A Score to Settle - Elysia Rising Ep6 Pt1 - Blades in the Dark Actual Play

Episode 6 April 21, 2024 01:30:18
A Score to Settle - Elysia Rising Ep6 Pt1 - Blades in the Dark Actual Play
Explorers of Elsewhere
A Score to Settle - Elysia Rising Ep6 Pt1 - Blades in the Dark Actual Play

Apr 21 2024 | 01:30:18

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Show Notes

There's excitement to be had as the Crew pick through the haul from their latest score, but a newly-established nemesis emerges reveals themselves.

 

Played using the Blades in the Dark ruleset, by John Harper - https://bladesinthedark.com/greetings-scoundrel

 

EoE - https://twitter.com/EoElsewhere

DM DAN - https://twitter.com/dmdant | https://www.instagram.com/dmdmt

JULIA - https://www.instagram.com/juliathebard

JC - https://www.instagram.com/JCQuickDIY | https://www.instagram.com/capitalRPG/

MEG - https://www.instagram.com/midgetmeg92

NATE - https://www.instagram.com/njadamart | https://www.instagram.com/pridecaf

 

AUDIO

Intro Voiceover by Georgia Cook - @georgiacooked

Dark Beginning by Yevhenii Kovalenko - https://pixabay.com/music/main-title-dark-beginning-135858/

