
Halthar's Voice |

Hutch
You struck slightly after a shift change to minimize interruptions and staff. Consequently, you came right after the cash pick up and the drug drop-off. There's not a lot there, maybe three sacks full of the foul smelling brown powder and maybe two dozen small envelopes already loaded. You can likely unload it quickly for a lot less than it's worth or spend some time during downtime finding out how to sell it for maximum value.

Emaline Templeton |
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Every faithful follower of Halthar would know of the sparrows of St. Eulin. Imprisoned for her worship of Halthar in an Irruvian city, She preached to the prisoners, telling them of Halthar's glory. When she was moved away from the others, she preached to the sparrows, for years , up until Her execution, where she preached to the assemble crowd for her faith, She and her faithful companion, a sparrow who stayed with her all the way to the noose, where given new life in the wonder of Halthar's domain.
ten points to whoever can tell me which saint I just ripped off.

Emaline Templeton |

These are "Definitely True" myths, from the golden age before the sundering of the ebon gates, not quite a Halthar-specific constellation. but the General population wouldn't really know it, in much the same way a European wouldn't know about the Chinese constellations (same stars, different patterns seen within them)

.Mender |

As Emaline marks Harrington, Mender will say "Yes, I would gladly take another subject." Looking at Harrington, Mender will say "You, my good sir, will help us fight the ghost epidemic. We should, however, get on our way as fast as possible."
When Hutch holds up the drugs, Mender will look through the stash of drugs for anything that would be useful and reasonable for a doctor to have, then hand Hutch the rest and say "You should dispose of these drugs. They are of no medicinal value."

Tarnikos |

FLASHBACK!
Tarnikos stands back away from the table where the rest of the participants are planning the assault.
"If we wan' him for Mender to play with, we're gonna nee' to ge' him hidden an' ou' of sigh' quickly. Le's bring a wagon or a hand car'. I'll push him along under a pile of blanke's or something."
PRESENT!
Tarnikos runs into a side alley and grabs a handcart filled with blankets and carpets. He lays Harrington in the cart and pulls the contents over his body, covering it and his armor.

Halthar's Voice |

Downtime!
Ok, I think we can wrap this one up now. You cart Harrington off to Mender's lab.
Currently, you have at least 10 coin (14 if you spend the time to unload the drugs in a more efficient way). The gang itself can hold up to 4 coin without needing to get a vault upgrade. Each scoundrel can hold up to 4 coin. Distribute the coin however you feel fair, any coin you spend during downtime won't count against your maximum.

Halthar's Voice |

Recap of your current situation to help you make downtime choices
Current clocks (that you know about)
Emaline/Velaris: If you're enjoying Emaline too much, we can always have you find Velaris but have him take a break from scores for a little bit. You'll only get two downtime turns regardless
Allies and enemies

.Mender |

Hutch, why don't you sell the drugs for 4 coin, and then we can pay off the cops with 3 of that, leaving us netting 7 coin (6 from Scurlock and 1 from leftover sales). I think we should split that out evenly, so if people want to take more downtime actions they can (specifically it would be a good idea for at least some of us to take a downtime action to reduce heat).

Felfiz Darner |

"Brothers! Hail and good health to you-" Hutch's salutation is cut short as he's slammed against the wall. He pauses to gag on his tongue and catch his breath, but does so as politely as possible. "Come now, is this any way to treat a valuable ally? I've routed your scorned brothers, ended their illegal dealings on our streets--without significant bloodloss, I might add--I am a force of charity and good will, brothers. Let us find some more mutually beneficial grounds to bargain from."
From his sleeve, past the cuffs, slips a small velvet pouch of precious stones. "This for your troubles tonight? It may not be the tune you were looking for, but this bird does sing..."
Paying off the bluecoats, and using one turn to reduce our heat by informing on the bluecoats?
Consort: 2d6 ⇒ (5, 3) = 8
Hutch will sell off the drugs as quickly and as far from home turf as possible. He'd burn it all, but honestly doesn't know how safe that would be, and is wary of tainting his body with the stuff.

