We just finished up our Blades in the Dark – Bluecoats campaign (playlist embedded at the bottom of the post). We rocked 5 cases in 18 sessions – The Ghoul Case, the Wizard’s Jar Case, the Unity Case, Roric’s War and The Last Case. The cases touched on all of my favorite bits and pieces of Doskvol factions and history (except for The Foundation and Tangletown – missed those). I’m putting my BitD book on the shelf very satisfied (but definitely interested in getting back to Doskvol).
I wasn’t sure how to prep for a case when I first started. I knew I wanted concrete facts in the cases but what I found is with crime cases, like with any bit of world-building it helps to have white spots on the map and make peace with the fact that players are going to find bits of the case that I had never planned for. I wanted a shape to the case with hard and fast facts but with space for everyone, including me, to discover new things about the crime.
I knew I wanted each case to revolve around some part of Doskvol history. The Undying Emperor’s immortality, the Unity War, the lightning fence, Roric’s murder as a domino effect for the factions going to war and finally back to the Emperor.
The Ghoul Case
Here’s the brainstorming e-mail I first sent to players who weren’t in the game:
Friends who have walked the streets of Doskvol,
In a few weeks I’m going to start GMing a streaming Blades game with a few friends (Stras and Lauren) in which they will be playing a Severosi Investigator and a Doskovol local Bluecoat who will be investigating a new drug hitting the market.
I’m not so much about the whodunnit as about having this drug end up touching the rich and the powerful in Doskovol.
Our inspirations are The Wire and True Detective. We’re using the awesome Bluecoats crew book in which the turf map is more of an investigative map.
I’d make this a forum post but I don’t want Lauren or Stras to see it.
Here’s my idea:
The drug allows the user to exit their body as a ghost and come back after a while. The first doses might just be a party trick and a fun recreational trip for rich folk.
But when they start to run out they’ll start cutting the stuff with waterd down leviathan’s blood because a quick scan would reveal that it is an unknown distillation of demon’s blood and hey, leviathans are demons so who cares? Demons are demons, right?
Wrong. Those trips will go very poorly, creating a tentacled monstrosity of a ghost. The mix only works if the 3 demons are from different affinities. The leviathans’ blood will fuck that balance right up.
This drug is based on the delicate chemical mix the Immortal Emperor used to sever his soul from his body and become immortal while still keeping his will. The first batches of the drug were potent because it was made from different demons, of different elemental affinities the emperor caged out the the world. Someone bled 3 different ancient, caged demons, mixed the blood, did some ectoplasmic process to it that when injected into a living human severs their ghost from their body while leaving the body intact.
The Emperor isn’t going to say what the drug is but wants to know who the fuck is taking it. The Master Warden, Lord Governor or one of the older families might know what it is and will try to take it to become immortal and eventually replace the emperor.
There was a batch years ago that hit the city and then disappeared (maybe Scurlock or the Dimmer Sisters have it now). This batch is to tie the whole thing to the Bluecoat character with a scoundrel background, whose 0 tier crew tried to get involved with this original shipment and got in way over their heads, leading to the gang getting destroyed.
The more recent batch will be from a Severosi supplier who grabbed the blood from 3 bound demons out in the world where only Severosi could go but 3 different kinds of demons could be bled in the city if someone was smart and connected enough to figure out how to get that blood.
Maybe Tycherosi blood could be used with more modern ectoplasmic brewing?
I’m thinking that I’ll link the Red Sash/Lampblack war will be about this drug.
Here’s the timeline:
847 years ago, the Immortal Emperor and his Whispers imprison every demon they can lay their swords to and perfect a formula to sever one’s soul from their body, leaving only their will.
They hide the formula in a place deep and dark, far from any settlement or city.
12 years ago, some asshole finds the formula but can barely make sense of it – heads towards civilization and it is a long trip.
10 years ago, the formula hits the streets of Doskovol and scoundrels decide it is a drug and try to sell it. Powerful underworld figures descend and snatch it up and kill any rumors of its existence.
Now, the Emperor has received evidence that the formula has hit the streets, that it is his based on his formula and decrees an Imperial Mandate in order to find all evidence of his drug, anyone who sold it and anyone who took it.
Am I over-thinking this?
Thoughts and suggestions appreciated.
Some of this got tossed or changed or ignored. the timeline more or less remained intact, give or take.