Tabletop Audio https://tab

View Full Transcript

Episode Transcript

[00:00:00] Speaker A: Hello and welcome to another episode of explorers of elsewhere's elysium rising campaign. Hi. [00:00:06] Speaker B: Hello. [00:00:08] Speaker A: How are we all doing? Great. [00:00:13] Speaker B: All right. [00:00:14] Speaker A: Wonderful. Marvelous. Marvelous. Yeah, it's good that you're good, because things are good in the world of Alicia. [00:00:25] Speaker C: Are they? [00:00:26] Speaker A: Within reason. [00:00:27] Speaker B: I know. We absolutely smashed it last time, you know? Yeah. [00:00:32] Speaker A: Yeah. [00:00:33] Speaker C: Cool stuff. [00:00:34] Speaker B: Yeah. [00:00:37] Speaker A: You hold arse with your booty and. Yeah, you. You managed to stick it to Cavern's rival. Sort of. Maybe we get to see. Yeah. [00:00:53] Speaker B: And uncovered a murder cult. [00:00:55] Speaker A: Yeah, Al Ghadon made some friends in high places. Yes. Fun for all. Fun for all. I'm really intrigued to see what you do with your ill gotten gains. So, who fancies diving straight in? [00:01:14] Speaker B: Yes. [00:01:15] Speaker C: Do it. [00:01:16] Speaker A: Marvelous. Let's go. [00:01:24] Speaker B: Welcome to Elysia, the jewel of the north. On our gilded streets, fortune and fame can be found by anyone. [00:01:36] Speaker D: Hi, I'm Julia and I'm playing Magpie, an ace of our lurk. [00:01:41] Speaker C: Hi, I'm Nate and I'm playing Cavern, a dragon scent slide. [00:01:46] Speaker B: Hi, I'm Meg. I'm playing Frieda, a wolfkin cutter. [00:01:51] Speaker E: Hi, I'm JC, and I'll be playing Alganon, an ace of our spider. [00:01:56] Speaker F: Hello, I'm Erol. I am playing atta, a goblin whisper. [00:02:01] Speaker A: And my name is Dm. Dan will be the games master on this adventure. [00:02:06] Speaker B: So come on in and marvel at our wonders. Make sure you see the beautiful views we have to offer. And don't mind the ghosts. They're friendly. [00:02:16] Speaker F: Really. [00:02:17] Speaker B: Grab yourselves a seat and make yourselves welcome in the city of Elysia. [00:02:28] Speaker A: During the war of divinity, Elysia exerted her power through her manufacture and military prowess. Clad in tabards dedicated to Aya, Elysia's might was clear for all to see. But in the wake of the Eschaton, there is no war that can be won with bold displays or deeds of gallantry. Those who seek victory nowadays find themselves embroiled in a battle of shadowy subterfuge. Deception, misdirection and hidden knowledge are the weapons of such a conflict. Even before Tavarian's death, the factions of Elysia attempted to outmanoeuvre and depower one another through clandestine operations and backhanded actions, all whilst presenting a front of unity. Now the peace has been broken. Some find that the need for subtlety has become redundant, whilst others still relish in the thrill of secrecy as they move towards their goals. And so we find you five, as the sounds of the wheels clipped like clattering over the cobblestones accompany your kind of footsteps and your furtive glances over your shoulders to make sure you got away clean. The cart crosses the leftmost bridge over the river from one side of Rookridge to the other, and you continue north to Duskland. You take a left past the small ruin, the small abandoned shrine that Dorothea met with you less than a day ago, and cross over the bridge. Well, go to cross over the bridge into Spire park, managing to avoid kind of too many gazes from the guards. You head north up into Abbott's gate, and as you're kind of going along, you have a chance to look through the items that you just kind of, like, grabbed, because a lot of you just kind of did a bit of a supermarket sweep as best you could. Who is the one doing the initial investigation? Like, who's throwing back the tarp, so to speak? And is it atta. [00:05:03] Speaker F: Was there not an option to ride with all the loot and just, like, get real Scrooge McDuck with it? [00:05:09] Speaker D: Yes. [00:05:10] Speaker A: You've been under the tarp all this time just rifling through big flamethrower? Yes. Well, speaking of. Yes, there are, like, along with a, an amount of valuable kind of objects that you, you know, you'll be able to sell off. So effectively your, your payment for the job, if you will. There are eight items of note. So I say, are you kind of demonstrating what all of these items do, like, somewhat as discreetly as you can, as you're kind of going through, like, duskle, perhaps? Are you stopping off at Cadwallader? [00:05:59] Speaker F: Do we want to. Is that a safe idea? What's more or less safe for demonstrating magical? [00:06:11] Speaker B: It's probably more safe than in the middle of the road. [00:06:13] Speaker A: Yeah. [00:06:13] Speaker F: This is true. [00:06:15] Speaker C: If we're storing things at Cadwallader first, then that means we're not just going along and just kind of like, oh, what else have you got in the wagon? Nothing. [00:06:22] Speaker A: Nothing. [00:06:22] Speaker E: Just. [00:06:25] Speaker D: Yeah, yeah. [00:06:27] Speaker A: Okay, so, yeah, if we, if we retcon and say, perhaps you've gone to Cabolo da Manor, so you've got a bit of time to yourself to truly kind of delve into these items, figure out what they do, and then figure out what you do and don't want to keep. You all know about the, the fire starter bellows. You saw that in the crate originally, the sword that was picked up. So it was a sheathed sword. Atta, you have a little look at that, and as you draw it, you notice that there are a number of what appear to be wolf kin runes inscribed, like, etched down the blade. The runes themselves are etched like within the etchings, there's a slightly kind of darker scarlet, kind of brownish color. It looks like dried blood, but you know that these are runes of power. And as you kind of peer at it and examine it, you. You realize that this is a bloodletting blade. It's a blade that empowers the wielder as the wielder takes more damage. And it is a. Like a weapon of honor for some wolf king tribes carrying on. You. You all pick up the orb with the ghost in it. [00:08:02] Speaker C: Yeah. [00:08:03] Speaker A: Okay, so you sad ghost. Yes. You got the sad. You got the sad ghost all. There's another. There's another orb which is slightly smaller, and this one's more because the ghost orbs are almost more in, like, a vial of sorts. But this small sphere fits in the palm of your hand atta. And as you like, it glows softly. And as you kind of poke it a few times, you realize that this is a sphere of sentient dictophony, and it appears to contain the sentient memories and musings of a wizard from before the war. [00:08:47] Speaker F: Stuff is so cool. [00:08:52] Speaker A: Perhaps you're a bit meh with these, but there. Someone grabs a pair of leather boots. They look like good. Like, pretty good boots. Curiously, there is a gold stitched, like, there is an emblem of a golden wing on the heel of the boots. And, yeah, compared to everything else, these winged boots that allow you to fly for a limited amount of time seems quite boring. Someone grabbed a pair of earrings. They look pearl, like pearl earrings. And you realize that they are gossipers earrings wearing. Worn together, they do nothing in particular apart from look nice. But if two people were to wear one each, when speaking out loud, the two wearers can hear each other even over long distances. Someone snatched what appears to be a plain, featureless, porcelain like mask just with, like, small isolates and a small kind of mouth hole. And you, as you put it on and take it off, put it on, take it off. You're not entirely like you. You realize that you can't see it for yourself, but you realize this must be a doppelgangers mask. When you put where whoever wears it, a doppelganger's mask looks like a non descript humanoid with no facial features. Someone snatched a brooch, just a little. Little brooch with kind of gold fanciness around the edge of it, and as you tinker with it, it transforms into a necklace and then transforms into a ring. And you realize this must be, ah, an all purpose brooch that can transform into any wearable precious jewelry previously seen by the wearer. Uh, and last but not least, someone grabbed what appeared to be a large kind of brass box. And as you bite your thumb, trying to, like, thumbnail, trying to figure out what it is, you poke it a couple of times and with a, it unfolds and you realize that this is a clockwork familiar. And this creature with, like, what is effectively kind of blinking eyes, arms and feet kind of emerge from the box. And it stands up and it stands, it's about as tall as you, you know, three foot ish. But you know that a clockwork familiar is a mechanical servitor that can perform, like, simple tasks. All of these are now in the items list that you can choose from. However, you know that the more you keep, the more likely it is that Dorothea will know that you've probably been, you've probably had your hand in the cookie jar. She doesn't know how much there was. But you know that the more you keep, the more likely she is to suspect that you've, you're trying to pull one over on her and that will have ramifications on Cavern. So amongst yourselves, who's, what are you thinking of keeping? [00:12:43] Speaker B: Got a question? Or rather, Frieda's got a question. [00:12:46] Speaker A: Yeah. [00:12:47] Speaker B: Now, the runes on the side of that wolfkin blade. [00:12:53] Speaker A: Yes. [00:12:54] Speaker B: Do they match the runes left on the piece of paper that was left with her as a baby outside of Caleb's front door? [00:13:09] Speaker D: The GM cogs are turning. [00:13:10] Speaker A: Yeah. [00:13:11] Speaker D: Furiously. [00:13:13] Speaker A: The, the runes themselves, I mean, how, I guess you never really ever left Alicia, did you? [00:13:21] Speaker B: No, I didn't. So Frieda never left Alicia never really connected with any wolfkin tribe, let her alone, her own. But when, you know, she was left with essentially a note when she was a baby of which, you know, did have some wolfkin writings on it, but she's never learned how to read them either. [00:13:42] Speaker A: Sure. There is definitely a similarity between the runes that you were left with and the runes on the blade. And like, if you. Are you taking a chance to glance