Emaline Templeton |

As no one else has, Emaline will take the Machete(s) back to the temple
Someone was hunting the cult... Could't have that. staking out the new territory, looking for someone looking too much into the site of the job, ad checking out other sites of jobs, looking for their hunter.
hunting the hunter: 2d6 ⇒ (6, 1) = 7
And there was the issue of the missing Prophet, by their descriptions, bars and Vice dens would be where he would be found.
Stressing myself so I can safely indulge
Look for Velaris: 3d6 ⇒ (4, 1, 6) = 11
Spending 1 could to Indulge: 1d6 ⇒ 5
Just made it!

Halthar's Voice |

Hutch
you reduce heat by 2. I'm not entirely sure who you spoke to or who you informed on to lower the heat. Can you elaborate?
Emaline
You start to dig in to this person sniffing around the cult. The witnesses all seem to have a hard time remembering any details, but they all describe a tall man in a top hat and wool overcoat. Otherwise it's as though their memories of the man have been completed scrubbed away. Still...it's something new to go on.
Adding 3 segments to the clock "Discover your secret enemy"
Searching for Velaris also proves to be a challenge, but you're zeroing in on him.
Adding 3 segments to the 6-clock "You find Velaris"
Good move boosting your stress before taking it down.
Did you already update your stress or forget to add any stress from the score? You have two right now. The two from pushing yourself would give you 4, not five.

Felfiz Darner |

Informed on the greycoats, sorry. Passing along any names and details about their wayward brothers to the bluecoats who cornered Hutch. Something like "dunno what you're after me for, but I can tell you a lot about this drug ring we just broke." They won't find Harrington, but they'll have enough info and paper trail to feel good about trying to track him down, and most importantly, have reason to dismiss any obvious lies about Hutch and his alleged associates.

Emaline Templeton |

eroniously added stress to my track for Helping mender twice (one at the time, then again when I checked my stress, because I would have sworn I had stressed myself, but went back through the archive, I didn't, helped Briar with something.) so... Just didn't make it, Let's roll some more engagement!
More bad stuff!: 2d6 ⇒ (3, 1) = 4 Another 1, might be getting Beat

Halthar's Voice |

Very good! That's clever, and helps to bolster your reputation as respectable members of the community looking to clean up Six Towers.
You still have 1 downtime turn left and quite a bit of stress. Want to burn some of it off?
Everyone
You have 7 coin. Emiline spent 1. Mender spent 2. That leaves 4 coin. Do you want to deposit that into the Gang's coffers or does anyone want to lay claim to it?

Halthar's Voice |

eroniously added stress to my track for Helping mender twice (one at the time, then again when I checked my stress, because I would have sworn I had stressed myself, but went back through the archive, I didn't, helped Briar with something.) so... Just didn't make it, Let's roll some more engagement!
[dice=More bad stuff!]2d6 Another 1, might be getting Beat
I'll let you choose the entanglement off the list. Based on the roll it'd be Gang Trouble or Questioning (where an NPC that's close to you gets pulled in and roughed up), but I'll let you choose something else.

Felfiz Darner |

Sitting in his makeshift office, Hutch admires the gold pocketwatch he secured with what he considered his personal fee for disposing of the drugs. Hutch is keeping 1 coin.
On the one hand, I want to invest in this idea of coordinating scores with masked conspirators. On the other, trauma. I have the extra coin to do both, I'm just not sure that's what I want it spent on...
Hutch goes to visit Montague Arran, if he can be found.
Indulge Vice(Prowess): 1d6 ⇒ 4

Halthar's Voice |
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Arran dutifully performs the blessings of Halthar. You feel invigorated and justified in your mission and the things you do in Halthar's service.
You hardly notice that Montague can't look you in the eyes when you leave.
Do you want to spend a coin to acquire the asset of anonymous conspirators for
single score? You can also spend a coin to work toward the 6-clock LTP "Build a permanent network of masked conspirators."

