Goatriders session 3

GM note: Blades In The Dark is player-driven. The crew decides what scores to attempt, but the game and the GM can offer assistance:

  1. Try to capture Turf (the Crew Playbook suggests a score)
  2. Ask around for jobs from NPCs (the GM suggests a score)
  3. Do something that’s important to the characters (the players invent a score)

I prepared several scores for the crew to choose from based on the excellent Twitter feed of HumanTheFixer, a Shadowrun role-play account. Lots of creative, inspiring runs for ambitious scoundrels, even if I have to remove the cyberpunk elements and change all the names.

The Goatriders meet to plan their next score in their hidden lair: in a sewer under Junker’s family business.

Moth: I’m down for whatever, but if you don’t do anything, I’m going to go party.

What if the Goatriders had their own party spot? Moth can’t get thrown out of her own party. They ponder how to seize a party spot for their turf. What are the good party spots around here? Moth could ask Telda, who lets Moth crash at her place when she gets tossed out of parties.  Junker knows a Blood Dealer who might have some leads.  Moth and Junkers are keen to find a brothel susceptible to hostile takeover.

Skellington: Parties mean brothels? Are those the same?

Moth: Tavern is for drinking. Brothel is for lots of things. Like DRUGS!

Everyone is yelling ideas. Somehow owning and operating a brothel seems like a lot of work, so maybe they acquire a brothel and let someone else own it, so long as the Goatriders get to use it whenever they wish. Or maybe they own it, and rent it out.

Junker goes to ask Jul if he knows of any suitable brothels they can lean on. Jul is a shrewd Akorosi man with a wild look.

Junker (+ Skellington aid) Consort fortune 2d 6

Jul has quite a bit of information about a vulnerable vice den, but it’s not quite a brothel. Traven’s Smoke Shop in Coalridge is claimed by Ulf Stormborn, Ulf is a Skovlander who is new to Duskwall and is making quite a name for himself. He picks a lot of fights, so his hold on his turf is weak. Skovlanders are a mistreated underclass in Duskwall, and Ulf won’t tolerate any mistreatment of his people.

Moth: He doesn’t have many friends because he’s from that [actual IRL slur] country!

Moth learned such language from her Dad, who was in the military when Skovlan finally fell to the Empire.

Skellington: Don’t mention your military dad.

The Goatriders decide to make Ulf their friend, and convince him to let them use the smoke shop. That’s almost enough to start a score!

  • Target: Traven’s Smoke Shop
  • Plan: Social
  • Connection: ??

They need an in, someone to introduce them to Ulf on good terms.  Moth considers going to party at the smoke shop, and consults her friend Telda, an expert at parties and schmoozing. Moth asks how to party with Skovlandians and make them like her.

Moth Consort fortune 1d 2

Telda: Call them Skovlanders, not Skovlandians. Those mean signs on some buildings says “NO SKOVS” so don’t call them Skovs either.

Telda doesn’t know Ulf or any of his friends. She recommends they go to Coalridge, where many Skovlanders live and work.  They find Traven’s Smoke Shop, a narrow storefront jammed between two other shops on a crowded, dirty street.  The front windows have two layers of glass, and different kinds of smoke waft up between the panes.  This demonstrates the variety of wares the shop offers, and adds a bit of privacy to the store’s customers. Skellington wants to schmooze a worker, and finds Hix, a wiry Skovlander man wearing a smoke shop apron, sitting on a box in the alley behind the smoke shop, turning a pipe over in his hands.

Skellington: Get a new pipe?

Hix: Better, an old one!

Hix is eager to show his new item off. He explains how the shape of the bowl and style of carving gives a good estimate of the pipe’s age. The pipe was well-cared for, indicated by the relative lack of tooth marks. Hix is a collector. He knows his stuff!  This pipe was for sale in the shop, and he was able to pick it up with some of his wages, because people didn’t recognize its value. Skellington chats with Hix a bit, just bros broing out over some chewed pipes.  Skellington asks when the shop closes.