at the, at the bloodletting blade? [00:13:59] Speaker B: Yeah, I think if there's enough similarity, Frieda would have been drawn towards that blade so quickly by the runes. [00:14:08] Speaker A: Yeah. So, I mean, you're like, you immediately kind of acknowledge these runes and it really kind of speaks to that more kind of like nomadic, like warrior mentality of non city based Wolfgang, like, the, the ones who would kind of travel, who would kind of roam, roam around who were a lot who proved to be very, very valuable warriors, like during the war. Yeah, there's certainly similarities, but they're not. They're not quite the same. These are definitely runes of power, I suppose, if nothing else, seeing them and, like, knowing that, like, you know, if I'm guessing, if that is explaining to you, you know, that these runes give the blade the power that it has, effectively, you end up looking at it the other way and then you start wondering if the runes you are left with have any power. [00:15:15] Speaker B: Okay. [00:15:16] Speaker F: Yeah. [00:15:17] Speaker B: I think I'd say to the others, you know, I explained that these, the runes are Wolfgang, I can't read them, but it's not usually. It's not usually Frieda's style to have a sword much more up close with fists. But I think that would be the item that would speak to her the most. [00:15:33] Speaker A: Yeah. [00:15:33] Speaker B: She was going to keep any of them. It would be that one. [00:15:39] Speaker A: So, yeah. What are we collectively thinking? What would we like to keep? What would we be happy. Okay. With handing off. [00:15:46] Speaker D: I think those were they earrings that allow two people to talk at distance. [00:15:52] Speaker A: I think the gossipers earrings, I would. [00:15:54] Speaker E: Yeah, I would be very interested in those. [00:15:56] Speaker D: I feel like that's the thing that sticks out to magpies. The most useful for a gang of smugglers. [00:16:02] Speaker F: I agree. [00:16:04] Speaker E: Keeping the gossipers, potentially the doppelgangers mask, could be very useful for both me and Cavern. [00:16:12] Speaker A: Yeah. Okay. The all purpose brooch that can transform into any piece of valuable jewelry. [00:16:21] Speaker D: I mean, I could see that having some situational usefulness, but I. I can. [00:16:26] Speaker F: Bear to part with it. [00:16:27] Speaker D: What do others think? [00:16:28] Speaker C: Yeah. [00:16:29] Speaker A: Yeah. To play devil's advocate, some of you, Bob Patel, Frieda and Algernon, specifically, your minds turn to the fact the chain bearers, the fact they all wear that kind of symbol of office, golden chain somewhere on their person. You realize that this could mimic one of those. A lot of you would know that there will be secret societies or some such that will have signet rings. You might be able to mimic clothes or perhaps, you know, long lost jewelry designs to gain someone's attention. For example, just. Just being the devil's advocate, just the. [00:17:20] Speaker F: DM testing the players. [00:17:22] Speaker D: It's a beautifully thought out magic item, Dan, and thank you for this gift. [00:17:26] Speaker B: But we're not speaking it. [00:17:28] Speaker A: Okay. Okay. So no all purpose brooch. Right. Let me create a new folder called the bin. [00:17:34] Speaker B: I think that's for Dorothea. [00:17:37] Speaker C: Yeah, Dorothea's bin. [00:17:39] Speaker B: I think the brooch, although, yeah, definitely. It's just, it's too subtle for Frida. Frida. Frida's not, you know, not that subtle. [00:17:50] Speaker E: The bloodletting blade you don't want that, right? [00:17:54] Speaker B: I think, yeah. From a background perspective, Frieda would definitely want it. [00:17:59] Speaker A: It's effectively like a short sword. [00:18:01] Speaker B: Yeah. Okay. [00:18:03] Speaker A: Yeah. Keeping that. [00:18:04] Speaker B: But also, if anyone has a greater case to be made for something else as part of the group, then, you know, it's. It's more of a. What's the word? [00:18:20] Speaker A: A nice to have. [00:18:22] Speaker B: A nice to have. [00:18:24] Speaker D: I feel like we should probably keep two max. Was it five total, then? If I caught. [00:18:30] Speaker A: So there's eight items. [00:18:32] Speaker D: Oh, I missed. I missed some of them. Apologies. [00:18:35] Speaker F: I've got them written down. The. The only. Okay, so we're. We're umming and eyeing as to whether we want to give away the fire start bellows because of Algernon's visions. [00:18:46] Speaker A: Yeah. [00:18:46] Speaker F: The only thing, as much as the clockwork familiar makes Ata, like, have puppy dog eyes, but, like, we're going to kill this little. [00:18:59] Speaker A: Dog. [00:18:59] Speaker C: She can only have one toy. [00:19:02] Speaker F: I know only one toy. But the one thing that might be most useful that Atta's looking at is the ghost in the sphere that has potential wizard memories around, like the. Like, if they've got information to do. [00:19:17] Speaker A: With the veil, that's the only fear of sentient dictophony. So for all extents and purposes, if you keep that, you will gain a new ally. [00:19:27] Speaker D: Oh, how can we say no to that for the gang? Because you'll be friends. [00:19:32] Speaker A: You'll be able to talk to the sentient memories of this wizard that created the orb. Obviously, that means the knowledge is only up to a point, but the thoughts are now sentient. [00:19:49] Speaker D: Oh, that would make Atta so happy to have a ghost wizard friend in a globe. [00:19:54] Speaker C: That basically means keeping for giving for at the moment. [00:20:00] Speaker D: So which four are we keeping? The earrings. [00:20:03] Speaker C: The earrings, the mask, the sword and the wizard orb. [00:20:09] Speaker A: So we're ditching the winged boots. [00:20:14] Speaker C: As much as Cavern's probably eyeing them up, he can't put them on anyway. [00:20:19] Speaker A: The sphere of sentient dictophony we are keeping. Because that's the. [00:20:24] Speaker D: Looks like it. [00:20:25] Speaker A: We're keeping the gossipers earrings. Yes, we're ditching the bellows. [00:20:31] Speaker C: Much as I'm sure it's horrifying to Atta, I think we do have. I was gonna say, I think as much as Atta would like them, I think giving something that. That looks that powerful to Dorothea might hopefully sort of put us in her good books. [00:20:50] Speaker E: And we've taken them away from the kindling. [00:20:53] Speaker C: Yeah, well, she doesn't know that. She thinks we've taken them away from the pillars. [00:20:58] Speaker A: Yeah. Okay. And you're passing up the clockwork familiar. [00:21:05] Speaker F: Gary? Yeah, passing up Gary. [00:21:09] Speaker D: But we've got a wizard friend in a globe. [00:21:13] Speaker F: I know he's going to be useful, but, Gary. [00:21:19] Speaker B: If it sways the conversation, I think the clockwork familiar is way cooler than, like, memory wizard in an orb, to be honest. [00:21:29] Speaker F: I agree. [00:21:31] Speaker B: I'm team Jerry. [00:21:34] Speaker F: Jerry. He's just a g name to every different person. But no, no, I guess, like, it's quite conspicuous as well. The clockwork familiar, if it's animated. I was thinking Eric. Eric at the, uh, at the bar. Imagine a little clockwork later for the drinks. [00:21:54] Speaker A: Anyway, because he's a cuboid, you could just balance the drinks on a tray on his head, and they'll just. Okay, okay, so we're keeping the bloodletting blade, the doppelgangers mask, the gossipers earrings, and the sphere of sentient dictaphony. Cool. Okay, so in which case, you reload, um, the things that you're kind of passing off to. Um, Dorothea, I will also state that in your riflings, you have acquired eight coin. Now, you know that Dorothea is not going to pay you for this job, but if there are no kind of loose valuables that go alongside these magical items, she might also know that you've kind of kept those for yourself. So of that eight coin, how much do you want to keep? How much do you want to pass off? [00:22:56] Speaker D: Should we do half and half again? [00:22:59] Speaker C: It depends. How much do we want each, or how much do we want to actually just go into the crew? [00:23:04] Speaker B: Well, we could do, like, one coin each. One coin for the crew and then the rest. Dorothea. [00:23:10] Speaker D: Well, I only leave two for Dorothea. [00:23:14] Speaker C: I'm. I'm happy enough to give my coin to Dorothea because I know that Catherine's probably just like. I know what she's like. [00:23:20] Speaker D: I'm not personally about having any coin. I'd prefer that the mission went off well and that we didn't arouse suspicion. [00:23:28] Speaker C: Either that, or we give up all the coin and we have one extra. [00:23:32] Speaker A: Item. [00:23:35] Speaker C: Because we just, like, didn't find much. But look at all this, Munzo. [00:23:41] Speaker F: Oh, that's. [00:23:42] Speaker B: That is. Yeah, that's compelling. [00:23:45] Speaker F: It's a spicy proposition. [00:23:47] Speaker B: And then we can have cherry. [00:23:49] Speaker D: I think we need to give her at least four. I don't. I don't like this. How about four? I. Four items. Four coin, and then keep four coin for the. For the potatoes, the. [00:24:02] Speaker A: So you know that the stash is currently full for coin. So this would be coin that you're pocketing yourselves. [00:24:11] Speaker D: Okay, then one coin each. And three for Dorothea, maybe. [00:24:15] Speaker A: Yeah. [00:24:16] Speaker D: Four objects, three coins. [00:24:18] Speaker A: Yes, sir. [00:24:19] Speaker F: I'm not that fussed. I'm not that fussed about the coin. Atta's not that fussed about the coin. The other thing Atta was going to suggest is if we feel nervous about how much we're giving Dorothea, maybe Atta could put the used lightning hook that they used to hook the ghost in the loot and say that we found it and maybe stir up some. Some. I don't know, you know, something. But I will be giving up my beloved like lightning hook. My beloved. [00:24:57] Speaker B: Would that be worth a cute little clockwork? Familiar though? [00:25:02] Speaker F: I'm. It's mostly so that. Well, it's. I mean, if we want to. It's up to you all. But if we want to feel like that tips the scale in the favor of Dorothy and not asking questions for more, then whatever