuinely concerned about Nyryx.

Part 2 - Disaster at the Third Summoning (Silkshore Manor House)

  • The chant in the manor house continues - the Cult of the Shining One are summoning their third herald, and her name is Nyryx. Alarmed, Leander turns to Babel and asks what is going on. He explains that he knows Nyryx - Nyryx works at the Emporium. She is dear to him. He makes a Consort roll (and gets a ‘5’ - hence success with a consequence). The result is that Babel agrees that there has to be some misunderstanding and he agrees to go with Leander to talk to Mallista (their High Priestess) - which is almost certainly going to result in failure. In addition, the clock to “Summon the Third Herald” is incremented to 1 of 4.
  • Meanwhile, Veretta is standing at the top of the stairs with Quellyn. It is guarded by two acolytes with golden facemasks whilst the ritual is going on. In the last session, the guards agreed to let Veretta through but not Quellyn. However, now the ritual has started, hence when he tries to misdirect his way through - using Quellyn as a diversion - one of the guards throws him to the floor. Level 3 Harm is reduced to Level 1 Harm but he is still down.
  • On the ground floor, Bas hears the name Nyryx being chanted and can see Leander heading towards the stairs with Babel in tow. Joining Leander on the Stairs, Bas quickly gains the understanding that Leander is intent on stopping the ritual. Babel still thinks that he can talk to people to sort this matter out but Leander stuns him by trance-powdering one the acolytes at the top of the stairs (Skirmish = 6), leaving only one of them blocking the way to the first floor.
  • At this, Bas tries to follow Leander’s lead (Skirmish = 3) but the other guard fends him off. Bas loses his footing and falls down the stairs. The disturbance also attracts Kessick (in his new lifelike hull body) and two more guards, making the way through even more difficult. Babel is allowed through and he begins to talk to Kessick about there being a misunderstanding as to the summoning of Nyryx as the third herald.
  • Meanwhile, Hal slips away from the Man-Clad-In-Shadows. He can hear the fire brigade on their way and (due to a 0 point Flashback), he is already wearing a firefighter’s uniform as part of their plan to clear the building. Seeing the amount of fire and smoke coming from the building, he figures that the people inside just need a bit of encouragement. Heading inside through the front door, he starts ordering people out (Command = 6). With the front doors open, the guests are easily able to smell the smoke and they follow his instructions. Hal sees that his friends are in trouble at the top of the stairs - he hears the name Nyryx being chanted - and he puts two-and-two together. With the guests hurriedly exiting, Hal slips past them and heads up the stairs.
  • The crew hear Mallista barking orders to her acolytes, telling them to increase the power to the plasmagraphs as ‘their target is resisting’. (In fact, Nyryx is almost catatonic in Lady Tesslyn’s office, the most heavily warded room in the Red Lamp - her body is spasming and she is shaking uncontrollably. The ritual is having a physical impact on Nyryx’s body.).
  • Seeing Leander is surrounded by guards and hearing Mallista’s instructions, Hal initiates a Group Skirmish (Skirmish = 6). The Emporium Crew immediately respond to this and they quickly subdue all of the guards at the landing with the exception of Kessick who was talking to Babel. This also gives Bas the opportunity to deploy one of his devices - the Ghostbuster - which he hopes will disrupt the spiritual energies that are being channelled here and result in disruption of the ritual.
  • Bas activates the Ghostbuster sparkwright device. (Tinker = 3, and he accepts a Devil’s Bargain that the Dean and Setarra’s Cult will show up during this score to recover the stolen plasmagraphs). As such, the result is disastrous - Bas takes Level 2 Harm (which is decreased to Level 1) as Kessick grabs Bas and throws him over the bannister, sending him crashing to the ground floor. The clock to “Summon the Third Herald” is incremented to 2 of 4.
  • Hal then decides to directly confront Kessick - he pushes himself to get Greater Effect (he has both Ghost Fighter and Not To Be Trifled With that enable him to have standard effect against this Hull - anyone else would be greatly outmatched). Unfortunately Kessick is superhumanly strong and Hal is beaten badly (Skirmish = 3), resulting in Level 3 Harm which is subsequently decreased to Level 1. (everyone is marking Armour, and being lucky on their Resistance rolls)
  • Veretta and Quellyn decide to fight past the remaining acolytes to reach one of the plasmagraph rooms whilst Hal is distracting Kessick. (Skirmish = 5, hence success with a consequence - remember this is all Desperate). Veretta and Quellyn succeed at getting away from the landing but they are confronted by another acolyte who is guarding the door to the nearest plasmagraph. The clock to “Summon the Third Herald” is incremented to 3 of 4.
  • Leander also decides to fight his way past Kessick. (Skirmish = 6) He succeeds in doing so.
  • Meanwhile, Bas has shakily gotten back to his feet and he rummages through his clothes for one of his homemade bombs. The flames from the ground floor fire are now visible inside now. He decides to create some more mayhem on the first floor and he combines the explosives that he has to create something ‘bigger’ (Tinker = 6) which he then lobs onto the first floor.
  • There is a huge explosion, incrementing the “Disrupt the Ritual” to 5 of 6. Veretta and Quellyn are lucky to be outside the blast radius. Hal is just plain lucky and he avoids the worst of it. Kessick’s clothes are set on fire. Both Leander and Babel are caught - Babel is knocked unconscious and set on fire. Leander’s cloak is set alight but he shrugs it off (Level 2 Harm reduced to Level 0).
  • Using Quellyn as a diversion, Veretta and Quellyn try to get past the guard to the plasmagraph. Unfortunately this results in Quellyn getting stabbed and as Veretta slips by and tries to make a run for the plasmagraph, he too is stabbed in the back (Skirmish = 3) and slumps to the floor.
  • This completes the clock - “Summon the Third Herald” - now 4 of 4. Nyryx is summoned.

