Last night was, as the title suggests, the conclusion of the Blades in the Dark game that started way back here. I really like this game, and I'm interested to see if any of the forthcoming Forged in the Dark games measure up. To me, one of the strengths of Blades is the setting; Duskwall is exactly as well-realized as it needs to be to still give players some breathing room and GMs some room to make shit up, and it rewards initiative of players who read the book.
There are things I wish I'd done differently, mostly relating to how I interpreted rules, but in general this has been a lot of fun. So!
Last time, the scoundrels had found a willing vessel for Kotar: Arvis Lomand, a junior professor of Ethics of Demonology at Charterhall. They consulted with the Path of Echoes and decided that the best place for the ritual would be the Belleweather Crematorium; it was used to playing host to supernatural stuff and it had leftover gear from the Spirit Wardens. The crew assembles and hooks Siren up to a big sparkcraft device, and she finds herself in a white plain.
Kotar approaches and thanks her for keeping his soul safe, and she thanks him for saving her ass a couple of times. He flows out and into the big hourglass shaped device, and then starts flowing into Lomand. This will, of course, take some time.
Everything goes dark around the Crematorium, and the windows blow inwards, slicing up a bunch of the adepts and other folks here for maintenance (though the crew remains unhurt). The worst is yet to come, though. Lord Scurlock lands in the center of the room and begins walking toward the device.
Copper quaffs a vial of Rage Essence, making her stronger and tougher, and slams into Scurlock, trying to push him back. It's like trying to shove over a redwood, but she does stop him from moving forward. Cage calls down lightning, and Scurlock catches it, making it splay out near him. One-Eye, having already rigged up a vampire-repelling device (basically a big gun with a tank that sprays electroplasm) straps it on and fires at him. Scurlock shrieks and vanishes, and the scoundrels catch their breath.
Everything goes eerily silent. Siren heads out a window and onto the roof, and sees corpses pulling themselves out of the canal and walking toward the Crematorium. That's bad enough, but then she also sees horrible tentacled things leaping from rooftop to rooftop. The hollows start trying to batter down the doors and the crew has their adepts brace them. One-Eye asks Lord Penderyn if it's possible to speed up the ritual, and he replies that it might be possible, but it's almost certainly unwise. She says that if the alternative is doom, that might be necessary, and he says if it is he'll need Cage to tag in.
Siren, Cage, and One-Eye get on the roof and start shooting at incoming monsters, while Copper helps brace a door. Siren has Bartok survey the area to keep anything from surprising them, and Cage sucks the ghosts out of the hollows at the front door, ending that threat. The scoundrels get out on the roof to watch for more trouble, but then Copper turns and finds herself face to face with the demon that came offering them a chance to leave the city.
Said demon takes a breath to speak, presumably to threaten or bargain, but Copper, still under the effects of the Rage Essence, punches him in the jaw and knocks him across the roof. He snarls, grows extra and limbs and claws, and leaps for her, but Cage interrupts with an ax and Siren shoots him in the forehead to finish him off. The crew turns and sees that the inside of the Crematorium is completely filled with fog, and they can't see in.
Cage and Copper leap in, and discover that inside the fog it's eerily still and quiet. Siren sends Bartok in to try and see, and although he can't really see through the fog, he can sense the device and that it's still running. Something grabs Cage and bites him, draining blood. He wheels around and strikes, and hears fluttering.
One-Eye throws a flash-globe in, and the light shows Copper and Cage a couple of silhouettes. Copper charges one and gets punched in the ribs for her trouble, but keeps Scurlock back while Button zips in and bites his leg. Cage calls up his tempest and makes a bubble in the fog, and Siren and One-Eye leap down. One-Eye straps on her device, but Siren takes a shot.
Scurlock, moving with the speed only a vampire can muster, picks poor Button up and holds him in front of him like a shield. Copper leaps in front of her dog, taking the bullet in the belly, and falls into the fog. Scurlock surges forward and grabs Siren, but One-Eye points the spray-device at him and threatens to light him up - and really, hasn't he done enough to fulfill his debt?
Scurlock hisses that he can't discharge the debt, certainly not while in this stalemate. They wait there, and Cage speeds up the process, which results in the device exploding. But then Lomand stands, glowing, and glides over to Scurlock. Scurlock tosses Siren aside and snarls at Lomand/Kotar, and then flies off.
The scoundrels check Copper, but she is gone. Button sits by her whining mournfully, and Siren stares horrified at what she's done. Cage vows to take care of Button, but they are interrupted in their grief by a salty wind from the sea blowing in. Kotar tells them if they want to be safe, they can stay here, but if they want to see, they should follow him.
They follow him to the seashore, and they see Seterra walking out of the water. Kotar walks out to meet her, and they talk briefly in demonic. Cage understands a little - basically, Seterra feels that she has lost too much ground to win in her bid to flood the city, what with Kotar protecting it. She turns and walks back into the ocean, and Kotar informs them that if they ever set sail on the Void Sea again, she will drag them down to her stone temple and torture them forever.
The Widdershins go back to work - at least some of them. One-Eye works with Master Vreen to open the goat-racing concern that Copper always wanted. Cage adopts Button, and he and One-Eye run the gang. Siren departs Doskovol for the Deathlands, unable to live with the guilt of what she did. They rename their club, the Ruby, as "Copper," and Widdershins takes its place among the power players in the city of Doskovol.
FIN