else we decide is, I'm cool with sure. [00:25:20] Speaker A: Okay. No, that sounds. That sounds reasonable. Okay, so you're chucking in the lightning hook. Okay. To then also point a finger at the pillars as far as the faith is concerned about what happened up industry hill the other day. [00:25:37] Speaker D: And what are we doing about the coin? [00:25:40] Speaker B: I still think one each and then three to dollar. Dorothea. Yeah, I think you're right. Keep her. Keep a row off the back. [00:25:46] Speaker A: Okay. In which case, uh, so, yes, you, you look, you reload up the car, you head over to Abbott skate. So if the car comes out of the ivory through, you'd probably be better yet, directly through to spire park and then up to Abbott's gate, you. And as you're trundling it down, you. So after you found out that you and Cameron found out the best time to go. And it was just sort like the evening mass kind of times when people were, like, off the streets and there was that, like, soup kitchen type thing going on. That was a very kind of deliberate show of compassion from the children of Ireland. And as you kind of come trundling along with the cart in front of you at the end of the street, you see the towering spires of the cathedral of our glorious mother. The first kind of cathedral and central place of worship to Aya within the city of Elysia. And like, the bells are kind of ringing a chorus. As you approach and cavern, you spots Dorothea kind of off to the side. And she, like, wordlessly gestures you over to kind of heads to the, like the stables, if you will, the side of the cathedral. And as you roll up with the cart, you can see it's like peering over, like, past you to see what. What you've got and then noticing there's a good few kind of crates. She. Well, I. I was expecting you to be a bit tardier with your timekeeping cavern. [00:27:53] Speaker C: Let's just say I'm learning some better skills nowadays. [00:28:02] Speaker A: And she, like, walks past you deliberately kind of too closely that it feels like, you know, she gives you that real kind of peering over your shoulder kind of vibe. And she hefts herself onto the back of the cart and just sort of, like, digs her claws in and, like, pulls the top off of one of the crates. And, Frieda, I think this is the first time that you've kind of been face to face with this kind of dragon scent. And, like, she. She gave you a look because she didn't really recognize you as she got. [00:28:38] Speaker B: Into the car readers absolutely sizing her up. [00:28:41] Speaker A: Yeah. And, like, there's a part of you, like, you know, that this dragon sense kind of cracking on a bit in terms of age, but it's quite impressive to see how kind of, like, effortlessly she managed to prize open this crate. And, like, she starts just, like, idly kind of brushing things aside with her hand, peering at things. You see her pull out the pair of boots and just drops them in nonchalantly. And then you notice her kind of looking through the gold. It almost like she's counting how much valuable stuff is in here. And she seems okay with it. So, four items. Three. Got three coins worth of valuables. Sorry. Six items. And, in fact, she reaches in and pulls out the stuff. Lightning lure. And you see her just sort, like, looking it up and down slowly. And she turns to you. Catherine. This. You found this in their lockhouse? [00:30:00] Speaker C: Yes. And Catherine's got. Gonna try his best just to not break eye contact. [00:30:12] Speaker A: And like, she. Is she staring at you. You're staring at her behind you. All you hear, well, that is a. A remarkable discovery. Dorothea. And you turn. Like, some of you turn and then have to look down ever so slightly as in front of you is a female goblin like white decoration painted across her face. She stands in gleaming alabaster armor with, like, pale yellows, like, light yellow fabric kind of hanging off her. And clutched in one hand is this kind of ornamental staff. Atop it, what looks almost like one of the towers of the cathedral. But there's quite an intense white light that glows within and kind of shines out of what effectively look like little windows. And you all. So, Catherine, you absolutely recognize her and anyone else who would have reason to know? The clergy of the children of ire recognize this, this goblin to be high priestess Lucraji Esoph, the leader of the Church of Ireland, and therefore the faith. And this goblin kind of looks to you all in turn. And there's this scrutinizing look upon her face. But then she returns her gaze to Dorothea as the dragons that kind of jumps out the wagon, jumps off the back of the cart. A remarkable discovery indeed, she repeats. Have all of this contraband moved to the vaults? The sooner we get these dangerous artifacts off the streets of Alicia, the better. And Dorothea, like, closes her eyes, bows her head low, does a bow herself. And like, you see, the clerics and the clergy begin to kind of move the crate off and empty off this cart. And Dorothea just kind of, like, stands behind lucrative, like, holding this lightning lure. Like, looking at you, Catherine, with this kind of smug eye made you do that, this look. And then Lucraji slowly turns to look up to Dorothea and as you were. And Dorothea just, oh, of course, high priestess. And she kind of, like, awkwardly scurries off, carrying this lure to catch up to the clerics. It would appear you have my facts. I apologize. I didn't catch your names. She looks at you. The silence. Definitely. [00:33:53] Speaker C: My name is Catherine. I used to work here, but not anymore. [00:34:00] Speaker A: Yes. How you've grown. Catherine. And the rest of you, do you give her real names? Fake names? No names. [00:34:15] Speaker E: I have a fine and already established cover identity as part of my spider loadout. [00:34:21] Speaker A: Wonderful, wonderful. [00:34:24] Speaker E: It's Terrence kinghead, a military veteran. [00:34:27] Speaker A: Terrence King. Okay, so you, you give your alias Magpie. Are you giving your. [00:34:35] Speaker D: I'm giving Maggie. [00:34:37] Speaker A: Maggie. Okay. Yeah. Atta. [00:34:41] Speaker B: Hmm. [00:34:42] Speaker F: I think atta hesitates. She's got, like, an idea of a name, but then just gives her a name, just goes. [00:34:53] Speaker A: And lastly, Frida. [00:34:56] Speaker B: Frida specifically, will cross her arms and sort of mutter Frida through gritted teeth in almost a little bit of an obstinate way, like, you know, it doesn't matter. I'm giving you my name because. Yeah, good luck trying to use it against me. [00:35:15] Speaker A: Sure. Okay, so in which case, as you give your summer, you give your real name. Some of you give your aliases. Lucrative. High priestess. Lucrative nods once again, and it's a gentle but powerful look, like energy that comes off her. And then she says, the cathedral is open to anyone who would welcome eyes light into their hearts. [00:35:54] Speaker E: It's open to anyone. And I sort of make eye contact with her, showing her the red of my eyes. [00:36:03] Speaker A: And Lucraji, you see her like, she holds your gaze, and then there's an ever so slight lick of the lips and, like, a bite on the bottom lip. Everyone. So if you ever feel lost, you are welcome into our mother's warm embrace. And she closes her eyes. You see her do like a little kind of prayer. And then without a further word, she turns and leaves to head back into the cathedral. So you find yourselves in Abbott's gate. Where are you heading now? You've got your. So you come away with five coin. Actually, let's do. Well, yeah, if you. I presume you're leaving Abbott's gate rather than staying here with all the church goers. Okay. [00:37:05] Speaker F: Get some soup to go. [00:37:07] Speaker A: Yeah. Yes. So I reckon as this mission is finished, let's really quickly fly through the xp that we all earned. So let's start with Atta. So how much xp do you think you earned? [00:37:30] Speaker F: I think it's a three. I did quite a lot of spooky arcane stuff. And some, I believe I used Tinker a lot, which is pretty on brand for the arcane tinkerer type person when I was talking to the sewing. The ladies in the sewing alley. So I'm gonna. I'm gonna say three, please. [00:37:52] Speaker A: Okay, wonderful. Yeah, sounds good. Cavern. [00:37:57] Speaker C: Also gonna go with a bit of a three. Did a couple of deceiving, sort of like trying, even though. Failing to try and find out where Caleb was and also deceiving the lady in the. In the bakery and then also duping over the faith a little bit and taking some of their stuff, which they thought was theirs. Yeah, I'm gonna go with a three. [00:38:21] Speaker A: Amazing. Okay, Al Ganan. [00:38:24] Speaker E: I'm gonna go with the three as well. I think I was conspiring with old eldomirce and expressing my belief and drives in the fact of refusing to be blackmailed by various people on all sides a couple times. [00:38:40] Speaker A: Yeah, no, that sounds good. Okay, so three for Algernon and for Magpie. [00:38:46] Speaker D: Magpie did quite a lot of her sneaky approach in the mission. And also, I think she expressed her background a fair bit. Being concerned for and asking after her old friend Samuel and being horrified at Caleb's dodgy dealings and wanting to strike out against him. So, yeah. Happy with three. I mean, I'll take four if I can get it. [00:39:11] Speaker A: That sounds a four. Yeah, I think it sounds more than four. Cheers. Cool. And Frida. [00:39:17] Speaker B: Yeah, again, a solid three from me for trying to coerce the creepy murder cult lady. And then I did quite a bit of background stuff sort of exploring my background, but also exploring the relationship between myself and my rival. Okay, so, yeah, so three. Did you say three? Three, indeed. [00:39:40] Speaker A: So, yeah, there weren't any. There weren't any dispar actions. So, yeah, it's just purely based off of your playbooks and your actions. But that all sounds legit. The crew XP. Right. So let's quick let altogether go through this. So did you succeed. Execute a. Did you execute a successful smuggling or. Yeah. Yes, you did. I would argue you went in, you achieved stuff, you smuggled it through town. So that's a yes. Did you contend with challenges above your current station? Yes, because hollow, as it turns out, and