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(Created page with "{{Gamelog |Session Date=2018/05/06 |Campaign=Dunslough Cartographic Society |Author=Jason |Session Title=Small ghosts and big demons }} Dr Oz wants to obtain a Skovlan reliqua...")
 
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{{Gamelog
{{Gamelog
|Session Date=2018/05/06
|Session Date=2018/05/13
|Campaign=Dunslough Cartographic Society
|Campaign=Dunslough Cartographic Society
|Author=Jason
|Author=Jason
|Session Title=Small ghosts and big demons
|Session Title=The shocking debut of Lady Drake
}}
}}
Dr Oz wants to obtain a Skovlan reliquary, which he could use for research purposes, and which we could then sell on for a fat profit. We have some extra time to prepare because we're going to be working on our own turf. Most of the team trains, but Clip leans on {{npcref|Jeren}} to plant false evidence of insurance fraud in the Ankayhat dock fire. Jeren is getting nervous about the tinkering he's doing with the archives and hesitates to try to get the entire incident wiped away, but with contradictory documents in the files, our heat gets a little lower.
We've decided it's time to acquire some turf, and we're going to do it by sneaking into the Registry of Deeds for Duskvol, which is conveniently located in Charterhall. We set the stage by paying 6 coin to obtain temporary access to a fake city seal, tier 4, with which to ratify our possession of the property. Mads Rickard is the forger who makes it all happen.


Dr Oz and Washout go to the museum to see what exhibits we might like to steal, with Arvus and Clip in tow. It's a little awkward. Dr Oz keeps trying to give a formal academic tour, but he keeps getting sketchy on us, Clip keeps muttering about slanderous remarks against Skovlan, and Arvus just doesn't belong. Still, the Philatory of Milos the Spiteful. Milos was a minor but notable Skovlan warlord from about three hundred years ago, famous for impaling his enemies. The philatory is made of gold, decorated with void pearls. Pool shows up a little later, and she and Clip look over the security around ol' Milos' finger.
We use our maps and passkeys to sneak into the basement, undetected. Flashback! Washout had previously talked a clerk into explaining how the archives were organized. Turns out the clerk got really enthused about explaining it and gave him every little detail, and how he knows exactly how to properly plant the sealed deed. Pool leads the team stealthily through the archives, making sure that the night staff never see us. We're in a caged area, and the old lady who controls access to the cage would freak out if she heard us, but we don't make a sound. Washout finds the existing deed, copies the relevant details to the new signed deed, fills out a matching bill of sale and writes a receipt to the DCS, and plants it all in the appropriate files. It takes him a little while to fill everything out and get it filed just so. As he does, a guard comes to the cage desk, to execute his routine check of the secure area. He spends some time shooting the breeze with the desk clerk but doesn't come down, which is a good break for us. We have no difficulty getting out, either.


We conclude that the best idea is simply to go in to a section of the museum that's under renovation, so we're not likely to encounter people. We sneak into the Skovlan area without encountering a single guard. Washout worries tha there might be dogs, or even ghosts. Dr Oz tries checking for ghosts and yep, the Museum is haunted. He hears the sound of children laughing, in the ghost world.
The building is near, though not adjacent to, Stazia's place. The "previous" owner was a woman named {{npcref|Nettie Midnight}}. The bottom floor is taken up by a greengrocer, the second by offices of an accountant and a barrister, and then the top three floors are student housing. We immediately decide to evict the accountant for sure, since they have nothing to offer us. Pool knows the barrister, though, and knows that they're shady, because she overheard him talking about Lady Drake (a magistrate) and how she would be reasonable as long as they could pay. We ask around about the barrister, {{npcref|Morgan Hunley}}, and nobody thinks he has a drug habit or other unviable vice. He's got an upper-middle-class clientele, he does some business work, he generally seems to be a straight guy.


