Goatriders Session 2

Last time, Junker (as good at breaking as she is at fixing), Moth (slippery feral gremlin child), and Skellington (that weirdo who’s friends with ghosts) got their first job as a crew: pick up a shipment of drugs from the docks for the Red Sashes, because the Lampblacks were hassling the normal couriers. Things got a bit out of hand and, but the Goatriders escaped the docks with their cargo, leaving property damage and angry ghosts behind.

The Goatriders have some quiet moments as they sail down the dark canals of Duskwall on their boat which is decorated with mer-goat motifs and hot rod flames. They turn their attention to the crates, about the size of plastic tubs that cosplayers use to transport bulky costumes. They expected these crates to weigh about 40 pounds, easy enough for one person to carry, but they actually weigh 80 pounds each. Slow and difficult for one person to carry. Better to carry one between two people.  But why are they so heavy?  Junker picks the padlocks securing the crates to look inside.

Junker Tinker 2d controlled standard: 4

She realizes that her tools are going to leave marks on the locks, evidence of tampering. She accepts that risk and opens the creates revealing not drugs, but weapons!  Eight rifles in one crate, and 32 grenades in the other! This is literally not what they signed up for! No one feels bad about taking a few items from their employers, since their employer lied to them. As Smugglers, they are able to conceal a few items on their person even against patdowns, so each person considers what to take and where to hide it. Rifles are cool, but how useful would they be?  Junker already carries grenades in her bandoliers, so she could put one of these grenades right out in the open, in the patch where she kept the Drown Powder the threw at that Lampblack thug on the dock.  These are Iruvian grenades, and the grenades that Junker builds are Dagger Isles-style, so the difference might be noticed.

Skellington checks for a manifest. Sure enough, each crate contains a pre-printed form, filled out in pen. If they take things from the crates, these manifests will reveal that something is missing.  Moth thinks she might be able to forge the manifest forms and hide their theft.  The team agrees to take 3 rifles and 12 grenades, leaving 5 rifles and 20 grenades in the crates.  Moth studies the form and the handwriting.

Moth Study 1d fortune 6

With a bit of practice she’s able to convincingly replicate the handwriting on the form, which puts her in a good position for writing new manifest forms.

Moth Finesse 2d controlled standard 6

Junker and Skellington hold the new forms and the old forms and look back and forth at them. They’re basically identical!  They put the new forms in the crates and lock the crates again. They will stop by the lair and stash the stolen weapons before delivering the crates. They took too much to conceal on their persons.

Ahead in the canal, two boats are in distress! A towboat has pushed its barge into a gondola. Both boats are taking on water, but the smaller gondola is in worse shape. The large barge is taking up most of the canal, so sailing around it will be tricky. The gondolier sees the Goatriders approaching and waves at them, signaling a request for aid. The crew squints to see who is on the sinking gondola:

GM NPC rolls: gender 4 (woman) appearance 2, 4 (tall) profession 4, 1 (leatherworker) name (Bowman)

There’s a tall woman in working-class clothes.

GM NPC rolls: gender 6 (roll again? nah, ambiguous) appearance 6, 5 (bald, shorn) profession 6, 5 (messenger) name (Morrison)

And a bald person clutching a satchel.

GM NPC rolls: gender 3 (woman) appearance 6, 1 (disfigured, maimed) name (Nail)

The gondolier is Nail, so named for the spectacular industrial accident that she survived and which gave her the gnarly scars on one side of her head. The crew is familiar with Nail, since they both work the same canals, and the Goatriders respect the Gondoliers as the dominant faction in the area. The gondola looks like it’s doomed to sink, so the Goatriders decide to evacuate its passengers. They make sure the crates of contraband are locked and throw a tarp over them. Moth takes the controls and Junker stands in the bow to give her directions as she attempts to put the boat right beside the damaged gondola.