Part 3 - The Ritual is Completed (Silkshore Manor House)

  • We cut briefly to Lady Tesslyn’s office as Nyryx shakes and convulses. We know that ghosts can affect the physical but what happens next is still shocking. Nyryx’s physical body simply explodes, showering Lady Tesslyn and an attendant in blood, bone and gore. A red mist lingers in the room. The walls and ceiling are splattered with fine droplets of blood. The occasional droplet falls from the ceiling. Piri, Nyryx’s host, is dead. The camera focuses on the utter shock on Lady Tesslyn’s face - a face now splattered with blood.
  • Leander knows none of this. He’s run into the summoning room, shaken off his burning cloak and he comes face to face with Mallista. Figuring that the fastest way to stop the ritual is to kill her (he has no time for talking), he throws a blade at her. (Skirmish = 6). Mallista looks surprised as the blade catches her in the chest. She tries to mouth something but collapses to the floor, apparently slain, before she can say another word. The other acolytes in the room stare at Leander, then look at each other. They’ve stopped chanting - the ritual is complete - and their gaze shifts to look at the female doll that is lying in the centre of the summoning circle. Did the ritual work or not? (Note - this completes the clock “Disrupt the Ritual” - 6 of 6 - the cult can’t proceed further to summon the Shining One, but they have succeeded in summoning three heralds)
  • Staggered, Veretta and Quellyn retreat back to the landing as Hal faces off against Kessick. Hal is badly battered, but he is determined to have it out with Kessick. He has drawn his ‘strange and unusual weapon’ - a massive ball and chain. (Skirmish = 6) Now normally Hulls are almost indestructible, but not against Hal. Hal basically dismembers/crushes Kessick through absolute brute force. With pieces of the Kessick-doll strewn about the first floor (which is now on fire), Hal breathes heavily.
  • Bas has gone back up the stairs - both Veretta and Quellyn seem to be in a bad situation. Leander is still in the summoning room. Bas starts asking dealing with the plasmagraphs otherwise they’ll find their way back in the hands of the Dean. Hal isn’t interested in dealing with the plasmagraphs - he tells them all that it’s time to leave before the fire brigade and the bluecoats show up. However, just as they are about to make their way down the stairs, (Fortune Roll = 1), the Man-Clad-in-Shadows is seen at the front door, blocking their exit. None of them are in any state to fight.