Skellington Sway controlled standard 2d 4

Hix is suspicious, since that information would be valuable to thieves.

Skellington: I don’t want to overstep. I’m going to go.

Getting a connection with an employee didn’t work. What now. Maybe they go in as customers and snoop about.

Moth: I’m taking the shipping manifest. Do you want anything?

Junker: Something clovy.

Moth Finesse risky standard 2d 6

Moth manages to swipe a delivery schedule while the clerk is dealing with another customer.

The Goatriders have lost track of their plan.  Moth’s head is empty. That’s where she hides contraband.

Junker: The plan is an agile beast. It’s evolving every sprint, but we’re on top of it!

Are they robbing the smoke shop? The delivery schedule would certainly help with that.

Could they get Ulf in trouble with another faction, then support him as an underdog to gain his trust? What factions operate in Coalridge? The Goatriders spend most of their time in Crow’s Foot.  The Lost are a Tier I faction, about as much power as Ulf, but they are dedicated to protecting the downtrodden, and the Goatriders support that mission. The major power in Coalridge are the Sparkwrights, who maintain the city’s power generators and the lightning barriers that keep the horrors of the Deathlands out of Duskwall. The Sparkwrights have more influence in the city than the Bluecoats! The Goatriders aren’t definitely not ready to mess with them!

Will they can throw a party and invite Ulf? People like parties, right? Coalridge has lots of big factories and crowded apartment buildings and not many party venues. The rail lines that used to transport coal (the city runs on Leviathan blood now) are disused, and rail cars lie all over in various states of disrepair and neglect. Some of the poorest residents make homes inside them.

Junker: Would it be respectful to throw a party in a boxcar?

Moth: It’s like a house party!

House parties are off-limits for Junker. She lives with her parents.  The Goatriders wander the streets of Coalridge. Moth looks for a Skovlander to chat up.

Moth Survey fortune 1d 2

Moth: I’ve been buzzed this whole time. I woke up next to a half-empty bottle of wine.

Skellington: This is the third time we’ve passed this business of, umm, accountants?

Junkers: Accountants and brothels go together!

GM note: Apparently this is a TikTok meme.

Moth: So we’re turning the smoke shop into a brothel?

Junker: That was your plan!

Skellington: We could throw a block party!

Junker: The real score was the plans we made along the way.

Moth: Focus! We need to throw a party! I want to party! We throw a party and Skellington steals the deed to Traven’s Smoke Shop.

Skellington: You should steal the deed.

Moth: I’m not skipping the party.

Junker: I can tinker my way inside.

Skellington: Don’t say racist things to Ulf!

Junker: Don’t mention your dad!

  • Target: Traven’s Smoke Shop
  • Plan: Deception
  • Method; Block Party

Engagement roll 2d 6

The Goatriders set up a block party in the street in front of Traven’s Smoke Shop. People gather around to eat barbeque, play music, dance, and have a good time. Some of the smoke shop employees come out and join the festivities.  Ulf arrives from off-site and pushes through the crowd to get to his shop. He seems bemused by the party.  Skellington tries to get HIx to convicne Ulf to stay outside and party.

Skellington Sway 2d controlled standard 3

Maybe not Hix. Skellington tries another approach. He greets Ulf himself, and offers to get him a drink.

Skellington Consort 1d risky controlled 2

Ulf insists that he has business to attend to in his shop.

FLASHBACK: Skellington asked around to see how Ulf was crushing on, to make sure that person attended the party.

Skellington Survery (fortune) 1d 3

Ulf seems completely focused on his mission, and has no time for personal entanglements. Skellington considers flirting with Ulf, but instead exploits Ulf’s aggressive reputation. Skellington tells Ulf that there will be a boxing tournament later, and he should sign up!

Skellington Sway risky great 2d 5

Of course Ulf wants to fight! His enthusiasm is infectious and before he knows what’s happening, Skellington has also pledged to fight in the tournament. Hopefully the heist will end before Skellington has to fulfill that foolish promise.

