Clockwork: Dominion: In for a Penny

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Saturday 1 August 9am: Clockwork: Dominion: In for a Penny

Clockwork: Dominion is an RPG set in an alternate late Victorian age. The world is richly complicated, but most of the details are unimportant for this scenario, and that's one of the reasons I fell in love with it. Don't get me wrong -- I like complex settings, but this is a convention one shot, and the fact that one doesn't have to go into great detail about the world meant that everyone can get on the same page quickly and start playing. It's also very much a street level scenario, very literally, and when those are done right, as this one is, they are absolute gems.

The system does take some explanation, but from the player point of view, it is simpler than it sounds and moves faster than the explanation can.

One adds stat + skill + randomizer, as in several other systems, but the randomizer is a deck of cards which range from -5 to +5, as well as a Fate and a Doom card. When either of those last two are drawn, the deck is reshuffled. Fate is the best outcome, Doom the worst. Everything else is simply added to one's total.

The same deck is also used for initiative in conflict, whether physical or social. (There may be a couple of other kinds of conflicts, but they don't come up in this scenario.) To quote my summary in A&E 506:

(startsummary)

Most folks get three cards, but some may get two or four or five, and some may be able to chooses the best three of four, and so on. Cards are put on the table face up, and when you want to go, you turn your highest number card face down. There is a countdown, starting from +5, the highest value (except for a single wild card). If two people want to go at the same time, and have the same number, then you look at the tiny numbers on the corner of the cards, as each of these are unique. Highest goes first.

If you want to interrupt an action, you flip over two cards, but you don't have to use your highest cards. After you go, the interrupted person goes. And, yes, one can interrupt an interrupt. These stack.

And, in play, these seems to work very well. Folks who work at the company say that everyone remains engaged throughout an entire combat, whether physical or social. Certainly, I've been on the edge of my seat.

(endsummary)

If the Doom card comes up in a draw, it must be used. If it comes up in initiative, it can't be discarded, but if the conflict ends before it would need to be used, whoever drew it can breath a sigh of relief at the reprieve.

The world of Clockwork: Dominion is balanced between Fate and Doom, Destiny and Free Will. Destiny is represented by Purpose, Free Will by Ether, and players can spend a point of one of these to nudge events in their favor. Spending Ether does risk Corruption, as it's going against the Clockwork of the universe, but sometimes, that's the best option, at least for the short term.

In addition to thoroughly human people (pureblood), there are changelings (who are part fae, as one might expect) and beastfolk (I think generally the product of experimental science). I'm omitting any other types, as they don't appear in this scenario.

  • GM: Rachel Harrison
  • Matt McFarland: William Blackwell, 16, Cock of the Walk
  • Sean O'Leary: Rachel, 13, spotter
  • Me: Maxwell Topper, 15, beastfolk, prentice chimneysweep
  • ???: Chris Simms, 14, dutiful son

Unplayed characters: Cecily Flowers (changeling, 17, the planner), Mark Simms (Chris's twin brother, 14, prodigal son)

The PCs were in a children's street gang. They were the Penny Reds of Pennington Street, lead by St. James. They had a rivalry with the Cutter Street gang, also a children's gang, led by Peter Scripps.

Last Sunday (after church, naturally), Scripps had led his gang to Pennington Street to start a fight. This had been more vicious than usual, with Scripps coming after St. James hard, and St. James pulling a knife and cutting Scripps's hand badly. This changed everything, and both gangs scattered.

Since then, the Penny Reds had been laying low and dodging Constable Robertson. The constable was not actually a bad man, something I liked, but he was determined to do his job, and that included protecting the Penny Reds from themselves, if need be. And, as St. James and Blackwell were getting older, the possibility of getting run in was more serious than ever.

The Penny Reds met at their hideaway. That is, all of them except for St. James met there, after a quick Presence + Streetwise + Card Draw to avoid the constable.

They were supposed to say their traditional promise, but St. James was the one who always started it. After a pause, Cecily sighed and began the ritual, and the rest joined in:

“In for a penny, in for a pound,
‘till we’re all dead in the ground,
no matter where I rest my head,
I’ll always be a Penny Red.”

Cecily: Right. Now, what are we going to do about St. James?