the pillars, to be fair, are both higher tier than you. Did you bolster your cruise reputation or develop a new one? I feel like we're in a position where we need to start talking about a new eject adjective for this crew because we chose savvy once upon a time, I think. What. What adjectives do we have? [00:40:46] Speaker D: A list. See, we chose before we'd actually started playing and inhabiting these characters. [00:40:54] Speaker A: Okay, so, yeah, choose initial reputation. So there's ambitious, honorable, subtle, brutal, professional, strange, daring or savvy. I'm feeling like we're very veering closer towards ambitious or daring. Who. Who's who? Raise your hand if you think yourselves more ambitious. Or raise your hand if you feel you're more daring. [00:41:26] Speaker D: Are you sure we can't go for strange? [00:41:29] Speaker C: Sure we can't go for chuckleheads. [00:41:31] Speaker B: I'm just wondering whether, like, you know, we'd also fit quite professional, because, you know, I think we do. We have acted with professionality. So professional. [00:41:41] Speaker A: Pulled a ghost through the veil. [00:41:43] Speaker F: Pulling a ghost through the veil and pivoting the pillars. [00:41:48] Speaker A: Pulled from the wrong veil. Yeah. I think the things that you have done have been quite bold. [00:42:01] Speaker D: Daring, maybe. [00:42:02] Speaker A: Okay, so say daring. Bold. We'll go with daring. Okay, so you are now daring. So that is an XP. It's up to three express the goals drives, inner conflict or essential nature of the crew. So you are arcane smugglers. You are. Would you say, what would we say of the goals drives in a conflict or essential nature of the crew? Like, if we were to paraphrase, well. [00:42:31] Speaker D: As a crew, we don't seem to like the church very much. [00:42:33] Speaker A: So. [00:42:34] Speaker D: So, effectively, we've pulled the wool over the church's eyes on this one. [00:42:38] Speaker A: Well, I'll take that. And there's a part of me that might kind of turn it ever so slightly in the sense that you took on this job knowing that Cavern's kind of safety was at stake and that everything was done to try and make sure that Cavern was okay. Whilst at the same time you found out about the whole calibre naughty link for Freeda. Like everyone was kind of piling in to help Frieda out. So I guess you've all. [00:43:09] Speaker B: You know who we are, don't you? We're the fast and furious family. Fast and furious? That's not who we are though. They're all about, you know, family first and loyalty. [00:43:22] Speaker D: I knew we were going to end off as blooming fast and furious criminals of the heart of gold. [00:43:28] Speaker B: Yeah. [00:43:31] Speaker A: Oh, Nate, that could be the name. Faster. Nefarious. [00:43:38] Speaker B: I've never seen fast and furious. [00:43:41] Speaker A: Oh, don't worry, we'll watch it together. So that's four. Four XP. Which. [00:43:47] Speaker D: Wow. Are we leveling up the crew? What does that mean? [00:43:53] Speaker A: That. Well, that will get dealt with in a later bit. Okay, so everyone's an XP. Congratulations. Okay, so we carry on with the downside process. So the payoff, you receive three rep base. One, two, three. Okay, so your reps ticked up you. The target of your score was a higher tier than you. So I would argue. I would argue the target of the score was, in the end, actually ended up being the children of Aya rather than. More so than anyone else. Like you were aiming at the hollow. But it was all to kind of screw it. And the children of I are a tier four. So that is 1234 tiers higher than you. So that's another four rep. Yeah, you are. This is a big. A big score. [00:45:02] Speaker B: You also argue we're screwing over the pillars because of the whole. Because the batter's brilliant lightning rod idea. [00:45:09] Speaker A: That's just. That's just a happy byproduct, I'd say. Okay, so that's it. So you get six rep. Sorry, seven rep in total for doing this score, which puts you back up to six of twelve. So you will be able to expand your turf and the crew XP means that you'll get like a new ability. But again, we'll discuss that kind of off camera. You've kept your fight coin, so we just. We'll just call that that heat. Currently on six of nine. Heat. [00:45:47] Speaker B: Oops. We gotta get down that heat. [00:45:52] Speaker D: Wait a minute. I think we're gonna. We're about to get more, right? [00:45:54] Speaker A: We're about to get more eventually. Now, I would argue that this was a smooth and quiet operation because you got in and out without anyone, like getting angry. [00:46:14] Speaker D: Yeah. [00:46:16] Speaker B: No punching for Frida, for freedom. [00:46:19] Speaker A: That is zero heat. Add one heat for a high profile or well connected target. [00:46:29] Speaker F: Sure. [00:46:30] Speaker B: Yeah. [00:46:31] Speaker A: Now this will focus. This will focus on the hollow, because that was actually the target of your. Of the job that you did, in that sense. But the Hollow, I would argue, and Caleb McNaughty aren't high profile or well connected. Very much not the case because they're obviously clandestine. They're trying to keep things secret. Right, so there's no heat there. It did happen on hostile turf. Yes. Plus one heat. Add one heat if you're at war, which or not. Add two heat if killing was involved, whether the crew did the killing or not. [00:47:13] Speaker D: Nope. [00:47:14] Speaker A: No. You gain one heat, total. [00:47:19] Speaker D: Wait. [00:47:19] Speaker A: You are now at seven of nine. [00:47:23] Speaker F: Phew. [00:47:28] Speaker D: Okay, we can do this, people. [00:47:31] Speaker A: So you do not have a wanted level. I will move on to generate an entanglement. [00:47:48] Speaker C: That's not good face. [00:47:51] Speaker E: There's no good entanglements, though. [00:47:53] Speaker C: No, that's true. [00:47:57] Speaker D: Okay, it's the we all go and pet puppies entanglement. [00:48:03] Speaker A: Yay. [00:48:06] Speaker B: And then punch them in the face. [00:48:07] Speaker A: No. Okay, so what do you do in the immediate aftermath, after handing items off to the. To the face perspective? [00:48:25] Speaker C: Stiff drinks all round, I think. [00:48:26] Speaker A: Once again. [00:48:30] Speaker D: Go decompress at the spectre. [00:48:32] Speaker A: So you all begin heading back through the streets, like through Spire park to Dusklum. And as you head down that main road, past the abandoned shrine, and you turn left onto the street that will lead to the very familiar archway from out of the shadows, like alleyways, from either side, a gang, a group of five city watch, emerge in cavern. You recognize the sergeant leading this group as the one that accosted you in celestry. [00:49:32] Speaker C: Do we still have the little. Do we still have the little car? [00:49:36] Speaker A: Gonna hide in it? Arguably, you've got. Well, effectively, as you've kind of come round the corner in the car, they've just kind of like three of us. [00:49:50] Speaker C: I've not had a chance. [00:49:51] Speaker A: Yeah, three of them have stepped in front of you, and two of them step in behind you. They surround you. [00:49:56] Speaker C: Yeah. [00:49:56] Speaker B: I'm assuming none of the rest of us know this. [00:49:59] Speaker A: That, nope. And the sergeant, like you notice. It's odd that these watch seem to be wearing, like, all the watch on their uniforms. They wear different kind of ribbon, like, color ribbons to dictate to know which district they're part of. And you notice that they're wearing sort of like the musky, the musty pink of celestry. Yeah. This sergeant steps out and, well, well, we meet again. Catherine. I told you it would be the last time you saw me. No funny business. And he pulls out a parchment, and for those of you close enough, you notice that the wax seal holding it tight bears the crest of the magistrate's office. This. [00:51:00] Speaker B: Hey. I just want you to know he's not taking any love letter right now. He's got enough admirers, thanks. [00:51:08] Speaker A: Step back right where he's going. Love. There's lots of love to go around. This is one freshly obtained warrant of arrest. We can do this the easy way or the hard way. And we've all had very long days, so if you don't mind, Catherine, we want you to come quietly. So there is a gang of city watch. The. He's holding the. The warrant. The sergeant's holding the warrant in one hand. What do you do in this immediate moment, Catherine? [00:52:00] Speaker C: Can I ask what this warrant is about? [00:52:03] Speaker A: It's a warrant for your arrest for public indecency. [00:52:12] Speaker B: Public indecency? That's the best you can get him on, public indecency? [00:52:20] Speaker C: I think you'll find that I'm very decent in public. [00:52:25] Speaker A: So, yes, you can either hand yourself over and you. You all know, because this is the watch, that they can be paid off, in which case they'll make an excuse, they'll arrest someone else, whatever. But you won't go away. Or you give them a full guy. Someone else gets arrested, but it has to be someone that invert commas will willingly go. [00:53:02] Speaker B: Right? Either way, you're not going with him. [00:53:04] Speaker A: Catra. I try to evade catcher, but you realize you're. [00:53:08] Speaker D: Punch him. [00:53:09] Speaker A: Punch them. [00:53:14] Speaker D: Intimidate them. Until they leave us alone. [00:53:18] Speaker B: There won't be any. [00:53:19] Speaker A: Any children of ire to save you this time, Catherine. [00:53:22] Speaker B: Frieda has been. Has been raring for a fight since. Since. For a long time. So Frida's gonna step forward and take that warrant out of the city watchers hand. And just while staring into his eyes, just tear it into tiny little pieces, just scatter them on the floor a bit like salt bay, you know, just. And then she's gonna reach her hand slowly and delicately into a pocket and pull out her knuckle duster and just sort of slide it lovingly onto her hand. And then she's gonna smile very sweetly at this sergeant and say, I think it's a little bit past your bedtime. [00:54:15] Speaker A: The sergeant looks a bit shocked as you do this. And then there's a ever so slight turn of the lip into a smirk. And there's a face that looks back at you that says, thank