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Sashes to Ashes

It's been a month since the last score. The Red Sashes are still spread thin from fighting the Lampblacks. Bella's Boyz make a deal with the Crows to exploit their weakness.

  • Vesper spent a few weeks in jail.

    • paid off guards on entry
    • incarceration roll [4, 1] = 4 Partial Success
      • Vesper keeps his head down and gets out
  • Bella's Boyz meed with Lisa, leader of the Crows

    • Lisa thinks fondly of us since we're allies
    • Red Sashes seem weak right now, should we make a move to end them?
    • At first, Lisa disagrees agree since the Red Sashes pay tribute to the Crows
    • Hex mentions that the Red Sashes might be trying to move up and eliminate the Crows
    • Crows will provide weaponry, in exchange we'll give them 20% of the loot
  • consider using ghost oil to get into the Red Sashes' lair

    • they might have a spirit lamp
    • can repel ghosts (people in ghost field are effectively ghosts)

Hex Visits Melvir

Hex visits Melvir

An Awkward Embrace

Before leaving, Hex embraces the nervous Melvir

Plan

  • Disable the spirit lamp
  • Use ghost oil to sneak in
  • Lure the Red Sashes into the big room and get them all

  • Plan: Stealth

  • Detail: enter using ghost field and ghost oil
  • Engagement Roll: [3, 3, 5, 1] = 5 Partial Success

Score

Applying ghost oil

Bella's Boyz slather on the ghost oil

  • Bella's Boyz follow Melvir's map

    • Hex flashes back and asks Melvir the location of the spirit lamp 1
  • Echo and Vesper run down the hall

    • trying to avoid being noticed by some late arrivals at the party
    • try to act like we're already having a great time
    • [5, 3, 2, 2, 3] = 5 Partial Success
    • convince them we're involved in the party
    • end up hanging out longer than we want to keep up appearances
  • Echo and Vesper continue

    • see the spirit lamp
    • fire is fueled by a host
    • smells like burnt hair, probably electroplasm fluid
    • Echo approaches the machine for a closer look
    • Echo flashes back to ask Melvir for how to disable the alarm
      • Vesper assists
      • devil's bargain - anxiety stays with me, -1d when disabling alarm
      • Finesse [1, 4, 2] = 4 Partial Success
      • Alarm is disabled for only the spirit lamp
    • Echo and Vesper disconned the electroplasm fuel line
      • Finesse [4, 5, 6] = 6 Full Success
      • spirit lantern light goes out

Sneaking bombs into the Red Sashes' lair

Bella's Boyz sneaking bombs into the Red Sashes' lair

  • Hex, JB, and Jackal sense the spirit lantern is out

    • there's a lot of valuable loot in here
    • carry 14 out between the 3 of them
  • Jackal tinkers to set up the bomb

    • JB assists
    • Jackal pushes himself
    • [6, 1, 1, 5] = 6 Full Success
    • sucessfully arms the bomb

Jackal arms the bombs

Jackal arms the bombs

  • with limited time, Bella's Boyz can only make 2 trips with loot
    • we take out 21 coin per trip
    • the wagon can barely handle it

All the loot the wagon can hold

All the loot the wagon can hold

  • Signal Ghostfang Pack that the bombs are about to go
    • Hex and Vesper stick around to make sure the Ghostfang Pack gets out
    • they exit the building in a rush
    • one has a bloody nose
    • a small group of Red Sashes chase after them
    • the building gets obliterated

The fiery demise of the Red Sashes' lair

The fiery demise of the Red Sashes' lair

The surviving Red Sashes chase the Ghostfang Pack

The surviving Red Sashes chase the Ghostfang Pack

  • Hex runs to a nearby sniping spot he prepared ahead of time
    • Hex snipes at the leader
    • [2, 4, 5, 3, 1] = 5 Partial Success
    • before she's hit, Myleraklev slices the arm of one of the Ghostfang Pack

Hex snipes at Myleraklev and Vesper spots

Hex snipes at Myleraklev and Vesper spots

Vesper ziplines down to aid the Ghostfang Pack

Vesper ziplines down to aid the Ghostfang Pack

The Red Sashes wound another member of the Ghostfang Pack.

Vesper carries a wounded member of the Ghostfang Pack

Vesper carries a wounded member of the Ghostfang Pack

Payoff

  • crew earns 55
  • crew earns 3 Reputation
    • 2 for successful score
    • 1 because higher tier
  • add 10πŸ”₯ Heat
    • 6πŸ”₯ for wild
    • 1πŸ”₯ for high profile
    • 1πŸ”₯ for hostile turf
    • 2πŸ”₯ for killing involved
  • 0πŸ“œ Crew XP
  • Faction status
    • Faction +0

Entanglements

  • [3, 2] = 3 Bad Outcome

Vices

Nobody overindulges.

Downtime

faction upgrades

  • 10 carraige with war goats
  • 10 boat has armor and more cargo capacity
  • 10 vault upgrade
  • 10 lair security (spirit lamp that we could have stolen instead)

  • 15 remain, 3 each

  • Echo

    • indulges view to reduce 3
    • looks for a long-term project for therapy to cure fear of alarms
    • 1 to train prowess
  • Hex
    • relieve 1
    • 1 relieve 1
    • train prowess
  • Jackal
    • reduces 1πŸ”₯
    • reduces 1πŸ”₯
    • 1 to train prowess
  • JB
    • starts a long-term project to investigate Lady Freyla's death
      • completes [2, 5] = (lowest) 2 Bad Outcome / 6 clock
    • visits Dr. Finklebottom for healing
  • Vesper

Gain a new cohort, the Dockfront Bruisers.

Epilogue

The remaining Red Sashes gather the following day and vow to take revenge on us.

A few days later...

The remaining Red Sashes meet with Inspectors in an inn. One of the Red Sashes hands them detailed info on each member of Bella's Boyz.

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