With the lady-necromancer dead in the street and Bluecoats surely on their way to the scene of the crime, we were forced to make a quick exit. Fortunately, I was shooting from an out of view location, Marcus (The Whisper) had his spirit mask on and the Lurk was in disguise, so getting out of Dodge wasn't difficult.
Regrouping at our base, we decided that the next step in our plan to obliterate the Lampblacks was to set fire to their headquarters. We needed to act fast while the news of their ally being dead didn't reach them. A few hours later, we were all prepped up with combustible materials and plans as to where to place it all. We took Mercer with us because we knew all too well the Lampblacks clearly outnumbered us.
Our Lurk got into their base once so entering again and setting everything up for a fire was a simple matter of time. We waited out of sight until the whole building went ablaze. The Lurk opened a backdoor for us and we made our way towards their treasury while the Lampblacks were distracted by the surrounding inferno.
'Who goes there?' Some Lampblacks blocked our way. I gave them a very stern talking for leaving their stations and casually walking around while everything was in flames! Confused and bewildered at first, they quickly realised the error of their ways and politely asked for guidance. As such, I had to go with them, leaving the rest of the gang behind, and coordinate their efforts to put out the raging fire.
The group continued onwards to the treasury. Mercer stepped in through the treasury's door after our Lurk dealt with the lock, only to find several Lampblacks inside.
HOW? WHAT? WHY?
With little to no time for explanations, he tried to close the door as said Lampblacks charged the group.
Meanwhile, the Lampblacks' attempts to douse the fire weren't going so well. It may have had something to do with me sending them out to the most dangerous places and giving out reckless orders. After a while I tried to slip away but some of the Lampblacks decided they wanted to get paid for their job... thus a chase through the burning building began.
It concluded when I reached the corridor leading to the treasury and where the rest of our gang was. Noticing the slew of enemy gang members, Marcus shouted for me to duck. I slid on the floor as he released the spirit he wrenched control of from the lady-necromancer. It took care of most of the Lampblacks and we killed whoever remained.
We made our way back, with what little valuables we could find, only to have our way blocked once more by none other than Bazo Baz!
Although he proved a fierce opponent, he succumbed to our numbers and went down in flames... literally.
Showing posts with label Blades in the Dark. Show all posts
Showing posts with label Blades in the Dark. Show all posts
Thursday 25 June 2015
Thursday 18 June 2015
Never Trust an Old Lady
After every successfully performed job, our merry band of sociopathic thieves likes to engage in our personal relaxing activities. For some they include culling the local prostitute population, for others it's visiting their succubus friend for the night... and out Lurk prefers to gamble his money away.
Sadly, he quickly found out that his regular gambling den banned him. As such, he started looking for a new one. In the process, he noticed an obvious member of the Lampblacks' gambling his money away in one of the city's fine establishments.
Surely enough, our gang was swiftly informed of this. Offended by the travesty of their further existence, we decided to eradicate them from the surface of the planet or, at the very least, from the city we're in.
Our plan was simplicity itself: walk in under the guise of gamblers, wait for our target to appear and follow him to the Lampblacks' current lair. Turns out they set up shop right next to their previous hideout... or whatever rubble remained thereof. We had to admit the idea was brilliant. Even the Bluecoats underestimated their sheer stupidity.
The following two days, we observed their operations while the Lurk snuck past their security and had a look around inside. It seemed they were trying to regain their foothold but morale was low. Other than locating their current treasury and having a look at their badly made propaganda posters, there wasn't much else to see.
Outside, however, we noticed an old lady in very expensive gard cordially walking inside. Our Lurk informed us that she had some private dealings with Bazo Bas but could not gather any more information on the subject.
Opting for a more direct approach to information gathering, we waited for a lone gang member going out to a gambling den again and spirited him away. It turned out that he knew me, claiming I killed him. I had to mention that didn't narrow down his identity so I chatted with him about his death's circumstances while the Whisper tried to gleam some information out of him. A moment later he informed us that this person was simply an empty husk being possessed by a spirit.
Putting a spirit into a body was no simple task and our new friend was highly reluctant to tell us who helping him into this body. A few threats and some supernatural compelling by our Whisper helped change his mind.
The old lady we saw earlier was Bazo Bas's cousin and a high-level necromancer for hire. Presumably, they had some sort of deal worked out between them where she was putting the spirits of deceased Lampblacks back into their bodies. After all this information was gained, the Whisper bottled up the ghost and we went on to planning an assassination.