Part 4 - Leander and the Nyryx-doll (Silkshore Manor House)

  • The female doll (hull) rises to a crouched position and then stands. Nyryx is even more disoriented than the others when they were summoned. She seems to have trouble focussing. She speaks in one of the ancient tongues spoken in the Dagger Isles. When no one is able to answer her, she springs into action. Nyryx was (is) a powerful spirit and whisper. She is fully capable of using ghost-energies to summon things that she wants. She does a ‘Force-Pull’ and snatches a weapon from one of the acolytes and then goes to work butchering them. The acolytes attempt to defend themselves but are cut down by the naked doll, one by one.
  • Leander is horrified and pleads with her to stop. (Consort = “2” - yes, he finally utterly botches a roll) As such, she inflicts Level 3 Harm on him which he reduces to Level 2. He is still skewered by her and he staggers away before she can kill him. It’s clear that she doesn’t recognise him at all.

Part 5 - Bas and the Plasmagraphs (Silkshore Manor House)

  • Despite Hal’s protests, Bas single mindedly (his trauma is Obsessed) heads for the nearest plasmagraph. (Skirmish = 4) He battles with one of the acolytes and gets temporary control of the plasmagraph, however the consequence is that Velarum heads to investigate. In a hurry, Bas starts altering dials on the plasmagraph to overload it. This will involve pushing it past normal safe limits and could result in unforeseen consequences but he doesn’t want the Dean to recover these devices. (Tinker = 5). He successfully fuses the device, but the consequence is severe. In overloading the device, he also takes out the nearest lightning tower which protects Duskwall from ghostly and demonic attack. The lightning barrier actually collapses around Silkshore, resulting in +2 Heat for the Crew and the Spirit Wardens are on their way in a big hurry. Bas curses that he doesn’t have enough time to deal with the other three plasmagraphs.

Part 6 - Escape (Silkshore)

  • The rest of the crew are looking for another escape other than the front door. No one wants to face the Man-Clad-In-Shadows. Leander is being helped by Hal. Veretta and Quellyn are helping each other. The knife is still stuck in Veretta’s back. The surviving acolytes and cult members seem to be regrouping and figuring out their next steps given that the building is now on fire. Hal leads the way (Group Prowl = 4) - as such, they are successful in finding a way out the back, but there are major complications. There are three groups outside - the Fire Brigade (who are laying hoses to fight the fire), plus the Dean and his flunkies have arrived and are making a beeline for the house. A small contingent of Spirit Wardens and their sparkcrafters have just shown up and they immediately begin work to try to restore the lightning barrier in this part of town.
  • Veretta suggests that they make use of the chaos and talk their way out of this situation. Pretending to be a firefighter, Hal takes Leander and the others through the bluecoat cordon with the explanation that there is a dangerous cult inside the manor house and these people need medical attention (Leander’s Sway is a 5) As a result, this works but there is still a serious consequence. The Emporium crew try to recover their carriage but find that the Bluecoats have already located and impounded it. Given that their carriage is clearly labelled with the name of their shop and has been carrying flammable materials to commit arson, this looks really really bad for the crew. They get away into the night but this looks really bad.

