Black Foxes: Spectre Thieves

 Artwork © Evil Hat Productions and Square Enix
Artwork © Evil Hat Productions and Square Enix

- The Foxes decided their next move would be against Drave's rival - a witch called Quellyn.  She had apparently bound a ghost which was now haunting Drave in an attempt to get him to free it.  They did a little legwork in Crow's Foot prior to the operation, but didn't manage to get much more than some dirty looks.

- The gang made their way into the sewers and tunnels near the witch's tower where they found a boarded-up hole in its basement wall protected by some sort of ghost ward.  Drave was able to dismantle the magical protections and Erik quickly pried the boards out before they could be spotted.

- Inside the tower, they made their way toward the upper chamber Drave had seen in a vision.  They were caught by a mad, howling spectre which injected their minds with horrific visions before Drave managed to drive it off.

- Finally making their way up the brittle iron staircase into the upper chamber, they found the hanging dolls exactly where they expected them - and they could also hear Quellyn's voice chanting upstairs.  Peering into the ghost field, Drave was able to find the ghost he was trying to free and identify the doll anchor binding it to the witch.  With Erik's help, they cut the anchor down intact and made off before Quellyn could catch them - though the only loot they found was a small wooden box full of gold teeth.

- The Foxes returned to their neighborhood to discover that Flint, one of their contacts, had been questioned by the Bluecoats and may have let slip a couple of details about the Foxes' operations.  The crew did manage to do a little recruiting - picking up a small gang of rooks to help them cover their territory.

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