you. And Magpie and Algernon and Atta, you notice that the watch from behind you, like, unholster the cudgels and maces from their belts from behind you, and they begin approaching you, and you know that, like, you're now that they are now you are resisting arrest, and they are authorized to do whatever needs be. So as the watchman begin approaching you, and you know they're just going to go. Start going. Ham. Frida, you're at the forefront of this. What do you do? [00:55:15] Speaker B: Okay, so first off, I'm gonna push myself to do my ability, which is not to be trifled with. So I can push myself to do one of the following. Perform a feat of physical force that verges on the superhuman, or engage a small gang on equal footing in close combat. [00:55:36] Speaker A: Okay. Okay, so it's only a small squad. So basically you. You can, like, one v five, not to be trifle with, let you one v five fight them in exchange for two stress. And so if you pop your stress on, get your stress on. And you. You can also, like, you can choose extra dice or extra effect. Because you're attacking, you're not to be trifled with. Your effect, you're. You're currently at, like, risky standard. Like, you just dead level, because you're currently the same tier. Like, tier zero. Is anyone else jumping in on this? Like, are you making this a group scrap, or is anyone doing the hack help action to jump in? How good are you foresighting this? [00:56:33] Speaker E: Yeah, I think I will use my foresight to assist. [00:56:39] Speaker D: Whack them with your cane. [00:56:41] Speaker A: Okay. How. What does your foresight like? Are you just having, like, a. Like, vision quivering. Just seeing a few seconds into the future to shout out, like, duck dive, left hook. Are you kind of Robert Downey junior? Like, Sherlock? Like, just piecing it out? [00:57:06] Speaker E: Kind of like that. So I have a little snuff box which has some of the pure foresight mineral inside of it. [00:57:18] Speaker A: Okay, so you have some foresight. [00:57:21] Speaker E: Yeah. [00:57:25] Speaker A: And is it free to aiding. [00:57:26] Speaker E: Sorry, it's Frieda. I'm aiding. So I'm gonna sort of before. Sergeant. Sergeant what's his face takes a swing. I'm gonna telegraph his attacks to her. [00:57:38] Speaker A: Okay, amazing. [00:57:41] Speaker B: On. [00:57:41] Speaker A: Is anyone else jumping in on this? [00:57:44] Speaker D: I'm probably gonna attempt to help. Does it cost stress to help someone else? [00:57:49] Speaker A: So it's one stress freedom will get, like, an extra diet or an extra effect, but then, like, you'll share the consequences. [00:58:00] Speaker D: Because my thought was that magpie would probably attempt to sort of use her prowl a little bit. So kind of stay out of the way, maybe duck into the shade of a nearby alley or something and choose a perfect moment to do a sort of clock on the back of the head or something. [00:58:21] Speaker A: Well, what I should. [00:58:22] Speaker D: Frida's scrapping with them. [00:58:24] Speaker A: Well, what will make infinitely more sense right now is that there's five of them. So let's say 06:00 so watch. We'll call it the watch. This clock is fundamentally their resolve to stay in the fight. So you can. If you wanted to prowl, you could kind of duck away and then do your own action to. To do something. If you. If you're aiming, if you're helping Frieda, then it's just one stress for one. Nice. [00:58:59] Speaker F: Can more than one person give a help? [00:59:03] Speaker A: I can't see why not. And I feel like if every. Like. If you're. So if freed has just kind of, like, brought her fists up as she's, like, slow motion about to sock this sergeant in the jaw, and, like, Algernon's just been, like, the left knee, and then, like, there's nothing stopping at helping by just, like. Like, leaping someone to hold them in place kind of thing. Yeah. Versus, say, for example, magpie maybe just, like, slipping into the shadow and then jumping out, doing our own thing in. [00:59:35] Speaker C: A second cavern is gonna. He's actually gonna whip off his jacket, and he's gonna use that to sort of go tie. Tie around the. The guard to sort of hold their arms back. [00:59:47] Speaker A: Okay, so is that a help action? [00:59:49] Speaker C: Yeah. [00:59:50] Speaker A: Okay, cool, cool, cool. So, Frida, you've got two help actions. [00:59:54] Speaker B: Yay. [00:59:55] Speaker D: Yeah, I'm gonna prowl and then possibly do my own. [00:59:58] Speaker A: Okay. [00:59:58] Speaker D: My own thing. [00:59:59] Speaker A: Cool, cool. So that'll happen after Frida's action, Atta? [01:00:02] Speaker F: Yeah, I'm. I'm only too stressed away from trauma, so I'm happy to help if we think it's gonna turn the tides. [01:00:16] Speaker A: I mean, if Hatta wants to hold fire and just be, like, watching all this carnage just explode around her, and then if you want to jump in. [01:00:24] Speaker B: Later there with the popcorn, Atta's got. [01:00:28] Speaker F: One of her, like, wreck explosive devices, like, at the ready, but it's like, I just really want to talk to a ghost. [01:00:36] Speaker A: Sure. Okay, so it sounds like, Frida, you. You've pushed yourself, and you've got two help. Uh, two helps. Um, so that translates into three dice and or, uh, effects. So you're starting a risky standard. What are you pumping up? [01:00:53] Speaker B: Um, I'm guessing. Well, it's skirmish. [01:00:56] Speaker A: Okay. Yeah. [01:00:57] Speaker B: So let's do it. Let's do a skirmish. And, yeah, I'm going straight for the sergeant with the old, with the, well, with the scary weapon or. So, those are my nut, my signature nuttacle dusters. So this item grants increased effect when you intimidate. Oh, not increased. Wait, not increased harm in combat. [01:01:18] Speaker A: Yeah, so. [01:01:19] Speaker B: Oh, okay. It's when you're intimidated. Never mind, then. Okay, well, we're still punching with the, with the knuckle dusters on, so. Oh, Christ, what was it? [01:01:28] Speaker A: Risky. So it's risky standard. So you can bump it up to a risky grater for one, and then you can have an extra two dice from the other two helps. [01:01:42] Speaker B: Well, let's do that then. [01:01:44] Speaker A: That's four dice. Take the highest. [01:01:48] Speaker B: Oh, it's plus four dice. [01:01:49] Speaker A: No, four dice total. [01:01:51] Speaker B: Oh, okay. Oh, yeah, because my skirmish is two. Oh, my gosh, this is so exciting. Let's hope it goes well. Okay. It's all right. [01:02:06] Speaker A: Okay, so, so in, like, in the blink of an eye, like, you size up to this sergeant, you've pulled on the. The knuckle duster. He's looked at you, and he's got that smile that says thank you. And, like, in inverted commas, you almost feel like time slowed down. You can hear the sounds of the footsteps of the watch, like, stepping in from behind. You can hear the clip of clasps as they kind of unholster their maces. And the sergeant in front of you, like, takes a step back to, like, raise his cudgel above his head. But before he's brought his arm up, your fist is connected with his jaw. You see, like, the skin muscle ripple across his face. You. And you feel something crack under the blow as you go. And he's sent sprawling. He hits the ground and sort of, like, skids along a little bit and just stops moving. So a partial success. So that is. But it's greater. So that is, is two, three, say three. So that's three on the. On the clock. Like, you take out the sergeant as the watch to the sergeant's side, just kind of like, like, scrambles to, like, unchieve, like, unholster the crossbow. You've already come up and aided by Algernon. Algernon's warning, you get upper cut to the bottom of the chin. And, like, this guard just spends a few seconds suspended in the air as you lift them up. As that happens, you feel a crack over the back of your head. That will be, I'm gonna say, level two heart. No. Uh, yes, level two harm. It's risky. So, um, you've got, like, a heavy truncheon blow to the back of the head will do you two harm unless you resist it. [01:04:22] Speaker B: Oh, how does harm work on this again? It's been so long since we. [01:04:26] Speaker A: If you fight, if you take level two harm, so it will be cracked skull. [01:04:32] Speaker B: Okay. [01:04:33] Speaker A: Um, so if you notice I put cracks go on your character sheet. [01:04:36] Speaker B: Yep. I see. [01:04:38] Speaker A: So that means while you are suffering from the cracked skull, you take minus one dice to anything that involves your head. [01:04:47] Speaker F: Okay. [01:04:47] Speaker A: So for me, I'm gonna argue that's gonna be like fighting vision, anything like that, because you're just a bit woozy. If you resist it, then the level two harm is reduced to a low level one harm. So it might just be like bruised head. [01:05:02] Speaker B: Yeah. Can I try and resist it by sort of, like, grabbing that cudgel as it comes down? [01:05:08] Speaker A: Yes, you can. So if you're resisting that, please roll me. Now, bear in mind, you are on six stress. You have three left. [01:05:20] Speaker B: Fine. It'll be fine, Dan. [01:05:22] Speaker A: So if you're looking to resist. [01:05:26] Speaker B: Yeah. [01:05:27] Speaker A: If you don't roll a four or more. [01:05:32] Speaker B: Yeah. [01:05:33] Speaker A: You will become traumatized. [01:05:36] Speaker D: Hey, dice, how many dice do you get for this, Meg? [01:05:39] Speaker A: One. [01:05:39] Speaker B: Yeah. [01:05:40] Speaker F: Wait. [01:05:41] Speaker B: Prowess. Okay, we're gonna give it a go. [01:05:43] Speaker D: Blimey. [01:05:47] Speaker B: So plus one die, did you say? [01:05:49] Speaker A: No, it's one. One die total. [01:05:51] Speaker F: Oh, okay. [01:05:52] Speaker B: One. [01:05:52] Speaker A: So if you click on prowess, it's one die total. You need a four or more to avoid trauma. [01:05:57] Speaker B: This is risky, isn't it? [01:06:00] Speaker A: Or you accept the cracked skull. [01:06:04] Speaker D: That's an option. [01:06:05] Speaker A: And then sleep it off or not sleep it off, but, you know, it's. [01:06:08] Speaker D: An option, I suppose. [01:06:09] Speaker B: I can't. I can't choose to, like, accept the crap skull. If I get a bad roll, though, what the role is, if you try. [01:06:16] Speaker A: To resist, you will suffer the stress. [01:06:20] Speaker B: