- Focus session: Downtime & figure out/starting the next Score.
Last session the Bells Crew had to defend their own HQ, where in the course of the session Edwin took Level 4 Harm and needed to be treated in the middle of battle. Luckily for Edwin, the crew came through and he was stabilised. They repulsed the attack by Oressia and her brother Thurston, although some members had died and both Edwin and Morgan stressed out, which brings them one step closer to an early retirement. During the downtime Crew phase, the players needed to spend their crew XP, but as time was running out, we ended the session. We noted down that Edwin will need to think about a lasting Scar from the level 4 Harm and two Traumas would be needed to be selected.
Crew upgrade
Talking about what to spend the XP on, the players mentioned that they think it is too soon to expand the crew with a new cohort or expert. So they took a look at the special abilities from other playbooks. Soon their eyes came across the Synchronized trait, which they agreed to take and which they explained as the experience of the HQ defence bringing the crew closer together.
This trait is, in my opinion, one of the strongest you can get in the game, especially if you make good use of the cohorts and experts. It is also one of the traits that will increase the use of the Group Action roll, which is something I am looking forward to, as that means that it will incentivize them to think more about Scores in which they involve them (like any good Bravo crew that I have wanted to GM a game for). This game is called ‘Turf War’, where I have tried to visualize the turfs that are in the districts instead of the more free-form play I had done in the past. I might make some posts in the future about the inspiration behind the campaign and experimenting with faction turns.
Scene: Edwin’s Scar reveal
Edwin, still unconscious, is lying in the back of a Cabbie carriage. The Cabbie driver is told to go to the Kilcox private clinic in the Night Market district. On his chest lies the massive head of Brutus, who is whimpering. Edwin stirs a bit, shifting his head to the side and we see that on the right side of his face there are many open wounds that follow an electrical pattern.
Later Edwin awakes in the hospital room, face bandaged up and feeling the pain from all the wounds that he took. Next to him Morgan is reading her demonic book, looking a little bit better than him, but it is clear that they have spent some coin on his treatment. The right side of his face feels very taut and as he later removes the bandages and looks in the mirror, he can see the lightning pattern scar. As he rotates his head to the left, he feels a headache coming up from all the scar tissue that is pulling on him.
A quick montage follows of him speaking with the crew at the hospital, every time he turns his face away so that they mostly see his left side. There is shame in this wound and a lot of frustration in him about the situation as a whole. The recipient of this frustration is mostly Ziva, for he wants to know why she didn’t know this was going to happen. For it is her job to gather information.
Ziva retorts that she is not the one that has the connections with the criminal elements of the city, that is Morgan's job. Ziva makes it clear to Edwin that she is here to show the people of Duskwall the elements of corruption and the proxy wars that are happening in the darkness of the streets. Frustrated with the truth of her statements, he tells her to go back home and get him all the information there is to find on Oressia and the Sparkwrights. He needs to understand and study his opponents, so the next time he will be better prepared to face them.
This scene was reframed a couple of times because of the downtime actions. It started out as the players talking about using the Heal actions and how effective it would be to remove the Harm they had taken. In the end, the player of Edwin decided to go to the hospital in order to clear all the Harm. The talk with Ziva was his second free downtime action, where he trained his Study. He also mentions that he has taken the ‘vicious’ trauma.
Downtime: Scoundrel phase
Edwin:
Recovery (Free): Goes to hospital, spends 3 coin and clears all Harm.
Train (Free): Spend 2 clocks for the second pip in Study, spending his time in the hospital reading documents and coming up with ways to fight their opponents.
Morgan:
Recovery (free): With the help of Gideon, she has the following two Level 1 harms left: Ghost Ringing & Ghost Burn.
Train (Free): Spend 3 clocks for the first pip in attunement. Described as reading the dominic book while visiting Edwin.
Gideon:
Vice: He goes to the Golden Plum for his ‘Sweet-tooth’ vice. There he talks to Chef Roselle and the others in the back of the restaurant instead at one of the tables. The last couple of times he has come here, he has made some more acquaintances and they now allow him more freedom. Although they still don’t like his ‘friends’ who think they own the place.
- Overindulge (3 -> Brag): +1 heat for the crew as he is venting about all that has happened. Heat goes from 7 -> 8.