Meanwhile, Junker quietly opens the back door of the shop and peers in from the alley. There are no customers in the shop, and only one clerk half-heartedly manning the counter and looking at the party outside. The office door is off to the clerk’s side, but he’s not likely to look over.

Junker Prowl 1d controlled standard 2

That’s not good! Junker takes a Devil’s Bargain. The clerk was about to look over and spot her as she crept up to the office door, but a customer approaches the front door. It’s Timothe, Junker’s cousin! He takes the clerk’s attention, but he’s been burned by Junker’s lawless ways before. He won’t be happy to see her. There’s also a mirror that Junker didn’t see from that back of the shop that makes the office door more visible from the counter than she thought.  Junker tries to pick the lock to the office door with her fine lockpicks.

Junker Tinker risky standard (+push) 3d 5

She pushes herself to work as quickly as possible.  Just as she gets the lock open, the clerk glances at the mirror and spots her!

Outside, Moth intercepts Timothe. She knows that Timothe wants to be treated like an adult, since he just turned 18.

Moth: Hey, I feel bad for how you were treated. We owe you another chance. Do you want to join the boxing tournament with the real men?

Moth Consort risky standard 1d 3

Timothe brushes her off and goes into the smoke shop, because that’s for grown-ups too. Inside, Junkers has the office door open, but the clerk is coming for her!

Junker Prowl controlled standard 1d 6

She slams the door behind her and locks it before the clerk can get there.  He pounds on the door, but he can’t open it immediately. Inside the office there’s a desk with some papers on the top, drawers on one side, and a small safe built into the other side. Junker lays into the safe with her drill and crowbar.

Junker Wreck risky standard 1d 5

She pries the safe open. Inside she finds:

  • A stack of official documents
  • A stack of signs or various sizes and materials that all say some variation of “NO SKOVS”
  • A collection of signet rings and lockets. Nice jewelry, but all tied to a particular person’s identity

Junker determines that Ulf finds racists who put sup “NO SKOVS” signs, kills them, and keeps these trinkets as proof. Yikes! Also, these very personalized trinkets would be hard to fence, so she leaves them and takes only the official documents.

GM note: Instead of “No, you can’t fence these” I should have said “You can take 1 Coin for 1 Heat, but to 4.” because letting scoundrels make trouble for themselves is thematically appropriate!

The clerk stops pounding on the door and goes to fetch Ulf.

GM note: This clerk have become important. Let’s define him some more.

Wester is a plain-looking Skovlander man. He likes teamwork, but is dishonest, and also a member of a secret society. He rushes out the door of the shop and is intercepted by Moth. She tries to hide behind him and says that some creeper is following her around, and can he block for her?

Moth Consort risky standard 1d 3

Wester advises her to be upfront and just tell the man that she’s not interested.

GM note: This is the WORST advice. Do not do this to anyone!

After brushing Moth off, Wester approaches Ulf. Skellington has to act fast to prevent Wester from alerting Ulf to the robbery in progress! He shoves Wester and tries to start a fight right then, claiming the boxing tournament has started.

Skellington Command desperate standard 1d 5

Wester is distracted from his mission, but Skellington attacked Wester without warning, and Ulf cannot tolerate poor sportsmanship. As Skellington leans forward to jab Wester, Ulf grabs the end of Skellington’s belt and yanks it out, spinning Skellington in the air like a top. Skellington’s about to take a nasty wreck on the cobblestone street!

Skellington Resist Level 3 Harm (Broken Ribs) Prowess 1d 4 stress

Skellington manages get his arms around his head, and roll on impact, avoiding injury.

GM note: We workshopped a few ways Ulf would inflict Level 3 Harm, and I only thought of the cool way after the session. Downward chop to the neck as Skellington leans forward. Faceplant onto the street and take Level 3 Harm (Fractured Skull).

Ulf: Dishonorable!