Score Results

  • Reputation: +3
  • Heat: +6 → 7 Heat, -1 for Just Passing Through (Crew Special Ability) = 6 Heat
  • Coin: 0
  • Individual XP: Veretta (6xp, 4 from Desperate actions), Leander (7xp, 5 from Desperate actions), Bas (8xp, 5 from Desperate actions) Hal (12xp, 6 from Desperate actions)
  • Crew XP: +2xp
  • Downtime Actions:
    – A hell of a lot of Recovery actions and Indulging in Vice actions. Bas indulged too much and got cut off.
    – Leander and Veretta worked hard in the shop to reduce Heat (reduces from 6 → 1)
    – Side Business made 5 Coin (putting 9 in the kitty). They distribute 2 coin each, leaving 1 in kitty.

Part 7 - Aftermath

  • The manor house is saved but there is considerable damage to it. The surviving members of the cult got away but the University recovered three of the stolen plasmagraphs in good working order. Nothing is known of Babel’s or Mallista’s or Velarum’s or Nyryx’s whereabouts. All are presumed to have survived.
  • Veretta and Quellyn spend time together whilst recovering.
  • Veretta files a report that the Emporium carriage was stolen and the crew has no idea who stole it. He works hard to convince the local Bluecoats that they had nothing to do with what happened in Silkshore.
  • Leander’s wounds are more than physical. He can’t believe that Nyryx actually stabbed him. He hears what happened to Piri, Nyryx’s host - there are no words. He works hard in the shop and puts on a fake smile for the customers. He was looking forward to spending time with Nyryx during the Festival of Doskvorn but she seems to be gone and he doesn’t know what to do next.
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Session 12 – The Festival of Doskvorn
This is the second half of Session 12, which is our last for 2020.
I always like to run a ‘Christmas Special’ and the Festival of Doskvorn is ours. We modelled this after the Magpies Podcast’s version.

PCs:

  • Jake “Hal” Hallow (Cutter)
  • Veretta Penderyn (Whisper)
  • Leander (Slide)
  • Sebastian “Bas” Goldfinder (Leech)

Part 1 – Introduction to the Festival

  • The Festival of Doskvorn celebrates those who were born in Duskwall. It is a once a year event which feels like both Christmas and a Birthday combined. The different districts celebrate it in different ways but it is still a day which everyone celebrates. In Brightstone the nobility have lavish balls. In Barrowcleft the local farmers provide a feast for the community. In Nightmarket there is a district wide street festival where all of the shops are open, prices are discounted and there are all sorts of entertainers and carnival acts. It is normal to spend time with family, with friends.
  • We find the Emporium Crew relaxing at their local, a pub called the Cat’s Cradle. Six Towers doesn’t really have a big celebration of itself – but there are pockets. At the Cat’s Cradle, a relatively small venue, Esme is making merry. She has a present for the crew – a special bottle of Skovlander Whiskey that she noted that Hal was interested in on previous visits. The Crew thank her warmly.

Part 2 – A Lot Has Happened Since….

