|Thursday November 15, 2018 at 8:30pm||blades in the dark, black foxes, game session notes||Comments (0) »|
- The Foxes regrouped after their last score, but they know clocks are ticking on some outstanding "problems".
- Borrick - the leader of the local Bluecoat patrol - cornered Erik in the Three Pennies, threatening to run him in. The scoundrels managed to dodge Ironhook for the time being by promising a future favor.
- The Foxes' gang returned with news about a ditched smugglers' shipment in one of the Coalridge canals. Needing coin for their plans and figuring the shipment must be worth something, they decided to jump on the opportunity.
- They "acquired" a boat from a local fisherman and went to the place the gang had described. Due to some good fortune they managed to locate and recover both small metal crates with relatively little consquence, but before they could vacate the area, another boat came up the canal. They made like they were simple fishermen, but the inquiry "So how's the fishing tonight?" called from the other watercraft didn't sound completely sincere...
|Thursday September 20, 2018 at 8:30pm||blades in the dark, black foxes, game session notes||Comments (2) »|
- The Foxes were given a job offer to steal a set of paints from an artist in Charterhall that had been illegally infused with spirit essences. It promised to be an easy score with a decent payout and since they were needing some cash quickly to get what they needed to stay ahead of the Stone Club, they took it.
- The target was located in the old Charter Wall community, and Erik and Boros quickly encountered a Bluecoat presence, intoxicated citizens, and a level of midnight activity they weren't used to in Six Towers.
- They broke into the artist's studio and were rummaging around when they began to encounter spiritual activity. As one of the paintings began to wail and distraught ghosts began manifesting, Erik grabbed a couple of the paints and took off in a near-panic. Boros steeled himself enough to grab a couple others as well as the howling artwork before making his getaway.
- The two were successful in their mission, but they were seen clearly by one of the local Bluecoats, a drunk, and Crenoll - the artist they robbed.
|Thursday August 23, 2018 at 8:30pm||blades in the dark, black foxes, game session notes||Comments (0) »|
- Having acquired a few more members - a gang of Rooks and a cutter called Boros - the Foxes decided their next move would be to kick the Stone Club out of Fenwell Hook. They'd had their eye on this territory for some time, and their contact that lived there was getting increasingly impatient.
- Their efforts to gather information about the area yeilded mixed results and they were unable to pin down exactly where and when the Stone Club appeared and/or what they did in the area. They ultimately decided their approach would be an ambush-style assault: they'd jump the gang when they came to harass Lerrin again.
- The Foxes set up a concealed position outside Lerrin's shop and waited for the gang to appear. When they did, the engagement quickly went sideways - it seems that someone may have tipped off the Club to someone else operating in their area.
- The resulting skirmish was brief and bloody, though it resulted in no immediate deaths on either side. Though their gang broke and ran off and Borors and Erik took a great deal of injury and stress, they were ultimately able to beat down and run off the part of the Stone Club gang that operated in Fenwell, claiming that turf for their own.
- Now at-war with the Stone Club and under the eyes of the Bluecoats, the Foxes found themselves in a tight spot. They had the good fortune to meet up with a Leech who helped patch them up, but their gang hasn't been seen since the street fight. Worse yet, they're down to their last few coins. The crew needs some easy cash - and soon...
- 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.
- Finding themselves threatened by rivals on apparently hostile turf, the Foxes did their best to play off the situation as expected. They told the leader of the Stone Club gang that they had come to patch things up and even suggested that the two crews should be working together. Their proposal got them a foot in the door (with help from some coin), but they got a bit demanding in the delivery and their "suggestions" were ultimately not well received. Before the situation could erupt into actual violence, they took their leave.
- Deciding to continue their search for a fence, Erik went to speak with his friend Telda, a Six Towers beggar. The woman initially told him off for his line of questioning, but later sent word to him about a hunched man with silver-gray hair called Zant who hangs out near the Black Circle Tavern.
- As the room continued to warm unnaturally and the ghost began its operatic song, Drave decided it was time to go - prying open the window and jumping out back into the courtyard.
- Meanwhile upstairs, Erik bolted after Lady Molfon, grabbing her arm in order to keep her from escaping with her armfuls of surely-illgotten jewelry. The ghost's song rattled something loose in his mind - visions of an icy gem that wouldn't go away - but he retained his hold and ordered her to give in. When she surrendered, he gathered up the jewels and bolted for an exit. Two of the guards caught sight of him as he made his escape, but he and Drave were over the wall and out of sight before they could engage in any sort of pursuit.