Moth Finesse + Junker Aid 3d risky standard 6

Moth parks the boat perfectly right next to the gondola. Nail throws a rope over and Junker holds it to steady the two boats together. The two passengers hop over the gunwales and are glad to be on something that isn’t sinking.  Nail pauses to grab her logbook and a personal item from the gondola: a nail pulled from her body after the accident. It’s a reminder and a good luck charm.  The Goatriders move away from the gondola, and crew from the barge use their poles to push the wreck away from their boat and let it sink. The barge will have to bail water until they reach the docks, but they’ll make it.

Nail thanks the Goatriders for their assistance.  Morrison, the bald person with the satchel, says that they are delivering a time-sensitive package to Whitecrown and are willing to hire the Goatriders for 1 coin if they divert and take them there immediately. Whitecrown is north of the docks, far out of their way.  The coin is tempting, but the Goatriders don’t want to be late for their first job for the Red Sashes. Moth is sitting on crates of illegal weapons that she really doesn’t want the new passengers to notice.

Moth: These crates are burning a hole in my bottom.

They refuse Morrison’s offer. Morrison is upset, but is in no position to insist. They were just saved from a sinking boat. Can’t complain about that.  The Goatriders put Morrison, Bowman, and Nail ashore and bid them farewell.

The Goatriders return to their lair in the sewers without further incident. They stash the rifles and grenades in their lair, then bring the crates up through the fountain and out through Junker’s family shop.  They ponder how to carry the heavy crates through the streets to Rolan’s drug den. Skellington imagines stacking the crates on top of each other, with one person on each end, and the third person behind keeping the crates from tipping over. It’s much less complicated to get Junker’s cousin to hold the end of one crate, so each crate is supported by two people.

Junker’s aunt & uncle run the Ankhayat Body Shop, and Timoth is their 18-year-old son. Like Junker, he works in the cover operation, the junk shop, and hasn’t graduated to real responsibility yet. He grew up here in Duskwall, unlike Junker who is a recent immigrant from the Dagger Isles.

GM Fortune 1d who do they meet on the way? 1 enemy. Pick Bluecoats over Lampblacks.

GM Fortune 1d position? 1 desperate

The Goatriders step out of an alley and literally bump into two Bluecoats on patrol. One Bluecoat taps a crate with his club and asks, “So what’s in here?”

FLASHBACK: In the lair, the Goatriders took some weapons for themselves, so the crates are no longer full. Junker adds a layer of straw to cover the illegal weapons and puts some junk from her family’s cover operation on top, so a cursory inspection will show that the crates are full of low-value knick-knacks. That’s easy enough to arrange, so no stress cost. But is it convincing?

Junker finesse 1d fortune 5

The false packaging is pretty convincing, so even if the Bluecoats force the crew to open the crates, they won’t be revealed immediately. There are no distinguishing marks on the crates, like “DANGER: EXPLOSIVES” since the contents have been disguised twice.  Weapons pretending to be drugs pretending to be spare parts.  That improves the position to Risky. Skellington tells the Bluecoats that they are transporting inventory from the junk shop to a new location.

Skellington Sway + aid 2d risky standard 4

That’s a boring enough explanation that the Bluecoats don’t want to investigate further, so they wander off.  Timoth noticed the sharp glances between the other crew members and realizes that they didn’t were deceiving the Bluecoats and him. He didn’t sign up for this criminal stuff. He could get in real trouble! He doesn’t want any part of this. Skellington tries to explain that it’s fine. It’s a short job. The scary part is already over.

Skellington Sway 1d controlled standard 1

Timoth doesn’t buy it. He’s leaving right now, and he doesn’t care if they have to drag their crates of contraband the rest of the way. Skellington gets red in the face and yells at Timoth to return.  Skellington can get redder than most because of his unusually pale skin.  Timoth won’t like being treated this way, but he might go along long enough to finish the job.