  • A lot has happened in the space of a week. Veretta has spent time smoothing things over with the Bluecoats for the return of their carriage. The local Bluecoats seem quite understanding of matters, as if they recognise that the Emporium Crew is growing in power and status and they would prefer to have the Crew owing them a favour in the future.
  • The entire Emporium Crew has been trying to keep busy and keep their heads down while the city investigates how one of the lightning towers was brought down. Bas makes a lot of candy. Hal, Veretta and Leander sell a lot of candy – it’s a festive time of year and the candy sells well (see previous session writeup – they earned 5 Coin from their Side Business, which is much better than the previous 2 Downtime actions)
  • Everyone has been to see Sawtooth, Hal’s friendly physicker. They were all wounded and needed a lot of attention. In particular, Leander spends a great deal of time convalescing.
  • In those evenings, Veretta and Bas conclude their research into the ghost ritual necessary to render the crew members immune to ghostly possession but also to allow the members to carry spirits safely within them (the Smugglers’ special ability “Ghost Passage” was earned recently). They perform the ritual on each of the members, including Leander. Veretta takes time to teach Leander more about the arcane world that he fears (Leander gets his first dot in Attune).
  • Occasionally in the evenings, Leander visits the Centuralia Club. He travels via carriage as he is still hurt. When at the Club, he is all business – he wants to know how the 24 Coin that the Crew invested (in getting to Tier 3) is going. It is a difficult time of year to get people to focus on completing paperwork (the festival is so close) but there is progress. Leander seems to be more accepted in the Club now. Even being recently injured makes him more accepted.
  • Bas makes some inquiries to find out what happened to Mallista and the others. There seems to be nothing in the papers about the house fire. Even failure of the lightning tower is being blamed on anarchists rather than on a cult. He assumes that they have slipped into the city’s underbelly and received medical assistance from their shadow network. He doesn’t think they are dead.
  • Leander makes a trip to Nyryx’s house. He knocks and there is no reply. He picks the lock and slips inside. She is not there. The place is undisturbed. After a while, he plucks up the courage to visit the Red Lamp to inquire after her. The staff tell him that Nyryx is dead and after some questioning, he leaves a note for Lady Tesslyn to see if he might be permitted to attend the poor girl’s funeral (ie: Piri’s funeral).
  • Every day, Veretta checks on Quellyn’s health. She is recovering quickly and suggests that they catch up at the Festival of Doskvorn. There is a strange quirky chemistry between them.

Part 3 – Doskvorn Gifts (Cat’s Cradle)

  • At their table, Hal produces some presents for the other members of the crew. He gives Veretta a small box which has the Penderyn family crest on it. Inside is a silver monocle. To Leander he gives an envelope which contains an invitation to a degustation at the Golden Plum restaurant. To Bas he gives a big, heavy jar which has a cat-like homunculus inside. Deeply touched, Bas says that he never gets presents at Doskvorn because he has no family here. The closest person that he has in the world is Eckerd (the Corpse Thief) and it isn’t in Eckerd’s nature to buy presents. He is greatly moved to receive presents.
  • Bas has presents for the others. He has ‘special candy’ which he has been making for the others. One, which he gives to Hal, will improve his virility (Hal is embarrassed but accepts – in real life, the player went beetroot red). One, which he gives to Veretta, will improve his concentration. The last he gives to Leander which he says will help calm his fears of ghosts and spirits, which he gratefully accepts.
  • Veretta also has gifts for the others. He has a selection of glasses which have the Penderyn family crest on them. He gifts one to each of the members of the crew – a beer mug for Hal, a more refined glass for Leander, and something twisted and weird for Bas.
  • It is Leander’s turn. He doesn’t have any family left and he is very grateful for the gifts. He turns out his pockets and shows a number of beautiful pieces of silver that he has crafted – some look like Skovland jewelry, and others appear to be Iruvian or from the Dagger Isles. He encourages each of the crew to take one that they like and if there are none that appeal, he will make them something else.
  • Each of the crew takes an item. Hal makes a joke and says that he doesn’t have any family either but that he prays to the Lady for each of them as if they were family.

Part 4 – The Festival in Nightmarket

  • The crew heads to Nightmarket to see the street festival. It is very busy. The streets are illuminated by tiny beads of coloured glass strung up from house to house. The shops are all open and there are street vendors everywhere. There are stalls for selling food and drink, art, jewellery, books, craft items, fortune telling, clothes. It is like market day but multiplied many times. Then there are the carnival games and entertainers. There are sparkwright displays and there is a queue lined up outside of a tent to view the ‘monsters of the deathlands’.
  • People are everywhere. Children are racing here and there, pursued by their parents. Teenagers wander here and there. Lovers walk arm in arm. Anybody with money to spend and a desire to indulge themselves is here.
  • But where to start? Bas wants to see the creatures from the Deathlands (given that he has never been there) and the others quickly agree.