Halthar's Voice |

Works for me. I believe we're just waiting for Tarnikos to take his moves and XP triggers.
In the meantime, be thinking about what sort of scores you're interested in. You can't do Halthar's bidding directly (or take advantage of the Offertory) but you can:

Tarnikos |

Tarnikos decides to find Valeris. He asks his fellow refugees if anyone has seen a raving man in a hooded cloak that suddenly appeared.
Consort: 1d6 ⇒ 5
After that he grabs and roughs up a few drug purveyors around the city trying to track down the location of the Greycloak's secret lair. A big find like that could make the crew's name in the city.
Command: 1d6 ⇒ 2

Halthar's Voice |

Tarnikos
You successfully locate your wayward prophet! Days into a drug binge forgive me, I don't remember what Velaris' vice is other than "stupor", he's in some back alley drug den, half conscious, but otherwise unharmed. He'll be good to go for the next score, if he so chooses.
Your efforts to locate the Greycloak's lair is somewhat less effective. Maybe it's because of the "respectable" reputation your crew is getting. You have a little luck narrowing it down (it's definitely in Six Towers...somewhere) but otherwise people aren't super willing to talk. Maybe next time you might need to actually rough people up (wreck or skirmish) for a little more effect.
Adding 1 segment to that clock.

Tarnikos |

Awesome! The prophet is here again! Also, I'll help Mender. +1 stress
After hauling in Velaris Tarnikos goes with Mender to visit potential witnesses to their fight with the greycloaks and Harrington, taking special note of the lookout he scared away.
Lastly, did you agree with my XP assessment?

Halthar's Voice |

I do! Your XP assessment is A-OK!
I think that's everyone. What do you want to do for your next score?
Go after a new holding. Currently you have easy access to
Scurlock will pay for you to wreck more havoc on the Grey Cloaks. You can combine that with going after more holdings.
The Red Sashes and the Severosi consulate both have expressed interest in working with you all. They may have some interesting leads to offer.
Velaris: Does Halthar have a new mission for you? What does he command you to do?
If you do a mission for Halthar, you will gain +2 coin for doing an occult score

.Mender |

I need 2 more xp for a playbook advance.
That reminds me GM sir, it looks like there is 1 too many boxes for playbook xp, as the v. 8.1 sheets I have show 8 boxes for a playbook advance, and your sheet has 9.

Felfiz Darner |

Felfiz wanders into the bakery carrying a small basket partly filled with vegetables and parcels of wrapped meat. He's come in at a slow time of day, so he takes his time, greeting and socializing with the staff. After a few minutes of pleasantries, he tells them he is looking for a special Severosi bread, and that he's having a heck of a time finding anyone in the six towers who carries it. 'It requires a specially milled flour, you see' he explains. If the baker seems amenable, he'll go into greater detail about the process of baking bread on the deadland steppes in ash kilns. His vector of conversation hopes the baker will invite him to see his back room, the oven, and his stock of flour.
Consort: 2d6 ⇒ (2, 6) = 8

Halthar's Voice |

Ok!
You sweet talk the baker (An older lady named Brumhild) and you get a great look at the bulk of the shop.
First off, as noted by Velaris, it's not in Six Towers. It's in Nightmarket. It's a permanent structure, a rarity for Nightmarket's shops. The front part of the shop has one large glass window, with a display of lacquered cakes and pies. In the main room, a large glass counter wraps around 3/4s of the room, a showing off freshly baked goodies. The glass counter has a gap in the back for the staff to navigate. The counter separates the workspace from the patronspace. At the back of the building are two doors. One leads to the kitchen, the other, you presume, leads to the apartments above.
The kitchen is cramped and hot. A large iron oven takes up much of one wall, a roaring fire in the back heating the drawered cookspace. There's a back entrance, likely where garbage is deposited. The locks look flimsy at best.
In the back corner of the back room is a paper-festooned desk and a very small safe.
Other than locks, there does not appear to be any security you'd need to worry about.