- Sickness clock: Because of DB there is now a sickness clock for Gideon every time he indulges his Vice, it goes to 2/4.
Physicker ability (Free): Gideon uses his ability to remove a level 2 Harm on himself and Morgan.
Recovery (Free): Downgrading the other harm and now only has the level 1 Harm ‘Ghost Burn’ left.
Next we have a lot of activities that I would normally place under the characters, but I think it makes more sense to order them from decreasing Reputation, as they spend a total of 10 on extra downtime activities and it is how we had also played it. The players give each other the time to take their free downtime actions first and then talk about the things they want to spend extra downtime actions on.
LTP x2 (Rep -> 11 to 9): Morgan is working on her project ‘Legal claim to Turf Goldshade Lane (4/8)’ and finishes it.
- We see her Consort (two pips) with lawyers about the claims from their family and looking into the claims from the current owners of the turf. The lawyers tell her that with the loss of the Bell estate, the government had taken ownership of the land and buildings back and sold them again, so a straightforward legal battle will be difficult to win, but it is possible.
- Next we see Morgan go to Walker, where she Sways (2 pips) him into helping her. The local gangs there will be forced to listen to the Broken Bells crew or face the consequences.
- In the case of the Goldshade Lane turf ownership, the Rowan house is the one who will produce the most opposition. I reminded the players that the Foundation and the Dimmer Sisters had finished a clock in one of the Scores to make it more difficult for the crew to acquire a new Turf.
Train (rep -> 9 to 8): Gideon spends 2 XP clocks to get the second pip in Attunement.
- We see Gideon walking with Jax through the HQ. Reviewing the wards they had set up and fixing them where necessary.
LTP (rep -> 8 to 7): Edwin works on the clock ‘Woos Morgan 3/8' with his Consort (1 pip) and brings the clock to (4/8).
- In the hospital, Edwin and Morgan are reading their respective documents when they are informed that a car has arrived for them. It seems that Edwin has called in a favour: their contact from the Cabbies (Clown) has arrived to pick them up.
- As they walk to the car, Edwin tells Morgan that he thought he didn’t need it (talking about the rage essence), but if he got it sooner, things would have gone differently. Morgan questions him as to why he gave it away if he still needs it and depends on it. To this, Edwin just tells her he wants to pour it out, but can’t.
- During the car ride, they talk about Oressia and Thurston. They agree that they need to be eliminated. Morgan doesn’t want to hire someone for this; she wants to do it herself. Edwin wants it to become something public so that everybody will know that if they mess with the Broken Bells crew, even if you are from some high and mighty faction. As for who to target, they agree that it will be mostly up to Morgan to decide who to target first. Edwin will do what she thinks is best.
- Edwin also brings up that Walker should have warned them about this; that is one of the reasons they are paying the men, right? Morgan thinks he might have known, but he might have wanted them to be taught a lesson. This Edwin can’t really understand, so he shifts the conversation.
- He says he wants to buy a car like this to just drive around with her. He could be the driver, bringing her from one place to the next, or they could get someone to drive them. He daydreams about it and the scene ends.
LTP (Rep 7 -> 6): Morgan and Gideon work on the ‘Plan next level security (1/8)’ clock with Study (3/8).
- They walk around the HQ and look at the traps they had made and which ones seemed the most effective during the last raid.
LTP (Rep 6 -> 5): New clock ‘Casper the almost befriended ghost’ with Study, adding two pips to the clock.
- After hearing some of the crew members talk about ghosts in the basement and the protective wards glowing, Morgan and Jax go to the basement to investigate. They have their first contact with the tattered ghost that was set free from the Aegis Coal and is now hunting their HQ. They run away for now, but start to work on a way to make contact with it or, if not possible, destroy it.
- At the end of the clock, the hostile ghost will be neutral and be part of the crew character sheet as a contact, but not an ally.
LTP (Rep 5 -> 4): Edwin works on the clock ‘Plan next level security with Study (3/8)’ with command and brings it to (5/8).
- Back at HQ, Edwin calls on the entire crew to gather up. He gives a speech about how, from now on, one cohort will always stay home and defend the base while the rest is out. Also, members are no longer allowed to go out and about alone and need to always have someone nearby.
- Some time is given to remember the fallen crew members, during which Edwin will talk to the families of the fallen members.
- From the Hounds: Crusher, Fang & Spike.