Sure thing. Okay, you're going head for it. [01:06:24] Speaker D: Oh, my God. [01:06:27] Speaker A: You roll a five, you only suffer one stress. Okay, she's a machine, so I'm gonna argue, actually, this truncheon, like, swings down, hits you on the back of the head, and there's a squeak of surprise as a truncheon, like, snaps into. You know how, like, in, like, James Bond movies when he hits something, like the henchman, and the weapon just breaks and there's a moment where you turn. Look at the city watch that's just got this stub of a stick, like a handle, and just. [01:06:57] Speaker B: Frieda has a manic grin on her face and just says, all right, boy. Oh, now we're talking. [01:07:02] Speaker A: Okay. Okay, so that's all happening. Magpie, yourself. Slinking back into. [01:07:09] Speaker B: What I'd like. [01:07:10] Speaker D: What I'd like to do, if I may, is attempt to use my finesse to sort of maneuver behind the guy who just smacked Frieda in the back of the head and essentially trip him up, do a sort of sweep of the legs. [01:07:24] Speaker A: Okay. [01:07:25] Speaker B: Oh, nice. [01:07:26] Speaker A: So I'm going to say that this is a risky lesser, because they are still operating as a gang currently. [01:07:36] Speaker D: Okay. [01:07:36] Speaker A: So it might be one segment or something. [01:07:39] Speaker D: If I succeed. [01:07:40] Speaker A: Yes. Yeah. [01:07:42] Speaker D: What if I partially succeed? [01:07:44] Speaker A: So, well, it's like, we still look at your. I mean, this just dictates how. So it's risky lesser. So what you achieve will just be slightly lower because you're against. [01:07:57] Speaker D: Okay, we can do that. Or I could put. Push myself to get a greater effect. Right. [01:08:02] Speaker A: Correct. [01:08:03] Speaker D: Um, blah, blah, blah, blah, blah, blah. I think I'll just do it as is. I get two dice for this. I'll just take the lesser effect because I don't want more stress right now. [01:08:13] Speaker A: Okay. [01:08:13] Speaker D: Um, sorry. [01:08:16] Speaker F: Let's see. [01:08:17] Speaker D: Finesse. Is that okay if I use that? [01:08:19] Speaker A: Yeah. [01:08:22] Speaker D: Go. [01:08:24] Speaker B: Seeks did it. [01:08:26] Speaker A: Okay, so on a six, it's lesser. So that's two segments rather than three. So, yeah, you sweep in, and as you. What you see as free to sort, like. Like, grinning like an idiot. And as you kind of creep up behind the. The guard, I'm guessing maybe you do that trick where you, like, crouch down, so he trips over you as you take his legs out, you watch, you hear Frieda's fists connect with his forehead. And as this guy's, like, legs come out from underneath him, you just hear the clunk as he first takes a fist to the front of the skull and then the back of his skull hitting the cobblestones behind you. And he just, like, he folds in over himself and just, like, sprawls out like ragdoll. Physics styling. Okay, thanks, Atta. You're the only one that's ugly, not gone. [01:09:22] Speaker D: Bring it home, Atta. [01:09:23] Speaker A: Like, three of them are just out for the count. And you can see that there's two. There's two. There's two, like, guard left. But, like, they both look quite stunned. [01:09:37] Speaker F: I feel like Atta, at this moment doesn't necessarily trust that her wreck is gonna help here, because it's, like, quite close quarters. I I think she wants to try and use a tune to try and do something ooky. Spooky. I'm trying to think of what. Because she's like, fuck. I don't have my account. [01:10:01] Speaker A: I mean, there's a magic sword nearby. There is? [01:10:05] Speaker F: Yeah. Oh, could I. Oh, wow. Okay. Like, didn't fried her. I'm sorry. I'm gonna. I think Atta sees the sword and, like, has noticed all the runes because she was pointing them out to Frieda, and it's like, okay, okay, I'm gonna be strong, frieda. And then it's gonna try and, like, I guess, like, attune activate, like, these runes and kind of come at, like, try and unleash the magic in this. [01:10:36] Speaker A: Sure, sure. [01:10:38] Speaker F: I don't know what that will be. [01:10:40] Speaker A: From a walking in this. In this moment. I'm gonna argue. Absolutely. Use a tune. It's going to have, like, a lesser effect, but, yeah, if this goes off. [01:10:52] Speaker F: We'Ll see, like, maybe because it's bloodletting, maybe it gets all, like, the shining for a moment and blood pours out of windows and who knows what happens anyway. It's in a tune roll, right? [01:11:05] Speaker A: Yeah. Okay. [01:11:07] Speaker F: Risky, lesser, limited. [01:11:11] Speaker A: Risky, limited. [01:11:12] Speaker F: Yeah, risky, limited. And pardon, I should know this by now. It's how much it's too stressed to do any extra dies, isn't it, to push? [01:11:22] Speaker A: Yes. I would not do that. [01:11:28] Speaker F: Oh, God. It's not good. [01:11:31] Speaker A: Okay, you. You sort of, like, reach, like, dive into the car, and as you pull this sword, and you're like, yeah. And as you hold it and you're focusing so hard and making it, like, do what? Like, is it gonna glow? Is it gonna, like, grow massive? Is it gonna. I mean, it takes you a while to realize that, like, the sword still has the sheath on. [01:11:58] Speaker F: Oh. [01:11:59] Speaker A: And you're just, like, holding this sheath sword at this guard, and he. The guard, like, she looks at you and just smacks you about the side of the head. So that's also going to be level two, unless you want to resist. You are now, you are rugged. If so, you may expend your special armor to add one dice to a prowess resistance roll. [01:12:28] Speaker F: This would be prowess because it's, like. [01:12:30] Speaker A: Some kind of physical. Yeah. So you get to roll two dice. [01:12:35] Speaker F: Okay. And it's just one stress to resist, isn't it? [01:12:38] Speaker A: No, it's the. It's six minus whatever you roll. So on your two dice, you need to roll five or more. [01:12:46] Speaker F: Oh, good. [01:12:47] Speaker A: Grave to avoid trauma or take. Yeah. [01:12:54] Speaker F: What's the recovery from injuries? [01:12:56] Speaker B: Like? [01:12:56] Speaker F: Is it just. It takes in all of your downtime. [01:12:58] Speaker A: Off downtime. [01:12:59] Speaker F: Yeah, takes all of your downtime. [01:13:03] Speaker D: Can you not do anything else on your downtime? [01:13:06] Speaker A: It is so as a downtime you can recover, which you seek treatment and heal your harm. You might visit a physician. Recovery is like a long term project. So you have segments. When you feel fill up your heel clock, you lower your signal. [01:13:35] Speaker F: Okay, well, sure. Well, in the words of Frida, why trauma? Trauma is somebody's gonna rip the band aid off and get some trauma. [01:13:47] Speaker A: Come on, it's session six. [01:13:50] Speaker F: Why not? [01:13:51] Speaker B: I was gonna say the other alternative is there's, like, an action to protect the teammate. Is that something we can do in combat? Specifically, is that something I could do for. [01:13:59] Speaker A: Yeah. And that means that, Frieda, you would come barreling in and just take the blow yourself. But I think that is also stress to do that. Let me just check. [01:14:12] Speaker B: Depending on how much trauma it takes, it might be just like. I mean, the same effect for a different person. Because I'm on two. I've got two. Two left. [01:14:23] Speaker A: Yeah. [01:14:25] Speaker C: Anyway, I was gonna say I can if Katherine can do it instead. [01:14:31] Speaker A: Well, so protect. You step into face a consequence that one of your teammates with otherwise face. You suffer it instead of them. You may roll to resist as normal. Describe how you intervene. So if anyone else wants to jump. [01:14:43] Speaker C: In the way, I'd like to jump in the way. [01:14:46] Speaker A: Okay. In which case, Atta, as you sort of, like, you're stood there frozen on the spot just watching, is this watch, like, raises, like, a flanged mace above her head, and as this mace comes down at her, you are shoved from the side, and cavern, this mace connects with your shoulder. It's gonna. I'm gonna say it's gonna, like, dislocate your arm. [01:15:12] Speaker C: Can I roll to resist? [01:15:14] Speaker A: You can. Okay. [01:15:15] Speaker C: What do I need to roll? [01:15:17] Speaker A: So it's a prowess. Prowess, resist. So you're a two dice on that while Cavern's rolling. [01:15:22] Speaker B: Frieda is very proud of you. Atta. [01:15:27] Speaker A: Okay, so one stress for Cavern, and you get. I'm gonna put bonked arm, and I'm gonna figure out how bonked it is in a second. Okay, so, yeah, this basically connects with your shoulder, and you go. Yeah. As you push atta out the way. And after you come out, go sprawling. Whilst caverns down on the ground, Algernon will move to you. Is there anything you're actively doing or. [01:15:56] Speaker E: Yeah, how many of the guards are still up and active? [01:15:59] Speaker A: So there's two. One has just kind of put, like, knocked cavern to the ground. The. The other is one that's kind of, like, still looking at the sergeant. A bit shell shocked, like, a bit surprised, because, yeah, this. This relatively young looking city watch just watch this wolfgang woman just take out three grown watch in a matter of moments. [01:16:29] Speaker E: Cool. I'm gonna absolutely go to hit him. The youngster. [01:16:34] Speaker A: Yeah. [01:16:37] Speaker E: Is this the first time you've used your cudgel, boy, in. In violence? [01:16:43] Speaker A: Um, the watch looks, dude, like waving the cudgel, like, swinging it backwards and forwards as if trying to, like, ward you away. And, like, one hands just flapping above his head. It's like he's fencing with a mace. [01:17:00] Speaker E: If you don't like your job, I'd be happy to take it away from you. [01:17:05] Speaker A: Okay, what's. What's this? What's this you're. You're rolling out against him? [01:17:11] Speaker E: Um, I think I'm gonna try command station. [01:17:17] Speaker D: Love it. [01:17:17] Speaker A: Okay, so this kid is papping himself. So I'm just gonna say risky standard for this, because they are teeth. The morale is teetering. [01:17:29] Speaker E: Can I. Can I use my infallible ability to add plus one effect level? [01:17:36] Speaker A: You. [01:17:39] Speaker E: Absolutely can, but I've not done it