Skellington grovels and Ulf picks him up and sets him on his feet. All will be forgiven if Skellington competes honorably in the ring.

Back in the office, Junker is escaping through the window.

Junker Wreck controlled great 1d 6

She pries the entire pane of glass cleanly out of the frame, sets it neatly on the desk, and wipes her fingerprints off the edges. She hops out the window into the alley and walks away. Now to signal the others that the heist is complete.

FLASHBACK: The Goatriders decide on a signal.

Junker leans on the wall of a nearby building and casually squawks.

Moth hears the signal and goes to extricate Skellington. She tells Ulf that she has to redo the bracket to separate Skellington and Wester and also that she will scold Skellington for his terrible breach of protocol.

Moth Sway (+aid Skellington) risky standard 2d 5

That seems plausible to Ulf, and she takes Skellingont and drags him out of the party and around a corner. They meet up with Junker. They’ve done it! They can slip away before anyone can stop them. Skellington wants to do one more thing first.

Skellington Compel risky standard 2d 5

Skellington summons the ghost of a worker killed in a coal mining accident decades ago, and tells it to walk up to Ulf and says “The Crows did this!” The ghost moves to obey in the most direct way possible, right through the corner of the building they are hiding behind. The Goatriders exit the scene, with screams and the sounds of panic echoing behind them as the crowded party is interrupted by a terrifying ghost!

Junker did grab the deed to Traven’s Smoke Shop, and the Goatrider’s deliver it to the Red Sashes. They aren’t very clear on what they get in return.  It’s up to the Red Sashes to take Traven’s Smoke Shop from Ulf, either with their superior numbers, or with the help of the law. With the deed, they are the legal owners.

We skipped the downtime phase, since most activities in downtime are preparation for future events, and this is the last session with this crew. They have no future.

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!

Goatriders Session 1

GM note: This was the first time playing Blades In The Dark for all of us. Explaining the rules, creating characters, and creating the crew took two hours of a three hour time-slot. Since this game is much rougher than my “PG-rated family adventure” game of Fellowship, I started with Lines and Veils, a way to agree on what content to avoid.

In the Crow’s Foot district, a haunted jumble of ramshackle buildings and competing gang claims, stands a two-storey building with a small courtyard in the rear.  Facing the street is a small store-front, the Ankhayat Repair Shop. It’s a front, of course. Actually two fronts. The Ankhayat’s actual family business is fixing people, not vehicles or appliances. Vond, the daughter with an unfortunate affinity for destruction, has recently started a new venture with a couple of friends.

The fountain in the courtyard hasn’t worked for years.  Removing a flagstone from the empty fountain reveals a hole, which leads to a stair, which leads to a sewer, which leads to the canal. In this sewer is this hidden lair of the Goatriders, a strange crew of smugglers.

Goatriders

Strange Smugglers working out of Crow’s foot, traveling up and down the central canal, from Coalridge to Brightstone.

  • Hidden lair (in the sewer beneath a broken fountain)
  • Prowess training
  • Smuggler’s rigging
  • Vehicle: a small boat

Junker the Leech

Vond Ankhayat, daughter of immigrants from the Dagger Isles. She works at the family business as a clerk, since she’s too good at breaking things for a repair business.

Moth the Lurk

Myron Blackfield, an ‘ambiguous little dirty fae baby-faced troublemaker.’ She comes from a military family. She rejected the discipline and duty to slink around from party to party.

Skellington The Whisper

Yurei Kazokuai, from far-off Tycheros, has such pale skin that he could be mistaken for the ghosts he spends so much time around.  He ‘looks like a tall Timothy Chalamet but paler.’  He used to work for the Spirit Wardens, but he’s fond of ghosts and doesn’t want to see them destroyed.

