The Nighthawks - The Rev plays Blades in the Dark
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This is my solo campaign runthrough of Blades in the Dark.

I am using the The GameMaster's Apprentice (steampunk edition), as my GME.
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1. RPG Item: Blades in the Dark [Average Rating:8.52 Overall Rank:45]
Reverend Uncle Bastard
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The Setting:

Blades in the Dark is set in a dark early-industrial fantasy world, several hundred years after a cataclysm has fractured the sun and turned the seas to jet black. Ectoplasmic energy is present in abundance and ghosts and demons are facts of everyday life. The early industrial revolution is powered by concentrated blood from the demon leviathans that roam the black sea, hunted by brave and foolish hunters and their stoic crews.

The characters are members of a gang struggling for supremacy and/or survival in the crowded and desperate criminal underworld of the city of Doskvol. The city is foggy and perpetually dark, but is a bustling hub of trade, corrupt politics and crime, protected from the dangerous spirits and demons of the wildlands by crackling lightning-towers powered by demon-blood. In order to prevent more ghosts from forming in the city, The Spirit Wardens, notified by the ringing of their bell, retrieve the spirits of the recently dead, led to the corpses by their murder of crows.

The Cast:

The Nighthawks - A very small crew of Assassins attempting to carve out a piece of the action in the Crow's Foot district, site of an ongoing turf war between the current dominant gang The Crows, and their two main rivals The Lampblack's and The Red Sashes. The two mysterious members, "Mist" and "Flint", and their two thugs Cricket and Frog, have a low-key HQ in a rusty barge moored in the river in Crow's Foot. They have a deal with The Spirit Wardens, who turn a blind eye to the occasional "accident" in exchange for assistance preventing their rivals, The Silver Nails, from clearing out and claiming the Lost District.

Their contact with The Spirit Wardens, a vicious noble named Irimina, has used The Nighthawks to "discourage" the local railworkers, The Rail Jacks, from unionizing, leading to some tensions, and the local police force, The Blue Coats, is also on the lookout for them.

"Mist" a.k.a. Mara Keel - A refugee from the underworld of the Dagger Isles, Mara is brooding and chiseled, and wears a waxed coat and fitted leggings. She spent years at sea working for the Leviathan hunters until she met "Flint". They hit it off and after a short few weeks took shore leave in Doskvol and never left. She is, in the slang of Doskvol, a Lurk, a specialist in subterfuge, sneaking around and theft.

"Flint" a.k.a. Drav Breakiron - From the "mythical" land of Tycheros, Drav's appearance does nothing to dispel the rumours that people from Tycheros have demon blood in them. He is a rough and scarred man, with bony protuberances in two rows up his back. He wears a hooded coat and long boots. Drav is a veteran of the Unity War, spending years as a sniper, although no-one is certain which side he fought for. He is a Hound, a specialist in tracking, hunting and long-distance shooting.
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2. RPG Item: Blades in the Dark [Average Rating:8.52 Overall Rank:45]
Reverend Uncle Bastard
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Score #1:

Mylara of the Red Sashes calls a meeting with the Nighthawks to discuss a "score" for the young crew of assassins. She wants one of The Lampblack's high level thugs, a man name Henner, to be killed in the streets in murky daytime lamplight to send a message.

Mist consorts with a low-level Lampblack thug in the local tavern to arrange to meet Henner at the docks to discuss an "alliance" between The Nighthawks and The Lampblacks. The plan is to intercept him on the way and daringly kill him in the street.

The Lampblacks agree to the meeting, but are suspicious of The Nighthawks intentions so they start to seek word on the street about the location of The Nighthawks HQ.

Mist waits in the dark shadows on a small bridge. It is located on a surprisingly refined street for the docks area. The flickering lights reveal glimpses of the imposing buildings, headquarters for some of the larger trading companies. The smell of the ocean is strong here. Flint waits on a nearby rooftop with a clear view of the bridge.

Henner and three thugs appear at the end of the street. In spite of their wary approach they fail to see Mist in the darkness until it is too late. She steps out of the shadows between Henner and his crew. She goads the crew towards her, hoping to leave Henner exposed to a shot from the roof. The thugs draw their knives and approach, but too cautiously to leave Henner in the open.

Luckily the day before, Mist and Flint had met with Irimina and arranged for one of her servants to charge the group with a horse-drawn carriage once the ambush had begun. Irimina agreed but in exchange made them promise to stop by the Rail Jacks' main offices to "remind" them that unions were discouraged in Doskvol.

As the carriage careened towards the group, Mist attempted to finesse the thugs to one side of it, aiming to leave Henner on the other. She is successful, but trips in front of the carriage. Luckily she is able to roll out of the way before she is trampled.

With Henner now open for a shot, Flint pulls the trigger. As the sound of the popping gunpowder rings out on the street, blood streams from Henner's head and he falls to the ground dead. Those on the street begin to duck into doorways and alleys to get out of the way of this conflict.

The three thugs advance on Mist, who turns, and in one graceful movement dives off the bridge and into the river. As Flint fires a shot in the midst of the remaining thugs, they lose their nerve and flee the scene.

Downtime:


While Flint trains and then indulges his strange vices at Aranna the Blessed Cultist's barge in the night market, Mist convinces their Blue Coat contact to downplay their involvement in the killing and lower the heat on their crew. A job well done, she rewards herself by hitting Sprogg's dice game to indulge her own particular vice.
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