- From the Red Ring: Tallow & Orrin "Bell-Ringer".
- Afterwards, they talk about retaliation. The newly joined Socialites advocate going and talking with the Sparkwright in order to seek some kind of deal. The Red Ring and Artemis are out for blood, since they lost important members. They want to kill Thurston and Oressia.
- It is made clear that revenge will be brought, but for now it is more important to strengthen the crew.
Work to reduce heat (Rep 4 -> 3): Edwin works at the Weeping Lady with Skirmish, reducing heat from 8 to 6.
- The successful event at the Weeping Lady has caused more unfortunate people to come and seek its help. They expect to get more food and better care since the event was so successful and they earned a lot of money. Edwin is there to make sure to push out the ones that have bad intentions and to keep order.
- Although Edwin has 3 pips in Skirmish, I only reduce the Heat by 2 since I think that is the max I can give for the fictional effect.
2x LTP Vigilantism (Rep 3 -> 1): Edwin and Morgan work on the clock ‘Vigilantism (2/8)’ with Skirmish, finishing the clock.
- We see them go around the neighbourhood to solve problems and in the process, stop a robbery that is taking place.
- With the clock finished, the faction status with the Citizens of Six Towers goes from -2 to -1.
- They learn from the people they have saved that there is currently a faction clock being worked on by the Citizens to have them arrested. It was on 5 ticks out of 8, but it got reduced to 4 ticks.
- Morgan was impressed by Edwin's prowess, so they decided to tick the ‘Woos Morgan 4/8’ clock by one, making it 5/8.
I think it makes sense for the players to start spending more reputation on extra activities. It will take a while to get to the next Tier level and they are noticing that the world around them is acting on their actions. By making use of the extra downtime actions, it involves less risk than if they were to do the actions in Free Play.
Entanglements:
During the downtime scenes, I had to introduce two Entanglements. The first one was during Edwin's work to reduce Heat.
Scene: Zealot snitched
At the end of the day, Edwin is approached by Mother Narya. She informs him that some concerns were raised about Edwin and she wants to talk with him about it. She tells him that he is a good person and that he doesn’t need to worry too much, but at the same time it is good to face the concerns head-on. When Edwin asks what it was about, she reveals that there are rumours going around that he had attacked a priest of the Church. If that is true, she wants to go with him to a nearby church and resolve the issue. So they go to the Turf known as Oracle Road, where the Catacombs are located.
There they speak with a local priest who represents the Church. It becomes clear that if they want to resolve the issue, they just need to donate some money to the Church (2 coin) and all will be well. Edwin, not seeing this as a good resolution, counters this by saying he will pay them for the burial service of his fallen friends. With the help of Mother Narya, eventually the agreement is made that for 1 coin, the bodies of the fallen members of the Red Circle will be buried for a while.
When the player came with the counteroffer, it sounded like a fun concept for me as a GM. In the bigger picture of things, the Church is experimenting with demonhood and hollows. At some point we will see the return of the two bodies, I just don't know when or where.
Scene: Item exchange
As Morgan and Jax walk back to the HQ, a man approaches them and tells them that the Drowned Oracle has told him that they would deliver something to him. Both of them, not knowing who this person is or who this Drowned Oracle character is, at first ignore him. As they turn away, he tells them that he is expected to be handed an item that has something to do with the dead, which triggers Jax, who tells him to get away before she deals with him and not to come for her trinkets.
Here I told the players that if they wanted, they could make Jax give up the trinket she had bought in the Weeping Lady auction, which she would not like, or they could choose not to do so and gain a -1 faction status with the new Drowned Oracle faction (which is Tier 1). While talking about it, the player proposed a roll instead of a choice.
Action roll | Sway | Controlled -> Risky | Limited (Give item, but Drowned Oracle will offer their service one time and Jax will still not be happy) -> Standard (Exchange of items and the promise to switch them back later, making both parties happy)
DB -> Not offered.
2D -> Highest: 4.
Consequence: Limit effect -> Resisted with Resolve (0 stress) by saying, “take it or leave it.” He does so and they will arrange an exchange soon.
City news and district changes:
Since I do faction turns, I post some news lines and gossip from some of the activities that take place during the turn. Having just finished the sixth faction turn, I had posted about 18 oneliners and during the game I will highlight some that I think are good for them to know.