All of the above was scripted, down to Cecily being the one to start the rhyme and to ask the question. Given this, the fact that none of us took her as a PC worked really well because the GM played her, and that helped guide us into the proper mindset.

And here we were, at the premise of the scenario, stated in the description of the event:

(start description)

Your leader, St. James, went missing two nights back and no one's seen him since. There's any number of ways folk like you can come to a bad end in the alleys of London. Those scum on Cutter St. might'a got him. You've all heard the stories 'bout uncanny creatures or strange folk who live in the sewers and tunnels. He could'a just disappeared. Whatever happened, you can't go to the peelers, as they'd knock you about the head and throw you before a judge on principle. You're not posh, so no one else can be arsed to care. You and the gang are the only help he's like to get, so you're going to find out what happened to him.

(end description)

I tend to summarize this as "You're kids in a street gang. Your leader's gone missing. No one gives a sh*t but you. Go!"

That's what reeled me in. There's this whole complex world, but right here and now? Someone the group cares about is missing, and no one will fix it if they don't. Simple, pure, and, most important, I care.

So, the Penny Reds hit the streets, asking around. I've got a lot of notes about mechanics, and after over two years, not a lot of recollection about exactly what they meant, so I shall muddle through as usual.

Someone went to see Molly, a flower seller in the park. This involved Presence + Parley + a card draw. Molly revealed that he'd been buying flowers from her.

Someone, I think Rachel, cornered Cory, a 14-year-old member of the Cutter Street gang and apprentice ratcatcher.

Cory: What are you doing this side of the line?

Rachel explained that she was looking for St. James.

Cory: You think he'd be _here_ -- after what he did to Peter?

Rachel: I'm very, very worried.

My notes say: 3+2+4 -) extra success -) +2

I'm fairly sure that this means that Rachel convinced Cory to talk to here. He mentioned Peter Scripps's sister, Edie, and his girl, Mary, and he noted that Peter was overprotective. He also said that during the past month, St. James had been crossing over to Cutter Street, and the Cutter Street gang had been wondering if Peter and St. James were talking about making peace between the two gangs, as both of them were very close to 18 years old, at which point they would no longer be considered children in the eyes of the law.

He also said that Mary was Mary Brewer , and that she worked in Brewers' Tavern, with the rest of her family.

Someone else learned that St. James had been stealing candy from Mrs. McHenry's grocery shop, which was on the corner of Old Gravel Lane, at the end of Pennington Street.

The players looked over the maps the GM provided, which were perfect, showing only the area important to the Penny Reds, a whole world in about a three street diameter. The Penny Reds, who of course had this information in their heads, not on any silly map, put their information together.

Penny Red: Candy AND Flowers.

Another Penny Red, probably William: How much you think he stole?

Mrs. McHenry: How much you got?

William: Fair question.

He didn't answer it, of course. And, if I read my notes correctly, the shopkeeper allowed as how it was probably about 10 pence worth, and the last time she'd spotted St. James as "Week ago last."

Penny Red: Buyin' flowers and stealing candy.

Another Penny Red: Maybe he likes candy -- you're always thinking the worst!

Penny Red: At least I'm thinking!

The Pennies went towards Brewers' pub, which was one of the classiest places in the low class neighborhoods. My notes indicated that they rented rooms upstairs -- and _not_ by the hour. Naturally, the pub was in the Cutter Street gang's territory, and there was a real tension in the air as the Penny Reds crossed over.

Rachel went up onto a roof, and there she found Weasel, a 14-year-old fence and part of the Cutter Street gang. They danced around the subject of missing people.

Weasel: I didn't say nuthin'!

Rachel: I didn't hear nuthin. Who you missing?

Or perhaps that was William's line. Certainly William was there at some point, or perhaps Rachel brought Weasel down to ground level? Or maybe she just spotted him from the roof. In any cases, William's Presence and Fisticuffs (I'm not sure that they were actually used to hit Weasel so much as to make an implicit threat, but it's been over two years) got Weasel to admit that Peter's sister was missing. And that's all he would say.

William: Mary's the only one he [i.e., Peter] won't gut over telling us this.

So, William went into the pub, as he was the oldest of the Penny Reds currently present, and ordered a beer. Mary brought it to his booth.