Part 5 – The Carnival of Deathlands Animals

  • The crew wait their turn to see the monsters in the tent. Inside they are treated to a menagerie of the macabre – some alive, some dead. There is a stuffed deathseeker crow. There is a live lifeseeker crow in an iron-barred cage that is too small for it. It is an enormous bird about five times the size of the deathseeker crow and it looks menacing at all those who walk past its cage. There is a large empty cage which has been broken open from within – a sign says that an ash bear escaped from this. Ash bears are enormously large grizzly-like bears that can breathe fire. There is also a death leech – a strange squid-like creature that is said to drain life essence but also contains a poisonous bite. (yes, the Death Leech is inspired by Snarfquest which was written by Larry Elmore).
  • Bas is extremely interested in the death leech and he strikes up a conversation with Holtz, the owner of the display. (He gets a ‘6’ on his Consort roll). Bas expresses interest in milking the Death Leech for its venom and Holtz assumes that Bas is some sort of assassin. He offers to sell vials of the venom to Bas (which spoils Bas’ fun as he wanted to milk the leech). Holtz agrees that Bas can milk the leech at a later date but he needs the monsters today to make a coin.
  • The centrepiece of the collection is an umbra lion. Umbra lions are invisible but periodically a glitter-like powder is dropped from a dispenser above and the lion becomes visible. It is a large panther like creature – it gives the audience a cruel glare and shakes the powder off its body, becoming invisible again.

Part 6 – Festival Games

  • Leaving the tent, Veretta and the crew spot a nearby pavilion of games – ring toss, hook-an-eel, throwing darts, pistol shots. Veretta decides to try his luck but can’t hit the target (Skirmish = ‘3’). Hal does a little better (with a ‘5’) and persuades Veretta to try again. However, their second round is even worse (both get a ‘3’) and they decide that the pistols don’t shoot straight.
  • Veretta speaks to the stall owner and asks to borrow one of the pistols (it is a BB gun) at a future date. The stall owner is amenable to this.
  • The crew look across the other games. Hal can’t resist one of the tests of strength and he slams the hammer down, sending the meter up to the top and sounding the bell at the top. (Wreck = 6). Rather than take a stuffed toy (he thinks that Nessa wouldn’t appreciate an Ash Bear plushy), he accepts a voucher for ice cream made from goats’ milk.
  • The others are very curious when Hal joins a queue full of small children and waits patiently for his serve of ice cream. Bas cannot resist joining the queue. Leander says nothing – ice cream is always available at the Centuralia Club and he is feeling a bit sad about Nyryx.

Part 7 – Stazia’s Apothecary

  • As they weave their way around Nightmarket, they pass an apothecary that Bas recognises. This is Stazia’s place of business. (one of Bas’ contacts). He excuses himself and goes into her shop.
  • Stazia remembers Bas and is pleased to see him. She is surprised that it has taken him so long to check in – she has his ‘stuff’ (a lot of chemicals for him). They get talking. Bas occasionally takes a nibble of his ice cream before it melts.

Part 8 – A Chance Encounter with Sawtooth

  • Meanwhile, the smell of food draws the rest of the crew away. Leander tells Bas where they are going and Bas says that he will catch up.
  • The crew end up at a noodle bar where Sawtooth is currently having a meal. He introduces Hal to the cook, a man named Mong, and invites them to sit down. The crew sits down and has a marvellous cooked meal of pot noodles. Mong is only too happy to tell them the recipe and details of all of the various spices that he uses - he is very proud of his cooking.
  • Eventually Bas turns up and joins them – he has promised Stazia that he will come back for his last order. Bas loves the food – he regales the crew with a story of his childhood – that he was brought up on gruel, except for once a year when the abbot would serve a fine meal of chicken feet. (Bas was brought up in a monastery). Luckily Bas tells this story after everyone has finished their meal, or else it would put them off their food.