We flash back to Washout whipping up a fake philatory, which should buy us a couple days before anyone even notices that the real thing's gone missing. He then, in the present day, tinkers his way through the lock on the display cabinet. Actually, it's locks, plural, because he has to pick many locks and effectively disassemble part of the case to get the thing out clean. As he works, a ghost kid walks up behind Clip and asks what he's doing. Clip somehow keeps his cool and says he's just hanging around but he wants some piece and quiet. The ghost accuses him of trespassing, but Clip totally brazens it out by pointing out that if he was trespassing, and got caught, he'd be scared, and since he wasn't scared, it must be OK for him to be there. The ghost actually buys it. A ghost girl then shouts "boo!" at Dr Oz, who tells her that startling people is naughty, but he's willing to play with her. He tells Pool he's stepping out for a tea party. The girl invites "Edmund" to play with them, and unfortunately, Edmund turns out to be a guard. Clip, meanwhile, has to have an ironic conversation about how hard it is to find your own place.
Clip fakes the ID of a property agent named Dunslip, brings Pool along as his assistant, and shows up to inform the barrister that his lease will not be renewed. Clip sells the whole business fairly well, although Barrister Hunley can't be said to be overjoyed with the situation. When we return, the day after the lease would have expired, the barrister is still there. He tells "Roman" the office assistant to fetch him some gin. Washout pretends to be the business factor for the new owners, Dr Oz the new client, and Arvus the construction foreman. Hunley explains that Ms Midnight doesn't actually exist. Washout immediately asks who ths Mr Cox who acted as the selling agent was, and Hunley says he must not exist. It turns out that Magistrate Drake owns the building. At that point Dr Oz comes in, wallpaper samples in hand, and expresses surprise that the space isn't ready for remodeling yet. Drake looks a bit like Glenn Close. Anyway, she's in a stern mood, not angry with us, but not inclined to budge even a little bit on this idea that she's been bilked out of a building. Washout makes up a story about they bought the place from a Mr Cox, and provides a full description of the gentleman. He then leads Drake and two Bluecoats to Cox's office, which of course turns out to be vacant now, and then expresses surprise that Cox isn't there anymore. Arvus and Dr Oz take off, leaving Washout, Clip, and Pool to sell the whole Mr Cox story. Drake asks a lot of pointed questions but Washout can't be broken - he was purely an innocent dupe in all this.


{{npcref|Anna}} the ghost girl leads Dr Oz over to {{npcref|Edmund}} the security guard and calls his name, at which point Dr Oz invites Edmund to join their tea party. Edmund doesn't understand how Dr Oz got here, and doesn't seem to understand how Dr Oz could have "just walked through a door." Oz cheerfully compels Anna to "make Edmund take a nap". Anna vanishes, and then Edmund yells and hits the floor.
We ask around to see how Lady Drake runs her turf, and from what we can see, it's an honest racket. People who pay their dues have no problem. People who get caught on her turf pay a little extra and she lets them off. Of course, people who don't pay end up in Ironhook, as expected. A fellow named {{npcref|Crusty Dick Sole}} didn't pay her off on schedule a while back, and he's still there, seven years later.


By this time Washout and Arvus have managed to get their hands on the philatory, and they're just a short time from being done putting it all back together. They send Pool to go look on the Doctor. Dr Oz has a flashback of scouting the region and noticing a quiet little cemetary (Saint Crispin's), and now he goes there with Anna to have a nice tea party. Pool comes running back to the team to let them know that Dr Oz will not be returning to the party. She hides from the guards along the way, who are all rushing to where the scream was. Dr Oz makes it out of the museum without being spotted. Clip keeps {{npcref|Holtz}} the ghost boy occupied. When it's all done, Pool leads the team out of the museum, in the approved almost-a-total-disaster way. Clip tells Holtz he'd like to come back and talk some more, and Holtz is up for that, as long as they can find a nice quiet place.
We decide to go along for now (on a 3-2 vote) while working on compiling dirt on her that will get her off our back at some point in the future.


Dr Oz's tea party goes on and on until Anna suddenly gets suspicious of the overly friendly grown up, at which point she decides he's creepy and she doesn't want to see him around her museum ever again.
We set up a meet with Lady Drake, using Hunley as an intermediary. He will of course get to stay right where he is, but the "new owners" will have the run of the place. Hunley will continue to be our intermediary with her.


