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New Dunhaven (Dusk City Outlaws)

Ignore the "Next Game Will Be". The listing needs a date, but it's up to players to figure out a shared time

Up Next: The Zombie Job

"This Job involves stealing a magic tome from a quarantined funeral parlor full of zombies."
Players can use this brief prompt to create characters that may excel in this type of Job

Welcome to New Dunhaven, the merchant city of canals, the dusk city. A low-fantasy metropolis protected by the lawful forces of the City Watch, advanced through the intricate and complex use of alchemy, and filled with opportunity for the eight cartels of the Arrangement.

This game uses the unique system of Dusk City Outlaws by Scratchpad Publishing, a largely Theatre of the Mind game that focuses on players taking on the role of outlaws performing a criminal enterprise any way they see fit.
I will occasionally seek 3-5 players for a Job, for about 1-3 sessions that are 2-4 hours long, depending on their actual content and agreed on timing with players. The scheduled session date is flexible, currently serving the purpose of Roll20's LFG requirements

Rogues' Gallery:

Select one of the colorful/thematic/tropey criminal organizations of New Dunhaven, a specialty that details what you bring to the table, and your pick of three randomly drawn quirk cards that add a little extra something to your rogue.
The Circle - Violent, intimidating, and calculating conquerors originating as refugees from the fallen Vladov Empire.
The Family - Old money, old school. A rich criminal cornerstone that dominates business and canals.
The Forgotten - Less an organization, more so a coalition/network of street gangs, beggars, urchins, and downtrodden.
The Gravediggers - Those that use death and the grave to deter the law-abiding away from their activities.
The Mummers - Entertainers, musicians, and performers that make crime both an art and a game.
Red Lotus Society - Founded by immigrants and their customs, they reign over Little Taona and all black powder dealings.
The Vespers - Clandestine and dealers of vice, they embed themselves in noble high-society among the blue-blooded.
Wardens of the Night - Outlaws, rebels, vigilantes, and revolutionaries that harry the Crown and their authority.

The Caper Crew:

Join together with others as you receive a Job from a broker, a Job that requires a particular set of skills to walk away with a score while the clock is ticking. Jobs range in their length, as well as in their goals. From stealing a hefty tax collection from an armored gondola heading towards the Royal Palace, to retrieving a sorcerous tome surrounded by quarantining City Watch and the undead, to even silencing an alchemist attempting replicate the formula for black powder creation. Plan your schemes, set things up with legwork, and get ready for the climactic grand finale.

The Heat is On:

While you and your crew may have your cartels and honed skills to help pull off a Job, there are forces at work that can complicate things. Being reckless, sloppy, or careless while on the job generates Heat, a resource the GM can spend to introduce surprises, from a sudden guard patrol rounding a corner to a whole city district being put on lockdown. Hardly anything ever goes according to plan, but that doesn’t mean you won’t walk away with success.

https://scratchpadpublishing.com/duskcityoutlaws
https://www.drivethrurpg.com/en/product/207823/dusk-city-outlaws-core-game

Want to join this game? Make a post in the discussion forum below and let the GM know!

6 Players (9 Open Slots)

Listing Discussion

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Last Post
1781214035 by HiThere