yet. [01:17:46] Speaker A: Okay, so this is a risky greater now. [01:17:48] Speaker E: Mm hmm. And I failed. [01:17:52] Speaker A: Oh, no. So you. A complication occurs. The complication, I'm gonna say is, like, as you talk. Like, as you talk at this young city watch, and he. And as he's staggering away, like, trying to. He's warding you off, and he kind of trips over the sergeant. But in doing so, the back of the heel kind of hits the sergeant in the face. And as this kid goes sprawling, the sergeant just kind of slowly starts to come to. And, like, you can. Like, his face is beginning to puff from where Frieda hooked him. But I'm going to reduce the clock by once again as the sergeant slowly picks himself up. Yeah, that will be the complication. Um, cavern, you are, like, you've just been kind of knocked to the floor as you're looking up, is. What are you doing? [01:18:56] Speaker C: Um, I think seeing the sergeant start waking up again. [01:19:02] Speaker A: Yeah. Um, but he stood up. He's just pointing at you. [01:19:08] Speaker C: Um, I'm gonna use finesse, I think, to try and attack him with my coat again and try and get him back down. [01:19:15] Speaker A: Sure. [01:19:15] Speaker C: Try and pin him down so Frieda can go at him. [01:19:18] Speaker A: Okay. So I will say in this moment. So, because, effectively, it's still a gang. So it would be risky lesser. [01:19:27] Speaker C: Right. [01:19:28] Speaker A: But because of your bonked arm, like, your arms gone dead, you get another stage of less effect. So currently, it's risky. No effect. [01:19:38] Speaker C: Right. [01:19:38] Speaker A: So you'll need to. To find somewhere to get the dice to push it back up. Can I push myself yep, absolutely. Cool. [01:19:49] Speaker C: That's just one stress, isn't it? [01:19:50] Speaker A: Push yourself. Two. Two. [01:19:53] Speaker C: Didn't need more foot rubs. [01:19:54] Speaker A: You do have emerging divinity, so you can automatically pass a role but accrue an additional two heat. [01:20:01] Speaker C: So if I put them in two heat, that's not going to put us into wanted. We're just going to be that. It is gonna put us into one, too. Okay. [01:20:08] Speaker A: No. [01:20:13] Speaker D: I mean, if anything's gonna make us want it, it's beating up five city watch in the streets. [01:20:19] Speaker A: Yeah. It's good fun, though. [01:20:23] Speaker F: Breed is loving it. [01:20:26] Speaker C: I will just push myself then, and I will go with a finesse. So that is risky. No, risky. [01:20:35] Speaker A: Lesser if you're doing it on one dice. [01:20:37] Speaker C: So risky. Limited. Yeah. [01:20:38] Speaker A: Yeah. Okay. [01:20:48] Speaker B: We're having some bad rolls. [01:20:50] Speaker A: Okay, so you sort of, like, run. Like, you stand up and your arms a bit dead. And as you run at this sergeant, and you go to sort of, like, one handedly get the coat over, but you kind of, in doing so, you kind of knock yourself off balance a little bit. And as you lean forward, this sergeant effectively takes a step back and then just, like, gets you in a headlock. Hasn't got his cudgel, whatever. He just starts to sort of, like, punch the sides of the ribs. I'm gonna say that's level two. Harm cracked ribs. Unless you want to resist. [01:21:28] Speaker C: I fear resisting, actually. No, I am going to resist. I'm going to resist. [01:21:33] Speaker B: Catherine. [01:21:37] Speaker D: How much stress have you got left? [01:21:38] Speaker E: Two. [01:21:39] Speaker F: Two. [01:21:40] Speaker A: So you need a five or six on two dice. [01:21:45] Speaker B: In the two stress gang. [01:21:50] Speaker A: Okay? So just get bruised ribs instead as this, um. Watch just. This sergeant's just like. Like puddling you, um, in the side. Um. Okay. Right, Frieda. [01:22:05] Speaker B: Hello. [01:22:06] Speaker A: You take, like. You take stock. Um, like magpies squatting on the ground in front of you, having just tripped over the guy you punched in the forehead. The sergeant that you knocked out has woken up and has now got cavern in a headlock. Atta's been sprawled out, like, knocked out the way because she was waving a sheath sword at someone. Algernon's sort of like, shouting at this young youth. That's like trying to crawl away in terror. What do you do? I love how narratively, like, this is. This is a polar opposite to d and D combat, isn't it? Like, this is true. [01:22:46] Speaker C: Is it still too late to change us to chuckleheads or our crew? [01:22:51] Speaker D: I thought you were going to say, is it still too late to pay them off? [01:22:57] Speaker B: Some coins at them. I mean, Freyda is, I think, at this point is just running on pure adrenaline. Pure, like, blood lust infused adrenaline. How many are up? It's the sergeant and the kid, right? [01:23:18] Speaker A: There's a sergeant and the lady that swung at Atta but hit cavern. The kids, like, trying, desperately trying to crawl away, with Algernon going after him. [01:23:32] Speaker B: I think I'm going to go up to the sergeant, seeing he's got cavern and a hair. [01:23:36] Speaker A: Okay, I will offer you devil's bargain. Yeah, you can have the bonus, but whatever happens, the watch will remember this and come back in greater numbers in the future. [01:24:03] Speaker B: Okay. [01:24:05] Speaker A: And you also have impulsive as a wolfkin ability. [01:24:09] Speaker B: I'm just looking at my impulsive right now. [01:24:11] Speaker A: So you can spend your special ability to gain two dice when accepting a devil's bargain instead of one. [01:24:18] Speaker B: All right, since it's going to affect the whole team, what does the team think? [01:24:25] Speaker F: If you could move our head out, what's the. [01:24:28] Speaker D: What's the effect? [01:24:30] Speaker A: Uh, so it's a. Well, so we're back to risky lesser, because you're not you. You are now to be trifled with. So the devil's bargaining can take you up to risky standard. It could give you an extra dice? Realistically, yeah. There are two segments left on the clock, so on a standard roll, a four plus will complete the clock. On a lesser role, a limited role, you'd need a six. [01:25:06] Speaker B: I reckon if we can put that sergeant out of action, it might be enough to put the clock forward. So I think it's. I think it's worth it. And narratively speaking, I mean, the watch aren't gonna forget this. Right? [01:25:21] Speaker A: Okay, so you accepting the bargain? [01:25:24] Speaker B: I'm accepting the bargain. [01:25:26] Speaker A: Okay, so you get two upgrades to your role. So currently, what are you, skirmishing? [01:25:31] Speaker B: I'm skirmishing. I'm going for the sergeant, and as he's got a cavern in the headlock, I'm just gonna growl in his ear, I told you it was bedtime, and then I'm gonna headbutt him in the back of the head. [01:25:44] Speaker A: Okay, so you are at two dice, risky limited, but you get two upgrades, so you can get extra dice or extra effects. Um, so you could go three dice, risky standards, you could go two dice, risky greater, you could go four dice, risky lesser. [01:26:04] Speaker B: The effect is what will push the clock forward, essentially. [01:26:07] Speaker F: Right? [01:26:07] Speaker A: Yeah, I can give you an. [01:26:10] Speaker C: I can. I can give you an extra dice. [01:26:12] Speaker A: If anyone would like to help. [01:26:13] Speaker C: Yeah, yeah, I can hear you coming, and I can try my best to sort of maneuver him into your direction. [01:26:21] Speaker B: So does that. That affects the. The modifier that's just like another dice. [01:26:26] Speaker A: Like another dice or another effect. [01:26:28] Speaker B: So that's three. [01:26:30] Speaker F: I can. I can also help. I'll also give you something if you want me to move the sword more closely towards you and you want to see if you can use the sword in your skirmish. [01:26:40] Speaker B: I worry about using the sword because I don't want to kill them. Killing them. Why? We're going for, like, fisticuffs, I think so. And I can't do more than plus three die. So let's do three die on Cavern's help and then do a greater effect with the devil's bargain. So that's risky. Great. [01:27:00] Speaker A: Right, greater three dice. Oh, okay. So in which case, yeah, as you. You kind of just appear at the sergeant's ear, unless you're, like, big time, and the sergeant sort of turns to look to you. And just as that happens, like cavern, you manage to like your art. You get a bit of, like, your arms gone dead. Right. But the great thing about dead arms is that they swing really well. So it's in this moment that you rear back and you manage to catch this sergeant right between the knackers. And as he, like, goes forward, freedom. Your forehead connects with the bridge of his nose, and there's a sickening break. His nose, and this sergeant goes sprawling, smacks his head against the wall, staggers back, and there's just, like, blood streaming down his. Streaming down his face as he just, like, struggles to breathe, as you flatten his nasal canal. That is, like, many segments. And as the sergeant kind of staggers away, like, his eyes are streaming, the kid that you're chasing algal on, like, slowly gets up and grabs the sergeant, and they all kind of scatter in different directions to get away from you. And you're left in the street outside the spectre, like, spattered in each other's blood and, like, bits of snot. And you've successfully fought off the watch. [01:28:51] Speaker B: Right, time for a pint now, I think. [01:28:56] Speaker C: Definitely. [01:28:58] Speaker A: And I think on that note, we will go on a quick break and then finish off the rest of our downtime, because I think you all need it. Again. Uh, if you enjoyed that, make sure to hit the, like button, um, and comment down below on, um, because we're gonna need it. Comment down below on what the sergeant's name is gonna be, um, because I smell a recurring villain, Sergeant Glass eye. Yeah. And if you want to see what that reprisal looks like or what this crew get up to in the meantime, make sure to hit the subscribe button and the bell icon for notifications when we release new videos, because that happens very, very, very frequently, and we won't use that. So thank you for playing. Thank you for watching. We'll see you in a bit. Bye.

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