Washout works on his Oracular Prognosticator, and almost completes the work. He talks up how haunted the Museum is, and prints up a broadsheet full of salacious details about the Captain of the <i>Kingmaker</i> to help keep the blame on the Inkrakes. He also trains Resolve. Pool indulges her vice and trains Prowess. Dr Oz works on silencing his voices, and he almost figures it out. He also asks the ghosts in the Museum to stir up more trouble, which effectively takes heat off of us. He pays coin to take a third activity, investigating the Philatory of Milos the Spiteful. It turns out that this new item and the research he does on it helps stop the voices for good. He's going to need to find a demonologist if he really wants to keep digging into this stuff, and comes up with a lead on a tier 3 demonologist. Once he's done with his research, we sell the Philatory, although Dr Oz keeps Milos' finger bone, and puts it in a bottle of gin. To answer the question nobody asked, yes, he does drink the gin. Clip reduces his stress, trains Resolve, meets more Skovlans, and takes a rep from the team to reduce our heat, by telling stories at a bar about how massively haunted the museum is. Arvus trains playbook and Resolve. Washout then takes a rep from the group and completes the Oracular Prognosticator, which looks like a weird armillary sphere thing. It can be used once per score by anyone with tinker. The drug trade picks up and brings in 6-coin! But now we're almost out of Lush, so Washout spends a coin to start a new 6-clock project to decipher the recipe.
During downtime, Arvus drinks, and begins work on a 10-segment clock to compile dirt on Lady Drake. He gets one segment. Clip shops, trains Prowess, and contributes two more segments to the Drake clock by following some Bluecoats around. Dr Oz works on defendig himself from the Master of the Void and trains Insight. He has finished the project on deflecting the Master. Now he has to build it, and then after that, figure out how to sever his connection to it. With {{npcref|Daphne Templeton}}'s help, he can perform a ritual that will ward the lair against the Master. Dr Oz must participate in the ritual, of course, and the ritual will cost nine stress, which he can of course resist. Alternately, as a devil's bargain, anyone else who participates can take on one of those stress points. Pool works on the Drake dossier and trains Insight. Washout works on the Lush formula and gets Stazia to prescribe a little something to calm him down after his recent demon troubles. We then burn four points of team rep, one for Clip to reduce our heat, three for Dr Oz, Arvus, and Washout to perform the demon warding ritual. Clip pulls one heat off of us by filing fake tax receipts, making it appear that our building is legitimate commercial activity.


Dr Oz's brother {{npcref|Gonzalo}} appears in his room, just sitting on his bed. They exchange insults for a while, until Washout pokes his head in to rebut the Doctor's claims. They gradually change the subject until they're giggling about how desperate Gonzalo must be, to come visit the eelery. Oz pours him a Milos gin. When he finishes his drink, Gonzalo gets up to take a tour of the eelery, and laughs when Washout tells him that the rest of the facility is off limits. Gonzalo doesn't take that well. He demands to know Washout's name, and when Washout declines, Gonzalo insists... with eyes rolled back in his head and then turned black, and his voice inhumanly low in pitch. There's a scuffle as Washout tries to inject him with standstill poison. He's suddenly paralyzed when he tries, and has a sudden and very lucid vision of someone he loves dead at his feet.
The ritual actually works quite well. Daphne brings candles, chalk, black salt, a live chicken, and a whole crapton of other paraphernelia. She chalks sigils on the wall, spreads chalk along the floor edges like it was roach repellent, puts candles all over the place, and generally spends a couple hours overhauling the place. They all start chanting, and a wind comes up and they hear a distant voice, and then it all stops. The lair is now protected against the Master.


Arvus goes looking for Clip as he hears the sounds of a scuffle. His dog starts barking frantically at Dr Oz's room.
We spend one more rep so that Pool can reduce heat. She plants Lush on a few people and points them out to the Bluecoats, which takes some of the Lush heat off of us. It doesn't do as much good as we hoped, and the drug den only makes us one coin this score.


Dr Oz tries to attune and immediately realizes this isn't Gonzalo in the room. In case he had any doubts, Gonzalo's head does a 180, and the voices he's heard before fill the room.
The crew takes synchronized as a crew advance. We all agree that next crew advance will go to getting a vault and personal training.
 