What I learned is that an investigative case is like any world-building. Having a foundation of prep can helpful but don’t forget to leave white space on the map. The players will look into leads and corners of the case that I never considered. Sometimes I’d realize that an NPC was tied into this mess later on. The details of the case, the direct whodunnit remains the same but some details can shift around.
This case was directly inspired from re-watching the first season of True Detective after the third season came out. I wanted my cases on Doskvol to be relevant to the current going’s on but also linked to bits of history. This one was linked to the Undying Emperor becoming immortal. The next one would be linked to putting up the lightning fence.
The Wizard’s Jar Case
I didn’t write a brainstorm e-mail for this one, which surprises me. I wonder if I just knew that Sean or John (who were included in the other brainstorming e-mails) might be called in to play a visiting Spirit Warden.
It was a weird case with an antagonist I really enjoyed. I wanted someone whose job was destroyed by the lightning fence in the same way that lampblacks were turned to crime by the coming of eletryc lights. What was Doskvol like before the fences went up?
John came in as a Spirit Warden; it felt like when FBI agents stopped by Baltimore PD in The Wire.
The founding family’s towers were already established in the last case; it was cool to think of them as where warding stones were kept, that the city huddled under those towers to keep them safe from ghosts and monsters that might saunter out of the Deathlands. But now we have the much more reliable Lightning Fence and the Ward-Keepers were rendered useless.
Also in this case I pulled in the Archive of Echoes, an easily forgettable line that both setting gurus, Stras and John had forgotten about.
Next up, the next big sign-post in Doskvol’s history – the Unity War, especially how the war ended, with the Queen of Skovlan and her consort being killed by an assassin.
Who was that assassin? Were they still alive? Who trained them?
The Unity Case
Here’s the pitch:
The Game’s Intro
The Lord Governor calls the team in because a colleague of his, retired military, has called in a favor. This lady was counter-insurgency during the Unity War and she was responsible for putting the spy in place who eventually ended the war by killing the King and Queen. She thought the assassin was dead but a few men were killed in a shoot-out last night and he thinks it was her killer.
The Who and the Why
It, in fact, is her assassin. She’s in Doskvol because this is where the best Skov resistance is currently being mounted. Ulf Ironborn and the Grinders are the best Skov resistance fighters that are left (yeah, there isn’t much left). The shoot-out happened when she tried to meet Ulf and an attempt was made on Ulf’s life by the Billhooks and the assassin had to shoot his way out.
Why is this assassin trying to contact the resistance?
Because she has a secret. She has the Queen of Skovlan, the 9 year old daughter of the king and queen who they kept secret from the world during the war. They agreed to be killed so they could end the war and save their daughter to fight another day.
She is looking to drop the kid off with Ulf because the Ironborn’s dedication to the Skov throne is legendary.
The Handler is riddled with guilt. She is the only agent of her’s who survived the war and yeah, she ended the war but still, everyone else she put in harm’s way is dead. She’s a hot mess and honestly just wants to find her only surviving agent and allow her to retire to safety.
The Handler’s also a smart operator and can help them maneuver around the Imperial government if they decide to go that route (and if the handler doesn’t vice herself to death).
They can go to the bar and talk to the people who saw the shooting. It is a Skov bar and they managed to keep Ulf’s name out of the whole thing when the Bluecoats came through and did a half-ass job interrogating them.
They could also talk to the Billhooks, who are far more dangerous than the Lampblacks. They could also talk to the Billhook’s leader who is in Ironhook.
The assassin was a Crow’s Foot orphan, so her records are sketchy at best. Her kid-brother was Roric, so if they figure that out before she finds out that Lyssa killed Roric (clock will be ticking) they can stake out Lyssa and try to catch her that way.
She is a super-bad-ass spy-assassin, definitely taking inspiration from Killing Eve.
More of this stayed relevant and I had clocks in my notes. I made the queen a bit younger, toying with the idea of making her much older but in the end I’m glad she was young. There weren’t many children in this campaign.
Stras and Lauren really gave the assassin a wide berth, giving her a real mystique. Maybe it was something I did in describing her and her ability to do violence. I thought about giving her some arcane edge, some kind of weird ghost field shit, storing ghosts with relevant skills and memories in her head but I liked the idea of a highly trained killer. It kept the case grounded and kept a handle on the Whisper Effect.
What is the Whisper Effect?