Part 9 – Fortunes Told

  • After the meal, Veretta excuses himself as he promised to meet Quellyn. He finds her in the right place and on-time. She flashes him a perky smile and asks if he’s found anything interesting yet. She asks if he’s heard about the other events that happened on the night of the Crossing. When he says that he has not, she tells him that she has heard of at least two other cults who were also taking advantage of the Crossing. She tells him what she knows in a conspiratorial whisper and Veretta finds it hard not to chuckle. Some of the tales that she tells sound too outlandish to be true.
  • On the way back to meet the others, they pass a fortune teller and Quellyn begs to get their fortune told. She knows Nyelle well and gets her fortune told here every year. Veretta agrees to this. After waiting their turn, they meet Nyelle – who is theatrically costumed and everything that a ‘real fortune teller’ should look and sound like.
  • (We then made a Fortune roll as to the accuracy of Nyelle’s prediction – a ‘5’ – so it is moderately accurate). Nyelle draws from a deck of tarot cards and speaks directly to Veretta. She says that there is someone dark attached to him, and the darkness is not who he expects it to be. She tells them that together (referring to both Veretta and Quellyn), they are destined to do great things ‘beyond the veil’. Finally, she tells them to beware of Whitecrown and not to set foot there if they can avoid it.
  • Veretta wants to ask questions but there is a pair of giggling girls next in the queue and he is asked to come back another time if he wants to know more. Veretta politely thanks her and leaves with Quellyn.
  • When they have left the fortune teller’s stall, Veretta asks Quellyn if what she heard was similar to previous years. Quellyn says with a laugh that it is but it’s the first time that she’s said that she and Veretta are destined to do great things together. She takes that as a good omen.

Part 10 – Checking on the Stall

  • The rest of the crew is ready to leave Mong’s stall and say goodbye to Sawtooth when Veretta and Quellyn return. Leander suggests that they check as to how the Emporium stall is going (they set up a stall in Nightmarket).
  • Adric and Thena are working hard selling candy – they have made a lot of money – 5 Coin! The crew congratulate them. Bas shows interest in what is selling well and what is not.

Part 11 – Going Separate Ways

  • Hal says that he has had enough. He wants to meet up with ‘his lady’ (referring to Nessa) and bids the rest of the crew farewell. He meets Nessa back in Six Towers and offers her a gift – a pair of Irondale Westgrams matched pistols. A quality pair of weapons. She is very impressed by the gift and takes him by the arm. The two disappear off into the night together.
  • Veretta and Quellyn chat away like old friends whilst Leander says nothing. Bas feels awkward and decides to leave the group to seek out Eckerd. All of this conversation about family has made him yearn for his closest friend.
  • Leander follows along for a little while longer but eventually he feels that three is a crowd and he says farewell. Veretta doesn’t want his friend to leave but Leander assures him that he’ll be okay. Leander disappears off into the crowd, leaving Veretta in happy company with much of Nightmarket yet to explore.
  • Leander doesn’t go far. He sits down and has a cup of tea. He considers paying a visit to the Dimmer Sisters (whose residence is in Nightmarket) but decides that he doesn’t want Roslyn’s company at this time. His thoughts return to Nyryx and he decides to return to her home in case she has returned there. We see Leander pass nearby the Dimmer Sisters’ residence and pause for a moment before walking on.

Part 12 – Bas and Eckerd

  • Bas finds Eckerd at his squalid abode in Charhollow. Eckerd has no interest in festivals but he is pleased to see Bas. (Bas makes a Consort roll and get a ‘6’ – greater effect given that this is Bas’ positive contact) Bas begins discussing a business proposition with him. He wants to make quality prosthetics (Bas has been studying to become a physicker) but this will require very fresh body parts. Eckerd is very interested and agrees to this business venture.
  • (As GM, I laughed loudly at this, because I know what Eckerd will do. He’s already stealing corpses that have fallen into the many waterways in Duskwall, with the result that angry ghosts remain to plague the Gondoliers – yes, that was one of the plots that the PCs didn’t follow. Anyway…. Let’s see what happens in Season 2!)