We knew she would have leave the Lampblacks' base at some point and deal with some other contractual work but until that happened, we had to wait. Eventually, sometime close to dusk, she headed out to see her other clients. We followed in the shadows. The Whisper warned us that some sort of spirit was following us. It did try to fly off, probably to warn our quarry, but the Whisper forced it to stay put.
Her first client was someone living in a mansion. We knew we wouldn't have much time so we prepared a quick trap. As the old lady came out the mansion, through the gate and onto the street, our Lurk ran up to her in the guise of a random passer by. Being stationary, she was a much easier target for me so I shot her through the shoulder. She staggered back... and regained her balance. It was at that moment, when she completely ignored the pain of being shot, that we realised she too was a spirit possessing a dead body.
She reached for a vial hanging from her neck and shattered it on the pavement, releasing her guardian. Our Whisper mentally wrestled with the angry spirit, I kept shooting at it with ectoplasmic bullets and the Lurk beat and cut the lady-necromancer. When all was done, the Whiper, with great effort, captured the spirit and the Lurk delivered the final blow to our enemy's exposed neck.
Thursday 11 June 2015
A Plot-Twist Appears!
We return to our regular schedule after a two week break.
How did we survive two weeks without roleplaying is anyone's guess.
Apparently, Blades in the Dark went through some rule changes in our absence but I don't think we'll start using them just yet.
Our last job left us in possession of a significant amount of drugs and as such, our first order of business was to figure out what to do with them. Brainstorming away, we decided to not only add flour to it but to sell them as fishcakes! Of course, with hardly any cooking skills of our own, we had to turn to the recruitment of new staff in order to make use of the recent market demand caused by the previous supplier going down under... literally. We managed to find a nice old lady with an extensive CV which included such things as drug distribution and brothel management, and cooking! She was hired on the spot.
Second order of business was to set up a distribution centre. We had some problems coming up with good ideas until we realised that the nearby Church of the Forgotten Gods is in dire need of new management. It does help that the building was very nice. Our Slide went to work giving out free samples and making the local congregation realise the current management wasn't good enough for their worship and that under our management, things would change for the better! We would even introduce scantily clad waitresses to serve fishcakes during sermons!
With the congregation looking forward to the upcoming change of management, all that was left to do was to make the change. We attended an evening service and while the Slide took care of the congregation outside the church, Mercer took the main priest to the side and explained the situation to him. Sadly, he didn't agree with our views and as such, we had to turn to Plan B.
Oddly enough, a candle just happened to fall rather loudly to the ground, giving Mercer the appropriate opportunity to stab the priest in the gut... and that's when we realised he was, in fast, a demon... hiding his massive horns underneath a cloak.
In the ensuing fight we once again had an opportunity to make use of the flashback mechanic present in the system when GM Jack asked me if the bullet I shot at the demon was silver. Remembering that the Lurk had a spare downtime asset roll hanging about, I asked him if he might have procured one in the morning. Turns out that yes, he did, and he even lend it to me because he didn't own a gun himself and I was clearly interested in the ballistics of a different type of ammunition being used... but then the dice decided that no, silver doesn't actually work against demons!
Resorting to bladed weapons, it took us a while to hack the demon into pieces. It was a very stressful fight, stressful enough that I was the first to obtain a point of Trauma... a few more and my character will suffer a mental breakdown, bringing him out of the game, it seems.
On the upside, turns out demon pieces are worth a lot of coins so at the end of the evening, we managed to extend our crew's territory, created a source of income and earned a significant amount of coin and prestige.
Not many crews can boast murdering a demon...
Thursday 21 May 2015
Blow Things Up and Walk Away
Our third session saw our return to taking a job for the Red Sashes to further complicate Lampblacks' operation.
This time we were asked to plant a device in the Lampblacks' Headquarters. A device that we learned would attract a great many angry/deranged spirits to cause general mayhem. We had a lovely chat with the Red Sashes' leader but after reaching the point where no more information would be gained, our group went on to scount the area and come up with a plan.
It was decided that the best course of action would be to go in from below since otherwise, the building was well guarded. Fortunately, our Lurk was intimately familiar with the lay of the underground tunnels. Although our group was lacking the heavy-hitter Mercer, the three of us managed to take out the one lonely guard and break into one of their Headquarter's storage areas.