Contacts

  • Eckard: Junker’s nemesis, a corpse thief who tries to rob Junker’s family business.
  • Flint: Skellington’s nemesis, a spirit trafficker who tries to snatch the spirits that Skellington befriends
  • Jul: Junker’s friend, a blood dealer who buys supply from Junker’s family business, both from corpses and from living donors.
  • Rolan: a drug dealer for the Red Sashes
  • Roslyn Kellis: really mad at Moth for neglecting to mention that she wasn’t nobility for the duration of their three-month whirlwind romance.
  • Scurlock: Skellington’s friend, a vampire that Skellington is emotionally attached to.
  • Telda: Moth’s buddy, a begger who infiltrates parties with Moth, and gives her crash space after she’s ejected from parties.

The story

Tensions are high in Crow’s Foot. The Crows keep the peace between other rival gangs, but the leader of the Crows died suddenly, and the smaller gangs are testing the limits of the new leader. The two main contenders are the Lampblacks, who don’t like the Goatriders, and the Red Sashes, who are fond of them. The Crows themselves think the Goatriders are a nuisance, but our fledgling crew does stay on the good side of the Gondoliers, who control the waterways they use for their smuggling.

Rolan, the Goatrider’s contact in the Red Sashes, tells them about a job. A shipment of drugs has arrived on The Docks, but Lampblacks are watching the docks and hassling the Red Sashes’ regular couriers. Since the Goatriders aren’t officially affiliated, Rolan wants them to pick up the shipment and deliver it to Rolan’s drug den in Crow’s Foot.

A spokesman for the Lampblacks walks into Ankhayet’s Repair Shop and says that big changes are coming to Crow’s Foot and that he wants to be sure they are on the right side.  Junker is manning the front desk, and says she doesn’t know what he means, since they are humble junk dealers are tinkerers. The Lampblack knows they are a front (he probably doesn’t know that it’s two fronts) so he insists. Junker says that they want to be on good terms with everyone.  The spokeman nods in mock understanding. He offers another job, one of goodwill. He has a gift for the Red Sashes, but it’s a surprise, and if Junker and her friends could slip it into the Red Sashes’ headquarters, that would be just great. Junker says she’ll think about it.

The Goatriders don’t trust the Lampblacks at all, and Rolan’s job plays to their strengths, so they choose the drug smuggling score. They will transport the packages via boat down the canal to Crow’s Foot, then carry them by hand the few blocks from the water to Rolan’s den.

engagement roll: 1d, 3, desperate

two crates ofdrugs on a dock surrounded by larger crates. The Goatriders' boat is tied up nearby, just in front of a large ship.

Junker pulls the boat alongside the dock that Rolan indicated. Moth and Skellington climb up to the dock (it’s built for big ships, not their small boat) and approach the two crates, about 100cm x 50cm x 50cm.  Four Lampblack thugs approach. They aren’t just looking for Red Sashes, they are watching the crates themselves!  “You can’t take those creates.” says the lead thug. “Those are ours.”  Skellington & Moth feign surprise. Surely there’s been some mix-up. Their boss gave clear instructions. They try to get the thugs talking.

Skellington + Moth assist. Sway 2d desperate standard 5

These thugs were picked for their fists not their mouths, so they admit that they don’t really own these packages, but were told to prevent anyone from taking them. But two thugs circle around & separate the Goatriders on the dock from their companion on the boat. Junker maneuvers the small boat under the high dock and pulls out a crowbar to destroy the dock under those two flanking Lampblacks. They aren’t paying attention to her, but the dock is quite sturdy.

Junker Wreck 1d risky limited 6

Junker quietly pulls out the nails securing a few boards, then smashes one of the boards. The board doesn’t break away cleanly, so the thugs fall halfway through the floor and start struggling among splintered boards. The other two thugs roughly shove past Moth and Skellington to assist their teammates.  Skellington tries to pick up a crate, but it’s surprisingly heavy! Perhaps a ghost could do the work for him. Ghosts and corporeal objects don’t interact that strongly, but it’s worth a shot.

