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Strong Spirits

We're at war with the Spirit Wardens and trying to find a way to end it.

The Spirit Wardens have quite a few enemies, but they're all pretty strong.

Vesper has a prostitute friend Nyryx who works with high end clientele. She will see what she can find out about them.

Maybe we can improve relations by dealing with a troublesome spirit? We can force a spirit into a spirit bottle using a spiritbane charm. We talk to Fitz and are able to borrow one.

We travel to the edge of the city where JB can get us through the barrier keeping spirits out into the Death Lands.

Plan

  • Plan: Transport
  • Detail: go outside the barrier to get a spirit and put it in the bottle, then take it to Bellweather Crematorium
  • Engagement Roll: [1, 2, 2] = 2 Bad Outcome

Score

  • we start going home to home searching
  • there are valuables laying about, we start collecting them
  • this attracts the attention of multiple spirits
  • two spirits apear before us
  • we make a quick plan to catch them
    • JB tries to toss the spirit rune at them
    • Jackal will try to catch them in the bottle
    • Vesper distracts the spirits
    • [3, 1, 1] = 3 Bad Outcome
    • the spiritbane charm pushed one of the spirits into Jackal and he's possessed
  • Jackal takes the spirit bottle and smashes it on the ground
  • the other spirit comes floating towards Echo
    • Echo studies the spirit and tries to ward it off with another spiritbane charm
    • [5, 4, 6] = 6 Full Success
  • Vesper tries to convince the spirit to leave Jackal
    • "We'll take you places that you've never seen"
    • spirit flows out of Jackal into Vesper
    • another spirit appears "I want to go too!"
    • Vesper's voice sounds different: "Lead the way!"
  • Vesper flashes back and we come up with a blinking code to communicate if possessed
    • tries to get Hex to take us to the crematorium
  • Jackal tries to use a spirit anchor to bind a spirit to some furniture
    • [3, 6, 6, 4] = 6 Critical Success critical success
    • forces the spirit into a homemade spirit bottle
  • we head back towards the barrier
    • have an eerie feeling of attracting more attention
    • around 20 spirits are following us, 100 ft away
    • the barrier is 200 ft
    • we make a run for it
  • Jackal surveys the fence to see if it's possible to repair it
    • [4, 2, 3] = 4 Partial Success
    • there's something wrong with one of the towers and he can fix it, but it will take time
  • Hex has electroplasmic bullets and wants to shoot some ghosts
    • JB tries to distract the spirits
    • [4, 4, 2, 2] = 4 Partial Success
    • shoots up the lead spirit that was following us
    • the others are still pursuing
  • Jackal tinkers with the barrier
    • [1, 5, 2] = 5 Partial Success
    • repairs the barrier

jackal repairs the barrier

  • we approach the crematorium
  • Echo tries to get the spirit following into the spirit bottle
    • devil's bargain: spirit looks like his spurned lover, will make them more angry
    • [1, 5, 2] = 5 Partial Success
    • spirit gets into the bottle, but the Spirit Wardens will take the bottle
    • Echo won't be able to use Arcane Implements on the next score

spirit captured in bottle

  • Hex knocks on the door
  • Spirit Wardens drag Vesper inside, and we follow them in
    • they strap Vesper into a machine that looks like its for electro shock therapy

Vesper spirit exorcism

  • Vesper attunes to try to fight the spirit
    • [1, 6, 3] = 6 Full Success reduces from level 2 harm to level 1
    • Vesper again uses resolve to fight the spirit
    • [2, 4] = 4 Partial Success

Payoff

  • crew earns 5 from wandering outside the barrier, or 1 each
  • crew earns 6 Reputation
  • add 3πŸ”₯
    • 2πŸ”₯ for shooting guns off
    • 1πŸ”₯ for being at war
  • 0πŸ“œ Crew XP
  • Faction status
    • no changes

Entanglements

  • [2, 4] = (lowest) 2 Bad Outcome one of our customers or contacts will switch allegiances
    • Red Sashes got ahold of Melvir

Vices

  • nobody overindulges

Downtime

  • Echo
    • sends apology letters to spurned lover
    • indulges vice
  • Hex
    • consorts with bluecoats to remove 3πŸ”₯
    • stars a long-term project to make a sniper rifle silencer
  • Jackal
    • starts a long-term project to work on securing our lair
    • consort with bluecoats to mislead about our hideout location 1πŸ”₯
  • JB
    • surveys for a better doctor
    • indulges vice
  • Vesper
    • indulges vice
    • spread positive rumors among past prison contacts to remove 1πŸ”₯

Echo writing letters

Crew Advancement

  • 8 for steady - +1 max stress
  • spend 2 upgrades to acquire a cohort
    • rooks Ghostfang Pack
      • con artists, spies, and socialites
      • loyal, tenacious
      • wild, principled
    • we're tier 1 now!

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