The Whisper Effect is how Blades in the Dark games turn from gritty crime games to epic fantasy as the Whispers push harder on the boundaries of magic and arcane science in the setting. On one hand, I love it and after running a few campaigns in this system and setting, I think I’ve got a better handle on this stuff than I had in the past but gritty is fun too.
The Roric War
The Hive and the Unseen divvy up the gangs and crews of Doskvol in order to make war on one another. Roric’s death is often seen as the spark that lit this fire.
I’ve got a jamboard with the gangs who have been divvied up on either side and some clocks. I’m not clear why the Silver Nails would be on the Hive’s side – thinking on that. Could be the Hive realized they needed more muscle and threw a ton of money at them. Or maybe I’ll find it more interesting to keep them neutral and see who can successfully woo them.
The Skov gangs are still up for grabs. Neither side took them in because they didn’t want to have to smooth over the racism within their factions in order to get gangs to work with them.
The Red Sashes and the Lampblacks are sitting this out because they just finished up a costly war but as things get grim, each side will put terrible pressure on these gangs to join, especially as they each try to profit from the chaos.
I’m thinking that this might be the next case after the Unity Case – An Imperial Mandate to chill this war out after a fight in Gaddoc station led to important Imperial shipments being damaged and/or delayed.
I’m thinking that the Bluecoats tend towards neutral on this but there might be precincts bought to one side or the other as the war drags on. I’ll also add a map to the jamboard, maybe figure out which districts will be controlled by which side and which are total battle zones where foot soldiers are vying for control.
The Hive Successfully Court Lord Scurlock 6 part
They know they need someone to lead their arcane efforts if they are going to succeed; this will likely mean Scurlock is brought into the Hive as a full partner. Once he’s on board they can begin a long clock to try and figure out who the Unseen actually are.
The Lost Decimated 4 part
The Foghounds Decimated 4 Part
Both are Tier 1 gangs and seen as weak links, easy targets for the other side.
Hive’s prized Dagger Isle galleon burned to the water line 8 part clock
This is a bigger, more ambitious operation for the Unseen.
Unseen Safe House Uncovered 8 part clock
This is the Hive’s ambitious operation.
First, a prominent building 4 part
Second, a city block, 6 part
Third, a district burns, 8 part
First to purchase an Iruvian War Hull
Hive 8 part
Unseen 12 part
I figure this is an easier clock for the Hive because of their smuggling background. The Iruvians are curious to see their new tech in action.
Spirit Wardens are overwhelmed by all this death 6 part
Feral ghosts hunting in the streets, what a mess.
Looking at these notes, this was when I hit my stride and figured out what I needed to have down. I wrote about it a bit more in this blog post.
Dividing up the gangs into two sides under the Unseen and the Hive was so easy it almost seemed as if John Harper designed the death of Roric to escalate to this all along, a testament to how much I enjoy taking Doskvol’s setting info (factions and their clocks) and making it my own.
As a case, it was a bit odd. I was asking them to be more street diplomats than investigators. If I were to do this one again I would’ve had the top brass putting more pressure on them to make fruitless arrests, the Doskvol version of “drugs on the table” from The Wire. As it was, they had a pass to pursue the case however they wanted.
The Last Case
A Floater in the Canal
A dead cultist is pulled from the canal and when the Bluecoats find papers on the body that look like plans to assassinate the Undying Emperor; an Imperial Mandate is issued immediately and Inspector Maia Tui and Sergeant Drav Aran are called in.
It is a few weeks before the Undying Emperor is going to arrive in Doskvol to drum up support for his upcoming war in Iruvia. He sends the Captain of his Quicksilver Guard to watch over the case and make sure the cult is crushed.
On one hand, I want a stone-cold whodunnit. Stras has mentioned that he wanted a murder case and this is kinda a murder case.
The murder is a set-up. The conspiracy to kill the Undying Emperor is all throughout his Quicksilver Guard, including the Captain(inspired entirely by Sean’s upcoming supplement, Broken Crown).
The conspiracy discovered this cult and supported it in order to have the perfect red herring. The cult was supported by a very well-to-do family in Doskvol who want to see the Undying Emperor fall so they could divert attention from the actual conspiracy at work as they put together pieces they have worked at for generations into place.
The cultist was killed by an Imperial Whisper-Assassin and part of the conspiracy who scrubbed the ghost (or maybe just futzed with it to cause it to go incomprehensibly feral faster).