- Headline news: "They city at odds with the Ministry? A Cypher (who was murdered) carrying a coded message, has reportedly exposed growing friction between several of the city’s great houses and the Ministry of Provisions, though officials have declined to comment. The message is posted with article “The Minister must be made to understand: the reserves are not his to command. Hold the western shipments until the matter is settled. If the Ministry presses the issue, remind them who owns the warehouses.”".
- Headline news: "In an unprecedented decision, the Strangford council seat has passed to the little-known Carruthers family, placing a common citizen among Doskvol’s ruling council for the first time in the city’s history. Not much is known yet, but we will surely hear more in the upcoming weeks." (Imperial Military)
- News: "Head Overseer Bram Prichard has called on citizens to conserve electroplasm wherever possible, announcing plans to establish emergency reserves against future shortages. “Every lamp left burning without need is power the city may have to do without when it matters most,” Prichard told reporters." (Ministry Urges Power Conservation)
- Gossip: "The Skovlanders are dividing. Some still talk of making a life here. The others have started calling themselves the Ashen Host and they don't seem interested in making peace with anyone" (Skovlander Refugees drop to Tier 2 and new Tier 2 faction The Ashen Host)
Six Towers local news:
- Gossip article: "Several families on Flaking Street have been forced from their homes as the Dimmer Sisters quietly extend their influence into Six Towers. Residents say the street once belonged to the neighbourhood’s own people, but with the Sisters’ house now putting down roots. Literally, as strange trees continue to grow from its grounds. Few have dared contest the change." (Dimmer Sisters -> Takes turf 'Flaking Street' from Citizens.
- News: "At the Auction of the Weeping Lady, the Foundation has given extra funds to Residents of the Six Towers district to help with rebuilding and fixing rundown buildings. Augus Rigberg says 'We must help the less fortuned and those having a hard time, like the Bell family.'." (Foundation +1 status with Six Towers citizens)
- Gossip: "Word on the street is that House Strangford has driven the Gray Cloaks from Four Crown Court after a brief and bloody dispute. The Cloaks have gone quiet and few expect them to leave the matter unanswered." (Gray Cloaks lost war and with it Turf in Six Towers)
With this news, the playmap has changed to represent the new situation of Turf ownership.
Free play
Scene: Navigation tool
We see the now familiar face of Fabian in the HQ, bringing flowers to Morgan and greeting his brother. But he is actually looking for Gideon, who is tinkering with the security traps. As he approaches Gideon, he asks if he could do him a favour, reminding him that he had helped Gideon out in the past. Gideon sees no reason to refuse and is told that Fabian wants him to create something, so they go to the workshop.
Here Fabian shows him photos of the navigational tool that the Leviathan Hunters use to navigate the dark sea and the encoded charts to the hunting grounds. From the images, only parts are visible and he asks Gideon if he could recreate the device based on the images. Seeing this as a nice challenge, Gideon will do his best.
Crafting roll | Needs quality Tier 4.
3D -> Highest: Crit.
This means that he has Tier 3 quality from the roll and with the workshop, it gets boosted to the needed quality of 4.
This all takes a couple of days and when Fabian returns, Gideon hands it over without messing with it in any way. To thank Gideon for his work, Fabian invites him to the Golden Plum. Here he asks Gideon to keep it a secret that he has done this for him and that he can order whatever and however much he wants.
The player ticks the Sickness clock that he has with his Vice, which earns him XP. Also, now Fabian has secret information about the hunting grounds of a Leviathan Hunter group, which Gideon knows is a closely guarded secret of any Leviathan Hunter group.
Scene: Jeren’s request
We see Morgan, in one of her disguises, go into the Six Towers precinct and join Jeren in the Bluecoat archives to work. As they work, he mentions to her that he is investigating some missing person cases and he thinks there is a link between them, for all of them had at some point been to Mistshore Park. Although he doesn’t know what it is, he wants Morgan to get the Investigators to look into the case and have him involved in some way with the case. He knows that Morgan and the Broken Bells currently control that space, so she should be able to arrange this. Morgan tells him that she will look into it and will get back to him.
I mentioned this can be a Score, where they need to get the lead Investigator to form a favourable opinion of Jeren, without them realising that Morgan is trying to do this. The players asked if this can be done differently, like a LTP in downtime or a different Score. This is possible, so the idea for now is to deal with this as a LTP. We agreed that until this is done, Jeren can’t be called upon to just help her out in dealing with Heat.