Part 13 - Leander Alone

  • Leander picks the lock again and steps into Nyryx’s home. Nothing has changed. He looks in her bedroom - it is all undisturbed. He makes a cup of tea for himself, then sits down at the table and begins to work on a piece of jewellery that he brought with him. He places a letter beside it on the table - a letter addressed to Nyryx. We leave him, lost in his thoughts as he works the metal - he clearly is in no hurry to leave.

Part 14 – Control of Six Towers

  • The day after the Festival of Doskvorn, Leander and Nessa meet with Templeton of the Bluecoats to discuss the matter of the Greycloaks and control of Six Towers. (Leander makes a Consort roll – a ‘6’) As such, a bargain is struck. The Bluecoats will leave the Greycloaks alone and turn a blind eye to them being there. They may even assist from time to time – Templeton sees the elimination of the Bloodletters as a good thing and he can see the difference that their presence is making to the crime rate and stability of the district. Templeton is sympathetic to Nessa and her fellows – he has heard ‘bad things’ about them but ‘bad things’ can be fabricated. The clock “Greycloaks secure Six Towers as their Turf” is completed – 8 out of 8.
  • That night, a celebration is had by the Emporium and Greycloak crews as they take over the Cat’s Cradle. Standing on a table, Nessa promises her crew that they will avenge their expulsion from the Greycloaks (the clock currently stands at 0 out of 8 – but that is for next Season). Hal is clearly onboard with this even though it means that they are going after Lord Strangford, one of the most powerful men in the city.

Part 15 – End of the Year

  • With only a few days until the end of the year, Leander finds himself back at the Centuralia Club, relaxing and contemplating his position over a glass of wine that he would not have been able to afford the previous year. His wound still pains him – he has to move carefully lest he rip carefully sewn stitches.
  • When he first came to the Centuralia Club it was like a dream come true – a world of excess and a measure that he had ‘made it’. However, he looks around him at the waste of food, of wine, the decadence around him, the way that the servants and the workers here are treated – and there are moments when it disgusts him to be here. Given that Nyryx is gone and all around him has a veneer of respectability, he wonders whether it was all worth it.
  • Nevertheless, in spite of his mood there is good news (Fortune roll – critical success – double 6). The lawyers Steadman and Finch have drawn up paperwork for him to sign, as Jirayr (he operates under an alias here). He signs the paperwork and is the proud owner of two more shops – one in Nightmarket and one in Brightstone, plus a small warehouse with enough space for a larger production facility in the Docks. There are order forms to sign for more raw ingredients (the commonly acquired ones which need to be bought in bulk) and suggestions made for hiring more people to work in the Emporium business. The crew is on the cusp of Tier 3. (they just need enough reputation to acquire it)
  • As he signs the last of the paperwork, he becomes aware that there are others in the Centuralia Club who are looking towards him – some with envious eyes and others who are more accepting. Leander pleasantly thanks Steadman and Finch for their help and he suggests that they stay for a drink. They decline and he is left alone. A young serving girl brings him another drink which he politely accepts. He sips at it, settling back in his chair and a slow smile crosses his face….
  • And we cut to the credits….

After the Credits Are Finished……

  • We cut to the interior of Lord Scurlock’s manor house and the room where Scurlock normally meets guests. The Emporium crew met him here recently. Oskar, Scurlock’s ‘nephew’ is examining a disturbance in the dust on the mantlepiece where clearly something has been removed recently. Oskar frowns, trying to remember what exactly was here before and wondering who could have moved it.
  • (For the benefit of the audience, we did a Fortune roll for Urs Knieppson to steal his master’s ashes from Scurlock’s estate, using the Festival of Doskvorn as a cover. He got a ‘6’ and succeeded. How he did it is unclear ……)

And that’s where Season 1 and our Blades in the Dark game ends for 2020.

We’ll be back in early 2021 with a new Season and a new episode. Hopefully some of you have enjoyed reading these writeups.

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