Skellington Attune (Compel) 2d risky lmited 5

Skellington meditates, searching for a ghost who died near here. He finds a brawny deckhand woman: broad shoulders, big arms, big belly. He draws her out of the ghost field and tells her to push the crates over the weakened dock, so they fall into the boat. Moth and the four thugs are terrified as a ghost forms out of thin air right next to them! Sailors on the nearby ship shout and point!  Moth clutches her Spiritbane Charm and flees, pressing herself into a small space between two stacks of crates. Two of the thugs freeze, and two run. The ghost manages to push one crate over the weakened section of dock. The weight of the crate breaks through! The crate and one of the frightened thugs plummet down onto the boat. The new hole in the dock reveals the ghost to Junker, who also freezes in terror.

Junker and the thug start to recover about the same time.  Junker pulls a packet of Drown Powder from her alchemical bandolier to attack the thug, since a sailor’s worst fear is drowning.

Junker Skirmish 0d risky great 3

It’s not going to work. Devil’s Bargain. Invoking the fear of drowning will draw a drowned ghost to her.

Junker skirmish +1d risky great 4

The thug gets a lungful of Drown Powder and starts to panic. A drowned ghost rises from the inky water and climbs aboard the boat. The thug panics more and tries to climb back up to the dock, grabbing the leg of the other thug who didn’t run. They both fall into the water.

Junker Resist (Resolve) 1d 4

Junker stands firm in the face of this new horror, but takes 4 stress. Skellington in on top of the deck with two recovered Lampblack thugs, and sees a new ghost menacing Junker below deck. He yells down, “She didn’t drown you, they did! Over here!” hoping to set the fierce creatures upon his enemies.

Skellington Sway 1d desperate standard 6

The thugs are rushing up behind Skellington with their cudgels, but the drowned ghost rises through the dock and rushes upon them. The brawny ghost, who was named Olga in life, has finished her assigned task and reverts to her primal motivations: revenge and hunger! She sets her sights on Junker. Moth peeks out from her hiding place and sees that neither the ghosts nor the thugs are paying attention to her or the remaining crate of drugs. Maybe it would be best to leave with only one crate and only ask for half the pay. No, the Goatriders will complete the job! Moth and Skellington push the remaining crate towards the hole in the dock, trying to avoid the ghosts and the thugs’ desperate attempts to fend them off.

Moth + Skellington assist Prowl 3d risky standard 5

They are not struck by cudgels or drained by electroplasmic fingers, but the heavy crate breaks a damaged board, sending itself and Moth plummeting. the crate lands on the boat, but Moth goes into the water. Heedless of the danger to herself from Ogla’s ravenous approach, Junker throws Moth a rope and pulls her in. Junker takes Level 2 Harm “Drained” as Olga devours part of her life energy. The cargo is secured, and only Skellington remains on the dock, Time to leave!  Skellington prepares to leap through the broken board to join his teammates on the boat.

Skellington Prowl 1d controlled standard 1

Actually, those splintered boards are twisted at weird angles and it’s hard to judge a safe path.  He runs to the edge of the dock and jumps in from there. He is picked up and the Goatriders sail away from the chaos on the docks.

GM note: The hour was late, and this was only the first obstacle. I asked the players if they wanted to say this was the successful end of the quest and move on to down time, or run late and see what else happened. They chose to make the one-shot a two-parter. We stopped playing there, but the score is not over. We will schedule another session and see what else stands between the Goatriders and their destination.

I asked the players what they enjoyed, what they wanted more of, and what they wanted to change. We didn’t get much time in-character, so they didn’t have answers for everything.  More experience is needed.  They enjoyed the setting, where they were expected to do the most underhanded, wild thing possible, immediately devolving into ridiculous shenanigans. They also appreciated the limited power of the characters. Teamwork was required to cover gaps in each others skills, and only one special ability to start prevented analysis paralysis. Since ghosts are important to this gang, I need to be prepared to insert ghosts suddenly into any situation, and be familiar with how they interact with the world. This time, I didn’t know how effective the thugs would be against a ghost, or if they could do anything at all.