.Mender |

Mender will try and find out who eats food from there a lot, and who might potentially be angered by us blowing it up.
Consort seems most appropriate (2 dice take lowest): 1d6 ⇒ 31d6 ⇒ 1

Briar Barb |

Briar spends an entire day surveying the remaining Grey Cloaks and trying to ascertain their patterns. Who goes out, at what times, routes and places they frequent, and so on. Her goal is to identify targets that are the easiest to snatch, perhaps using that paralyzing serum that had been so successful in their previous score.
Hunt/Study: 2d6 ⇒ (3, 1) = 4

Halthar's Voice |

Mender
After staking out the bakery for some time, you spot none other than Bazso Baz, leader of The Lampblacks. If he’s visiting personally, he must really love the place.
Briar
The Grays have gone to ground, likely still shaken from your last assault on their territory. It’s extremely frustrating to tail what few Grays you see walking around through the alleys and apartment towers and they always travel in packs of three. No one has see Nessa or Other Hutch since you stole Left-Turf. A direct assault will be challenging.

Velaris Kessarin |

Vellaris goes for a stroll around nightmarket,ostensibly to go see a merchant who had just come in from Tycheros. a bit of Tycherosi food and a conversation in his native tongue would feel good...
but on the way, he akes a small detour, and passed the bakery. he stops agsint the wall opposite the bakery, takes a sip of water,a nd allows his awareness to slip into the Ghost-field. If Halthar wants this building hit, there was likely more of this building than met the eye.
Attune: 2d6 ⇒ (1, 1) = 2

Halthar's Voice |

I hope you guys are getting your bad rolls out of the way early.
Velaris, you’re noticed making your connection to the ghost field. The baker doesn’t get a great look at you, but you don’t have time to connect and she’ll be on her guard for any funny business.

Felfiz Darner |

"You all know by now that I prefer the front door." Hutch sits in a brushed leather high backed chair that was found under a sheet in a cupboard."I imagine we could fill the bottom half of a sack of flour with something flammable... But that would be an entirely different sort of job than I think you had in mind... No. Whatever we do plan, we need to be sure not to wake the baker... Or see the place unoccupied, which I do not see happening." He turns his boot on his arm, brushing it briskly.

.Mender |

"You should know that Bazso Baz, the leader of the Lampblacks, really seems to like this bakery. We should have a cover story/alibi in place before we use these."
Flashback time:
Mender is in his lab, where he rolls a body off of a table and then uses the space to begin mixing liquids. It's clear as we watch him that he is being very careful as he does this, putting a small amount of liquid into a small sealed vial, then filling the flask with another distilled liquid, before finally carefully sliding the glass vial into the liquid then feeding a cord through the lid of the flask and reeling out a couple of feet if it before cutting the cord, then sealing the lid and wrapping the excess cord around the lid.
He then carefully sets the flask next to a pair of completed flasks.
We see Mender reach into the satchel at his him and carefully pull out the three flasks.
"You'll want to hit the flask against something to get the glass to break so the two liquids can mix. Once you hear the glass breaking, you'll want to be wary of shaking the flask too hard. When you get it into position, you'll want to unspool the cord and then light it."
Mender pauses and says "Three of these flasks is probably overdoing things, but I suppose we do not want to get on the bad side of your god."
What do you need me to do for the flashback?

Felfiz Darner |

I'm picturing a thing that I think sounds cool, but may not be possible (Yeah, I'm sorry, I do that a lot.) I'm picturing Hutch starting the fire by stirring up and sparking the flour with Atune and the shadow birds. Is that a thing? With no chemical accelerant it's that or old fashioned arson with wreck, right?