- Over the next few days, the crew got their payoff from Adelaide and made some efforts to reduce the amount of heat they were taking from this last operation. After taking some personal time as well, they met and decided that if they were going to be doing this sort of thing a lot, they'd need someone to help them move their goods.
- Drave's friend Flint could only give them the barest lead, and the two made their way to Doan's, a tiny backstreet bar and gambling den, to ask around -only to find themselves confronted by local rivals, the Stone Club...
|Thursday April 19, 2018 at 8:15pm||blades in the dark, black foxes, game session notes||Comments (1) »|
- The ghost who appeared in the Foxes' coal-mine lair intruded upon Drave's mind, showing him a tower in another district of the city containing the ritual components binding him to the witch Quellyn, before something pulled him back into the Ghost Field.
- Erik scouted the guard situation at the Molfon Estate ahead of their score attempt against it. Their noble contact Adelaide - through her servant Marta - had told them of a particular piece of jewelry she wanted from the Molfon family.
- Though they started off well, their plan to sneak into the house quickly went sideways as they were spotted by two guards who raised the alarm. After knocking one out, Erik intimidated the other who ran for help. Their cover blown, the two smashed a window to get inside but set off a security measure in the process which lit up the entire house with electroplasmic light. Drave began grabbing anything of value while Erik cowed a servant girl into telling him where the jewels were kept.
- Erik hurried upstairs into the master bedroom where he found a jewelry chest open and mostly empty. Suspecting someone hiding in the room with the missing jewels, he opened the closet door whereupon Lady Molfon shot at him with her husband's pistol and bolted for the open door.
- Drave found a couple of coin worth of valuables on a mantle and eventually ended up in the music room when all of the lights in the manor went out and the ghost of an old woman appeared at the piano...
- Erik [Tony] : Lurk
- Drave [Tim] : Whisper
- Telda : a roaming beggar and a good source for info on the street
- Flint: a spirit trafficker with a shop in the Foxes' territory
- Kobb: a gambler and broker who takes bets on the fights at the Broken Anchor
- Quellyn: a witch who holds a grudge against Drave for interrupting a ritual and the resulting injury and scar
- Darmot: a Coalridge Bluecoat who seems to have it in for Erik
- Candra: a sailor/boxer who underestimated him once and now takes special pleasure in beating him down
- As they finished setting up their operation, the crew got two score opportunities: one from their noble contact, and the other from the Circle of Flame. The first was to steal a particular antique necklace from a rival noble, and the second was to obtain an artifact from a carraige about to move through their turf. Since the latter was more time-sensitive, they decided to act on it first and risk the noble's impatience.
- Drave decided on a setup action to scout the likely routes and find a ghost that he could push to manifest and distract the Spirit Warden driver of the carriage. He was successful, but the spirit took an interest in him: it's apparently being controlled by another and it seeks release.
- While the driver was distracted, Erik entered the carriage and found it coated with ice. He managed to free the box containing the Soul Gem from its containment and made a run for it before the Warden could catch him.
- The Circle of Flame was impressed by the Foxes' daring success and gave them the 6 coin payoff promised.
- The crew took a fair bit of heat from the operation as they were both spotted and the Spirit Wardens are a high-profile faction. Erik attempted to pin the deed on some local rivals, the Stone Club, but only managed in further agitating that gang.
- The two had spent a day or to trying to unwind from the stress of their score and were planning their operation against the Molfon Estate for Adelaide's necklace when the spirit Drave and previously coerced appeared in their hidden lair...
|Monday March 5, 2018 at 8:30pm||new campaign, blades in the dark, black foxes, game session notes||Comments (0) »|
Starting a small, experimental Blades in the Dark campaign.
Tonight, we made the crew: the Black Foxes. A pair of disgruntled ex-miners from the district of Coalridge got together and decided to start a more lucrative, less legal enterprise. With the help of some chance relationships they've set up a hideout in a disused corner of the coal mine and have their sights on an area of the declining Six Towers district still possessed of some unjustified wealth.
Crew Type: Shadows (theives/spies)
Contacts: Adelaide Phraoig (noble), Lerrin (toolmaker), Mirage (Circle of Flame contact), Ulf Ironborn (gang leader)
Allies: The Circle of Flame (Occultists), Ulf Ironborn's gang (Bravos)
Enemies: The Stone Club (Bravos), The Dimmer Sisters (Occultists)