Arvus sticks his head into the room just as "Gonzalo" brushes past Washout. He exchanges compliments with Arvus, who says he's "Jaime"'s brother. Arvus has to keep telling his dog not to attack. Gonzalo is advancing toward Clip in the hallway until Dr Oz calls out, "Master, I have been wanting to learn from you." That gets the thing's attention. Clip tries to lunge and inject it with slumber essence while Dr Oz has it distracted, and while he makes contact, it does nothing. Meanwhile, in the ghost field, Dr Oz is seeing his brother's face overlaid with a horrible demonic face, and suddenly the demon face vomits forth blood, the room becomes very cold, and he realizes that all he has to do for the demon to instruct him is to kill his brother. When the demon realizes that Dr Oz would absolutely kills his own brother for knowledge, it takes that for acceptance. He hands Clip back the syringe, says, "Good, good!", and walks out. Clip tries to throw a vial of electroplasm at its back, but the vial just goes right through it, as though Gonzalo was never there. Also, it's bad for the wall. Once the demon phases through it, the wall's covered in a lovely mix of black goo and electroplasm.
 
The team falls to rancor. After argument too rapid to log, Washout throws the giner into the fire. Clip urges him to use electroplasm. Anyway, after more arguing and some discussion of possibly murdering Dr Oz to make this problem go away, we decide to go visit {{npcref|Daphne Templeton}}.
 
It takes her a minute or more to come to the door, and she things a bit before letting us in. As we walk in, our feet crunch on a barrier of salt. Washout makes sure that we don't break the line. Dr Oz asks her for help with his demon problem and explains about our recent encounter and the unintelligible voices in his head. She takes a book from her library, brings it back to the table, opens it, and asks us to describe what we saw. We do so, including the news that it calls itself the Master of the Void. We find that demons hunger after a single thing, and they want that thing from everyone, always. Perhaps if we can figure out what it wants, we can understand what it's trying to do with us. Washout reminds us of the story of Esketra, and Clip suggests that it must be a demon of fratricide or familicide. He asks her to teach him, and Clip interjects that while we would all love for her to help him, she should exercise discretion about what she teaches him. Meanwhile, Washout decides that he wants to sleep with Daphne. Somehow she actually finds him interesting. Dr Oz is going to be sticking around to assist her, Washout is sticking around to "help out," and the rest of us are looking for some neural bleach.
 
Clip goes to Fitz's house to try to warn her. He catches her between appointments, and has a little time for him. She thinks his warning is cute but she has no interest in demons or any concern.

Latest revision as of 06:13, 14 May 2018

The shocking debut of Lady Drake

Game log for the 2018/05/13 session of Blades in the Dark: The Dunslough Cartographic Society, as taken by Jason

We've decided it's time to acquire some turf, and we're going to do it by sneaking into the Registry of Deeds for Duskvol, which is conveniently located in Charterhall. We set the stage by paying 6 coin to obtain temporary access to a fake city seal, tier 4, with which to ratify our possession of the property. Mads Rickard is the forger who makes it all happen.

We use our maps and passkeys to sneak into the basement, undetected. Flashback! Washout had previously talked a clerk into explaining how the archives were organized. Turns out the clerk got really enthused about explaining it and gave him every little detail, and how he knows exactly how to properly plant the sealed deed. Pool leads the team stealthily through the archives, making sure that the night staff never see us. We're in a caged area, and the old lady who controls access to the cage would freak out if she heard us, but we don't make a sound. Washout finds the existing deed, copies the relevant details to the new signed deed, fills out a matching bill of sale and writes a receipt to the DCS, and plants it all in the appropriate files. It takes him a little while to fill everything out and get it filed just so. As he does, a guard comes to the cage desk, to execute his routine check of the secure area. He spends some time shooting the breeze with the desk clerk but doesn't come down, which is a good break for us. We have no difficulty getting out, either.