Can they uncover that this is a ruse?
Can they uncover the conspiracy and see how far up it goes?
Will they warn the Undying Emperor and keep to the status quo or will they let him die or will they help him get killed and change the world?
Dreams of Kotar
Maia Tui took damage when she Attuned to a hand depression created by the Hand of Kotar during the current gang war. She took level 2 harm, Spirit Burns. I have no idea what that means. I have a vague idea that Kotar was kind of a Spellcasting Rogue/Grey Mouser-like pal of the Undying Emperor’s back when he was a powerful sorcerer.
I’m very tempted to have the healing of that wound bring about a vivid dream sequence in which Lauren and Stras play out a rollicking fantasy adventure about the then-mortal Undying Emperor and Kotar being played by Stras and Lauren – showing how the breaking of the world happened.
I’m not exactly sure how I’d do that. Thinking on that a bit.
I wrote this before Roric’s War ended and changed things or even folded some of these ideas into things that happened in that arc. I had this odd idea of stopping the game and playing some World of Dungeons with Stras and Lauren with Lauren as Kotar and Stras as the Undying Emperor but that felt wrong. Kotar and the Emperor ended up being a fairly short dream sequence, rather than hijacking a whole session using an entirely different rules set (a gambit I’m glad I didn’t use because it makes me distinctly uncomfortable).
When the Undying Emperor showed up in town, I had ideas and images in my head from previous useful daydreaming.
The way the Last Case shook out was satisfying. In a way it was an odd choice. We didn’t end on a decision, more of a decision to walk towards making a decision. It was understated and I dig it.
The Real XP are the Friends You Made Along the Way
I’ve seen this cycle before, where online acquaintances become friends through gaming. It continues to be delightful and surprising. Lauren and Stras have become friends, dear friends and that is really nice.
It isn’t clear to me how gaming does that. Meeting with them every other week (give or take) during these past months has been amazing. It was a crazy year for me, the biggest shift of my adult life – moving from NYC to upstate with a huge career change. Meeting up with Stras and Lauren online as a kind of consistent social touchstone was important.
Gandalf in the Midfield
Stras and I were chatting between games and for some reason we ended up talking about soccer and playing midfield and gaming. Midfield is about doing a little bit of everything, about stepping up and making the big stop or big shot when needed but mostly supporting your fellow players and making them look good.
Without Stras’ system mastery this game would not have happened. Having a player who knows the system and the setting cold was a huge boon. Having Stras play the Doskvol-born cop and Lauren play the Severosi immigrant trying to figure out this corrupt, alien landscape was the way to go.
This isn’t even mentioning Stras’ OBS expertise that allowed the game to be streamed and recorded.
Playing cops is complicated. I can easily see how a Bluecoats campaign could used to say really shitty things behind the facade of fantasy.
Sometimes I’d have NPC’s say so.
I want the players to be able to have a shot at accomplishing whatever they attempt but what happens when the game goes beyond what can be done with a badge. I didn’t think they could change any real corruption within the system. The only reason it worked is because I think Lauren and Stras and I agreed on the politics of it all.
Streaming changes the dynamics of the game. I don’t want the game to change but it just does. We had a lovely dozen or so people who would join us in chat and that was really nice. They were engaged and into it. The last bit of the game was entirely changed by an amazing person in chat who deftly reminded me that a key death at the end of the campaign would’ve caused the bells at Bellweather Crematorium to ring. That wasn’t the only bit of lore chat remembered and reminded us about.
Once I couldn’t think of an entanglement and someone in our chat came up with an amazing idea. I like being able to model that kind of thing and hopefully, take some of the anxiety and mystique out of not coming up with a cool idea on command. It happens and it isn’t the end of the world. I am thrilled that not only the amazing and dynamic choices we all made were recorded but also the messy stuff, the mistakes and the occasional blanks. Gaming isn’t perfect and that is okay.
And there it is, all 18 episodes embedded below.
Talk Sh!t Roll Crits: Forged in the Dark Edition is but one item in my TTRPG Collection
Did you use the BitD rules? They’re focused only on heists – how did you adapt them to an Investigation.
In the kickstarter download files there are rules for playing Bluecoats and an Inspector pursuing an Imperial Mandate. Those rules are still in playtest but they worked for us.