In which we meet Clave who gets out of Ironhook in time to do his first job with the crew just in time to put on Ironhook overalls on and pretend to be convicts in order to break in to a Leviathan Ship with a secret science-cult in its depths.
Jason and Sean were back with us playing Maud and Charming, the gang’s Whisper and Cutter. Mad Jay joined us with Clave “The Wrench” Davaa, the crew’s new Leech. Clave was on the engineering team that did upkeep on the Imperial Army’s first War Hulls back in the war but was put into Ironhook after lashing out against his C.O.
The Unity War, specifically being involved in the battle at Barghast Bay is the magnetic force that brings the group together.
There was this nice player moment where Mad Jay had Clave say something cool and Jason’s Charming said, “I missed you, mate.”
It gave Clave context in the group and was a welcoming move and creative decision.
I was having trouble finding a grip on the game and getting things moving and had one vague idea for a job. I spent more effort describing the folder the job’s intel was in than the job itself because let’s face it, the job was vague.
The Hive offered info on a science-cult on a Leviathan ship, the Dunvil Rover, that was their largest client in human trafficking. Nothing to steal, no one to kill, just info to do with as you will on a former client who might lash out now that their line on fresh humans is dried up.
There was a moment when I realized this might be just too damned vague and let them know that if this job wasn’t juicy enough, they could always take some turf.
In the end, they took the job that ended with a Leviathan ship on fire in the harbor – The Usual Suspects-style. The Heat on this job was astronomical – the worst ecological disaster in Duskwall history.
An NPC named Cricket really came to life, so much so that Sean might play him for a while while Maude takes jail-time to deal with the crew’s Heat.