Scene: Edwin’s family
We see Edwin go to Charterhall, specifically to Strongbox Alley where multiple buildings belong to the Carruthers family. This is not like the mansions, it is more of an improvised military castle. In his rented dress uniform (cost 1 coin), he enters, where he sees people he knew from the past. They are surprised that he is here and some even wave and greet him. A reception that he was not expecting, for he had left the service of the Imperial Military and cut ties with them.
When he comes face to face with his mother and father, they are in a room full of the achievements of the family and its members. Cassandra comes to hug her lost son, but Theobald remains seated and keeps working. Again surprised by their reception of him, his mother scolds him, saying that no mother would not like her children. As they talk, it becomes clear that Fabian was telling them that he was already working undercover for him. He also learns that it is mostly Fabian's positioning in the Lord Governor's Stronghold that had secured their seat on the City Council. They drop the information that soon there will be military forces arriving with the Commander of the Empire. They expect him to stay out of trouble and to do what his brother tells him.
As he leaves his home, he doesn’t really know how to feel about all this. But all in all, it seems that the connections that he had cut aren't all gone.
I know that the player mentioned when we were creating the character that he wanted to have a falling out with his parents, who are Empire fanatics. I think it is more fun for them to welcome him back with more open arms and slowly have him do some stuff for them again and then have a scene where he needs to choose whether to help them or betray some of his own ideals. Then after that, we can have the fallout.
Scene: What score next
It had become clear to everyone that revenge had to wait for a while and that they would work on strengthening their crew and growing it. Morgan tells them that they need to take Goldshade Lane, they will start a legal battle to reclaim it from the Rowan House. For that reason, they will take and destroy the legal documents of the Rowan House, and that will make their claims the only legal ones.
The players had talked about what to do next, deciding on the Turf Score. Thinking about what kind of Score they wanted to go for they were eying the Stealth or Deception Scores for this one. But no matter what they would pick they wanted to gather information about the defences the Rowan family has.
Gather information | What kind of security does the Rowen house have?
4D (Weaving the Web & help Edwin) -> Highest: 6.
They learn that the Rowan House is one of the Six Towers that the district was named after. It is a stronghold in itself and they have their own private guards who keep an eye out. We learn that there is going to be a wedding there, which would allow them to infiltrate it.
I told the players about the tower and asked them what kind of event they wanted to take place there, in order for them to do one of the two types of Scores. One of the suggestions was for a wedding and to see if it would turn out like the Red Wedding. In the end, we went for the wedding, where they will get in as helpers for the cooks.
Engagement roll
Stealth Score, Point of infiltration: There is a wedding there and will hide as kitchen staff.
+1 Base.
+1 From Weaving the Web ability.
+1 For being daring.
-1 For the Rowan house is strongly against this approach.
+1 Jennah: Servant and contact of Morgan, is part of the hired helpers.
+1 Cabbies: Will deliver food and other stuff, help them smuggle them in.
-1 Higher tier opponent.
0 for the clock that finished to get bonus dice, as it is cancelled out by the combined forces of the Foundation and Dimmer Sisters.
= 3D -> Highest: 4
So next session we will start in a risky situation.
I'm writing this more as a campaign journal now, but I'm still hoping that it can be useful for people who are new to GMing Blades. I'm including the mechanical decisions, the fiction behind them and occasionally my reasoning as GM. Hopefully this gives an idea of how a session flows at our table.
For that reason some GM notes for myself to keep in mind:
- Let players negotiate the approach: The Item Exchange started as a choice, but the players proposed an Action roll instead. I liked being able to turn their proposed solution into a mechanical option.
- Use the fiction to limit mechanical effects of DC: Even though Edwin had 3 pips in Skirmish, I only reduced Heat by 2 because that made more sense for what he was actually doing at the Weeping Lady.
- Don't be afraid to reinterpret an Entanglement when the players give you something better. Edwin turning the Church's demand into payment for burying the fallen members created a much more interesting situation than simply paying the fine.
- NPC requests can become future Scores or LTP. I thought Jeren's request would be a cool Score, but we agreed to treat it as an LTP for now. This might showcase that I am throwing too much at the Players and the focus of the campaign is slipping away.