The building is near, though not adjacent to, Stazia's place. The "previous" owner was a woman named Nettie Midnight. The bottom floor is taken up by a greengrocer, the second by offices of an accountant and a barrister, and then the top three floors are student housing. We immediately decide to evict the accountant for sure, since they have nothing to offer us. Pool knows the barrister, though, and knows that they're shady, because she overheard him talking about Lady Drake (a magistrate) and how she would be reasonable as long as they could pay. We ask around about the barrister, Morgan Hunley, and nobody thinks he has a drug habit or other unviable vice. He's got an upper-middle-class clientele, he does some business work, he generally seems to be a straight guy.

Clip fakes the ID of a property agent named Dunslip, brings Pool along as his assistant, and shows up to inform the barrister that his lease will not be renewed. Clip sells the whole business fairly well, although Barrister Hunley can't be said to be overjoyed with the situation. When we return, the day after the lease would have expired, the barrister is still there. He tells "Roman" the office assistant to fetch him some gin. Washout pretends to be the business factor for the new owners, Dr Oz the new client, and Arvus the construction foreman. Hunley explains that Ms Midnight doesn't actually exist. Washout immediately asks who ths Mr Cox who acted as the selling agent was, and Hunley says he must not exist. It turns out that Magistrate Drake owns the building. At that point Dr Oz comes in, wallpaper samples in hand, and expresses surprise that the space isn't ready for remodeling yet. Drake looks a bit like Glenn Close. Anyway, she's in a stern mood, not angry with us, but not inclined to budge even a little bit on this idea that she's been bilked out of a building. Washout makes up a story about they bought the place from a Mr Cox, and provides a full description of the gentleman. He then leads Drake and two Bluecoats to Cox's office, which of course turns out to be vacant now, and then expresses surprise that Cox isn't there anymore. Arvus and Dr Oz take off, leaving Washout, Clip, and Pool to sell the whole Mr Cox story. Drake asks a lot of pointed questions but Washout can't be broken - he was purely an innocent dupe in all this.

We ask around to see how Lady Drake runs her turf, and from what we can see, it's an honest racket. People who pay their dues have no problem. People who get caught on her turf pay a little extra and she lets them off. Of course, people who don't pay end up in Ironhook, as expected. A fellow named Crusty Dick Sole didn't pay her off on schedule a while back, and he's still there, seven years later.

We decide to go along for now (on a 3-2 vote) while working on compiling dirt on her that will get her off our back at some point in the future.

We set up a meet with Lady Drake, using Hunley as an intermediary. He will of course get to stay right where he is, but the "new owners" will have the run of the place. Hunley will continue to be our intermediary with her.

During downtime, Arvus drinks, and begins work on a 10-segment clock to compile dirt on Lady Drake. He gets one segment. Clip shops, trains Prowess, and contributes two more segments to the Drake clock by following some Bluecoats around. Dr Oz works on defendig himself from the Master of the Void and trains Insight. He has finished the project on deflecting the Master. Now he has to build it, and then after that, figure out how to sever his connection to it. With Daphne Templeton's help, he can perform a ritual that will ward the lair against the Master. Dr Oz must participate in the ritual, of course, and the ritual will cost nine stress, which he can of course resist. Alternately, as a devil's bargain, anyone else who participates can take on one of those stress points. Pool works on the Drake dossier and trains Insight. Washout works on the Lush formula and gets Stazia to prescribe a little something to calm him down after his recent demon troubles. We then burn four points of team rep, one for Clip to reduce our heat, three for Dr Oz, Arvus, and Washout to perform the demon warding ritual. Clip pulls one heat off of us by filing fake tax receipts, making it appear that our building is legitimate commercial activity.

The ritual actually works quite well. Daphne brings candles, chalk, black salt, a live chicken, and a whole crapton of other paraphernelia. She chalks sigils on the wall, spreads chalk along the floor edges like it was roach repellent, puts candles all over the place, and generally spends a couple hours overhauling the place. They all start chanting, and a wind comes up and they hear a distant voice, and then it all stops. The lair is now protected against the Master.

We spend one more rep so that Pool can reduce heat. She plants Lush on a few people and points them out to the Bluecoats, which takes some of the Lush heat off of us. It doesn't do as much good as we hoped, and the drug den only makes us one coin this score.

The crew takes synchronized as a crew advance. We all agree that next crew advance will go to getting a vault and personal training.