Skellington Command controlled limited 5

Timoth will do it, but he’s mad. The Goatriders have blown whatever good will they had with him. They reach Rolan’s drug den without further incident, and as soon as they reach the door, Timoth drops his end of the crate and stomps back towards home. He was not holding the crate full of grenades!

Junker: Tell Auntie I’ll be late for dinner!

GM NPC rolls gender 2 (man) appearance 1, 1 (large) goals 3, 6 (infamy, fear) method 3, 1 (theft)

Rolan opens the door, but there’s no sense of openness because he takes up most of the doorframe. He takes the crates from the Goatriders and carries them in by himself. He asks if there was any trouble along the way.  Moth goes off on a rant. Lampblacks! Ghosts! Cops! Rolan opens the crates, is surprised to see junk, but digs inside and finds the rifles and grenades. He’s glad that the cargo arrived safely, but is surprised that there’s so little in each crate.  He checks the manifests, and the quantities match up. Alas, smuggling is difficult.  The Goatriders pretend to be shocked when Rolan pulls weapons out of the crates instead of drugs. This job was way more than they signed up for! Rolan apologizes for the deception. Tensions are high in Crow’s Foot with the sudden death of the Crow’s leader. The Lampblacks will push for greater influence in the area, and the Red Sashes won’t let that happen.  The Red Sashes pride themselves on their swordplay, but this is a new situation, which requires (he hefts a rifle) new solutions. Since the crew was expecting drugs, he offers drugs as an apology. The crew gladly agrees.  Moth is especially enthusiastic. Rolan goes to a device that looks like a “Take A Number” dispenser, except it dispenses little tabs of drugs that dissolve on the tongue. He puts a key in the side and pulls out three tabs, one for each. He also gives them the agreed-upon payment: 4 Coin. The Goatriders have finished their first score!

DOWNTIME:

Goatriders gain:

  • 4 Coin
  • 4 Rep (+2 bonus for acting against Lampblacks, which are 2 Tiers above Goatriders)
  • 2 Heat (not much exposure, no killing)

Faction standings:

  • Red Sashes: +3 Allies (+1 for doing a job for them)
  • Lampblacks: -2 hostile (-1 for doing a job against them)
  • Gondoliers: +1 helpful (helping Nail was nice, but not enough to improve status)

Junker took harm and quite a bit of stress, and she learns how painful recovery is at lower levels. None of the Goatriders are Physickers, so she can either rest & hope to heal (1 stress, 0d healing roll) or acquire the services of a healer (roll crew’s tier (0d) for quality. 75% chance to get Quality -1, who can’t heal at all.) So she spends 2 downtime actions to heal.

Junker heal 0d 5, +2 healing clock segments, +1 stress

GM note: I got confused. 0d is “roll 2 dice, take the worse” but when Junker rolled 2 dice, I thought each one was a separate healing roll. I didn’t catch the error until much later, and undoing it would be a lot of work, and also probably be worse for Junker, so I let my earlier ruling stand.

Junker fake healing roll 5 +2 healing clock segments, +1 stress

Junker’s healing clock is full & Level 2 Harm: Drained moves down to Level 1 Harm: Less Drained. She buys a 3rd downtime activity to indulge her Vice. Her Vice is Obligation to the family business, so she goes to family dinner.

Junker indulge vice 1d 2 -2 stress

That’s only enough stress to counteract the stress she took healing. A costly and unsatisfying downtime for Junker.

The Goatriders are turning into The Fast And The Furious.

  • family business is a front for vehicular crime
  • front business is bad, because it’s obviously a front
  • unrelated people join the family through crime!
  • family dinner is an important tradition

Skellington and Moth spend both their downtime action training Resolve by taking the tabs from Rolan and yelling at each other while high. Somehow this improves their conversational skills. Skellington has enough XP to put another point in Sway.

GM note: The group enjoyed this one-shot enough to come back a second time to finish the score, and we’re still having fun, so this isn’t a one-shot anymore. Welcome to the Goatriders campaign!