The device was set up and we had about half an hour to get out... but we simply couldn't pass up on the chance to get our hands on all of the Lampblacks' valuables. After all, it would be a shame to see them disappear under a pile of rubble.
While I and the Lurk maneuvered ourselves from prying eyes, the Whisper gave in to his need to figure out what made this artifact tick... and so, just before we started breaking into the Lampblacks' main office, the Whisper's ghost-friend startled us, only to inform us that everything was going fine.
Unbeknowst to us, the Whisper's tampering accelerated the time on the device and the ghost was sent to warn us... unsuccessfully.
Suffice to say that what followed was a short scruffle with the Lampblacks' leader, as our attempts to sneak in and quietly assassinate him didn't work out... defenestration was involved.
Before the rest of his gang had a chance to join the fray, the building suffered a sudden and unexpected assault by angry spirits. Pieces of the roof began to collapse, the ground shook and we used the chaos to slip away the same way we entered.
We met up with the Whisper outside, atop a nearby structure with a beautiful view of the ensuing carnage. It was truly a wonderful sight to behold.
This time we were asked to plant a device in the Lampblacks' Headquarters. A device that we learned would attract a great many angry/deranged spirits to cause general mayhem. We had a lovely chat with the Red Sashes' leader but after reaching the point where no more information would be gained, our group went on to scount the area and come up with a plan.
It was decided that the best course of action would be to go in from below since otherwise, the building was well guarded. Fortunately, our Lurk was intimately familiar with the lay of the underground tunnels. Although our group was lacking the heavy-hitter Mercer, the three of us managed to take out the one lonely guard and break into one of their Headquarter's storage areas.
The device was set up and we had about half an hour to get out... but we simply couldn't pass up on the chance to get our hands on all of the Lampblacks' valuables. After all, it would be a shame to see them disappear under a pile of rubble.
While I and the Lurk maneuvered ourselves from prying eyes, the Whisper gave in to his need to figure out what made this artifact tick... and so, just before we started breaking into the Lampblacks' main office, the Whisper's ghost-friend startled us, only to inform us that everything was going fine.
Unbeknowst to us, the Whisper's tampering accelerated the time on the device and the ghost was sent to warn us... unsuccessfully.
Suffice to say that what followed was a short scruffle with the Lampblacks' leader, as our attempts to sneak in and quietly assassinate him didn't work out... defenestration was involved.
Before the rest of his gang had a chance to join the fray, the building suffered a sudden and unexpected assault by angry spirits. Pieces of the roof began to collapse, the ground shook and we used the chaos to slip away the same way we entered.
We met up with the Whisper outside, atop a nearby structure with a beautiful view of the ensuing carnage. It was truly a wonderful sight to behold.
Thursday 14 May 2015
In and Out
Unfortunately, we didn't have time for the final stage of the session: DOWNTIME... which we addressed at the start of this one.
Downtime represents time our characters go through between jobs. We relax, reducing our stress levels, and make progress on our personal projects. Although there are other options, like reducing our gang's Heat rating, we all went with personal projects. My character was busy creating a false persona to infiltrate the Bluecoats, which as I understand is a gang that acts as the local police force, while the Lurk worked on getting into their treasury. The Whisper decided to research the existence of angels, which involved casual pillow talk with a succubus. Mercer, the Cutter, started to look for an appropriate site for a temple (to the Forgotten Gods).
After the downtime, it was time for actual play. Which in our case means: breaking, entering and thieving. This time we weren't offered a job by one of the more well-renowned gangs in the area. Instead, our Whisper was approached by a contact with a favour. Mainly, to break into a competitors warehouse and disable some security measures thus giving him an economic advantage in the current marketplace... or some such... thieving was involved, other details seemed less important!
Our initial reconnaissance showed minimal security. A few guards patrolling the outside area in a predictable pattern and one inside an office. Fortunately, the Lurk managed to locate an appropriate entry point on the roof so it all seemed like an easy job.
We got in without too much of an issue (that hole was a bit tight though). The first obstacle we faced came in the form of three guards. Whilst we were setting up an ambush, me character and Mercer had an argument over the appropriate measures of murdering people, with my character explaining to Mercer he can't possibly perform a stealth kill.
Surely enough, after all was said and done, Mercer, alongside half the group, liked to remind my character that he killed two guards with a single swing of his axe while I was still struggling to stab one guard. My annoyance with the situation resulted in an inappropriate amount of dead body stabbing.
