In which the gang smuggles 3 patriotic Skovlander ghosts from the Lost District to Ulf Ironborn.
It was Jay and Sean – Charming and Maud. The timing for them to be in a mission together was kind of perfect, as they had a disagreement last game and Maud had stormed off.
Taking lead from Jay who continues to name background Skovlander children as Charming acts as a babysitter, I mentioned a child gets back late one night with his blazer torn. He boasts that Ulf Ironborn paid him a bushel of apples to sneak under a fence and open a door so Ulf’s gang could murder a city councilor.
The child goes on to say that Ulf has a smuggling job for them if they want it.
Before deciding on jobs Maud and Charming visit Lord Scurlock to ask about demons. They tried to get Scurlock to commit to saying that he was dead against demons but he was non-committal. The vampire lord of Doskovol says that he could help them but his best book on demonology was stolen by the Dimmer Sisters.
They decided to wait for Skannon whose skills would be necessary when infiltrate the Dimmer Sisters and took Ulf’s smuggling job.
The 3 Skov Ghost job was given to them by Ulf’s second-in-command, Havid. They were to take the Blackjack out past the Lightning Barrier into the Lost District and an agent would be waiting for them there with 3 ghosts. They were to smuggle the 3 ghosts past the Lightning Barrier to Ulf and his crew who would be waiting in the basement of a public house on the docks.
Maud and Charming was not pleased with the unknowns and they pushed, using dice to find out more. It caused them some stress but in the end they found out that the ghosts were going to be put into Skovlander War Frames, as used on Barghast Beach, the bloodiest engagement of the War and the battle that forged his gang. Ulf was planning on using the warframes to cement his gang’s place.
As jobs go it went smoothly but there were hitches. The ghosts weren’t ghosts; they were people – members of a Skov special forces unit who were hit with a location spell by an Imperial War Whisper. If they entered the city they’d be located by the Imperial Army; it was in their blood. When Maud tried to cut the spell it nearly attached itself to her but she fought it off.
After discussing it, they decided that Charming could kill them quickly with a knife, which he did and then they’d wait for the ghosts to separate with some help from Maude. This was represented by a 6-count clock along with a second 6-count clock to represent a pack of ghosts finding the crew. Given the bad rep of the Deathlands and the Lost District, I should’ve made the pack of ghosts finding the crew clock a 4-count but that is alright.
Charming killed the Skov patriots with a knife. They held hands and sang Skovlander soldier songs while he did it.
Another hitch, Ironhook convicts came down the beach towards the crew. Charming confronted them while Maud dealt with peeling the ghosts away from the newly dead’s bodies.
Smuggling jobs, like stealth jobs, are tricky as a GM. I want complications but I don’t want the players to feel like their employer effed them over. I want the players to be cool but I don’t want the job to be too easy. I want ways for the job to get complicated without the players being bad at smuggling. I felt like I found a good balance. There was a bunch of stress but it didn’t go entirely pear-shaped. Nothing caught on fire or exploded.
There were ghosts and lots of danger; the Deathlands felt dangerous, even if it was just across the river, within sight of the Lightning Barrier.
At the end of this game the Wobbegong Crew became Tier 2.
Ulf Ironborn is in play. The Skovlander refugees are a good link to him and he thinks well of the Wobbegong Crew because of their anti-trafficking efforts despite the side they took during the war. Also, he is the first gang of a lower tier than the players, which is cool. They get to be mentors.
There was word around town that the Lampblacks thought the Hive looked weak when their warehouse got taken so easily by the Wobbegong Crew, so they tried to take some Hive turf for their own. Since then, the Lampblacks have entirely disappeared. No one has heard anything about them.