After this short scuffle, we nearly got caught unaware by an electroplasmic fence acting as a further security measure. The Whisper disabled it and we moved on to the safe.
The final obstacle was the aforementioned office guard. I had to suffer a constant string of comments directed at my murder skills. Naturally, I was annoyed enough that I needed to prove my worth. I took out a pistol, aimed through the window and, despite wounds suffered earlier, I shot the guard through the skull, the bullet ricocheted, revealing the safe, and went through the guard's heart... for good measure.
The Lur opened the safe, we took as much as we could carry and went off... all in all, a very simple job resulting in a boost to our income.
Thursday 7 May 2015
So... who are we betraying, exactly?
In an unexpected turn of events, last session saw our group of thieves in the middle of negotiations with the boss-leader of the Lampblacks.
Wait what? was our general reaction.
We were just offered a job of stealing the treasury of the Red Sashes, another gang vying for control over the area known as Crow's Foot. According to the scenario notes', those two gangs are in open warfare and we're in the middle.
Just when player voices started to be raising over how did any of us got into that situation, GM Jack did the unexpected by announcing a flashback scene where the leader of the Red Sashes offered us the job of stealing the Lampblacks' treasury.
Our band of thieves, going by the name of Junkyard Dawgs, now had to pick sides... and since we had better connections with the Red Sashes who follow a ruthless art collector with an obvious penchant for sharp and pointy things, it was more advantageous for us to go with the latter offer.
Our reasons established, we had to come up with a plan. We opted to split into two groups: one attempting to create a distraction and the other intent on breaking in unseen. A combination of roleplaying and dice rolling occured. The Lampblack's boss, Bazso Baz, started to suspect his old friend of some kind of treachery, Mercer (who came into the meeting prepared for war) was having arguments with the other gang members and our Whisper brought a ghost-in-a-bottle, all too happy to possess some unsuspecting individuals. All while our Hound (me!) and Lurk broke in, avoided a death trap, killed some guards and stole as much as we could carry... to the window, we had a getaway vehicle ready.
I got to insta-kill twice!
I love this game!
I expect to die next session ._.
As this is a yet unreleased Kickstarter game, allow me to say a few words about the system.
It is true what GM Jack said about the system. It alleviates the need to roll dice for the GM.
When approached by a situation that conflicts with a player's intentions, we're all too used to have the GM roll against a player's roll, not so much here. Instead, the GM creates a circular progress bar that is slowly being filled up in accordance to die results. The player rolls a number of dice equal to his stat... and then the GM offers another die for the meager price of defining what bad thing will happen in return. The dice are rolled, you take the highest result from among them and it defines how much progress has been made in the given task.
Does this mean that getting anything done is a simple matter of enough dice rolls?
Of course not!
The game has a system for Stress that works more-or-less like Hit Points...
but I'll get to that in the next post...
Thursday 30 April 2015
A Ragtag Band of Sociopathic Thieves
Contrary to popular belief, Dungeons and Dragons (along with its derivatives) is not the only game being played at our fine establishment. For those who are tired of sword swinging and magic casting, there are alternatives.
Although my proposal for a Don't Rest Your Head game didn't gain any traction, I'm quite happy to not be the only one who backed Blades in The Dark on Kickstarter.
Last week saw our character creation session. As the game is still unpublished, the available pdfs provide only the barest essentials to play the game... but with most of the setting being up to us means we, as a group, can create the game's environment to suit our needs without any silly game-constraints.
At present, our five characters cover the five available character types. While GM Jack did mention our characters ended up being more sociophatic than he expected, I believe the general consensus was that it fit with a grim world where the Gates of Death were destroyed so ghosts of the recently deceased run rampant... unless you quickly burn the body.
I'd say that the part I found quite interesting about this system is that we also got to create a 'character' sheet for our up and running band of thieves. We've each contributed to creating our gang, either by talking things through, giving suggestions or simply putting dots on the sheet.
And so, not only does our crew consist of a disgraced nobleman and a former academic now following the teachings of the Church of the Flesh but we have our own subordinates and various relations with other gangs in the area. All this while operating from a derelict rail station turned junkyard... it's in bad enough shape that the heaps of garbage create a byzantine maze for those not familiar with it. Which is exactly the way we like it, as it allows us to hide loot more easily.
Surprisingly enough, it's actually a fairly decent place to live in...
maybe that explains why nobody looks for illegal activities there...
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