The two laid their cards on the table. St. James was missing. Edie was missing. Peter's brother was working on the docks and would know if they had left. And yes, St. James and Edie had gotten sweet on each other while St. James and Peter were trying to work out a peace between their gangs. Mary helped relay messages between St. James and Edie, thinking that this would cement the peace, but when Peter found a letter from St. James to Edie, he was furious. Clearly, he thought, St. James had been talking peach only to get to his sister!

Peter and his brother had been trying, unsuccessfully, to find St. James since the fight on Sunday. Neither knew Mary's role in the courtship.

And last night, Edie went missing.

The Penny Reds set up a parley with the Cutter Street gang, via Mary, I believe, and got the message that Peter had agreed to meet and talk at the Cable Street park at midnight. No weapons.

My notes say that Peter was "conducting his own investigations" but give no further details.

The Penny reds decided to search and stake out the park ahead of time.

Rachel (appearing suddenly from wherever she was hiding): I don't want anyone stalking us.

William (startled): How do you do that?

Rachel: I'm sneaky

GM: Fortunately for you, they just have Weasel

And Weasel was nowhere near as sneaky as Rachel. In fact, I think Rachel may have lifted an iron crowbar off him without his noticing.

Searching the park turned up a set of brass knuckles in the fountain. William took those.

The group considered sneaking the weapons into the constable with a note. The GM noted that the first group she'd run the scenario for at Gen Con had wanted to go right to the cops, and she'd had to explain why that wasn't a good idea for the Penny Reds.

In any case, the Penny Reds waited in the park, which was, of course, illuminated somewhat by gas lamps.

Peter showed up with his gang. The leader of the Cutter Street gang had his arm strapped tightly to his chest. My notes mention bloodstains, which may refer to Peter's bandages or to the ground, if this were indeed the site of the last fight between the two gangs (although if so, it's a bit odd that the blood was there a few days later).

Mary was at Peter's side "to block it", according to my notes. I'm not sure if she were trying to block Peter from attacking without cause, to block any attacks on him, or something else.

Cory and Weasel were there as well, as was the remaining member of the gang, Pudding Tom, 16 years old and the only one actually ready for a fight if one were to break out.

A parley followed, which was a social conflict. I remember that the Doom card was drawn, I think by Chris's player, but I'm not sure anything dire came of it, so it may have been an initiative card that was never played.

So, the gangs agreed that they had a problem. Two people were missing, St. James and Edie. Perhaps they had fled the area together, maybe planning to get married.

William: That's actually the best option. The worst is they got pinched.

Maxwell: The worst is they got murdered.

William's player: Can I whack him with my cane?

GM: I think that's perfectly appropriate.

Maxwell: Ouch!

William: Oops. My cane slipped.

Peter asked what the Penny Reds would do if it turned out that St. James had grabbed Edie against her will had "got her somewhere".

Chris: What if she's got _him_ somewhere?

And things were very tense for a moment. Somehow, the other Penny Reds were able to talk Peter down. I'm not sure exactly what was said, but I recall Maxwell asking Peter, "Honestly, who wouldn't do something foolish for a beautiful woman?" or something to that effect, and (thanks to the total I got), Peter had to admit that this was true, unable to keep from looking at Mary with a bit of a smile on his face.

He had heard a rumor that some of the dockworkers his brother knew had seen St. James and Edie near a warehouse and then disappeared after trying to obtain rooms in Old Magoun's, a bar right next to the warehouse in question. This was two nights ago.

The Penny Reds said they'd find out what they could.

Peter (as the Penny Reds start to leave): Hey! If any of you see a pair of brass knuckles -- I seem to have lost some.

I think he winked or smiled.

The Penny Reds found Old Magoun's, which had a sign showing an old man's head sipping a mug of beer.

Maxwell (to Chris): Good thing your brother ain't here.

William: I was just thinking the same thing.

Chris: He _should_ be here! he's a Penny Red, too.

Old Magoun's rented rooms, and _did_ rent by the hour.

Maxwell: If you're running away with someone -- you don't rent by the hour.

William: You do if you're running fast.

Maxwell: Good point.

Rachel spotted hidden rooms as William approached the barman.

William: I'm looking for a fellow my age with a girl about my age.

Barman: That could describe a lot of people.

William described St. James and Edie.

Barman: They might've rented a room. Might not still be here.

At this point, my notes get confusing. As near as I can tell, the hidden rooms were behind a sort of slot in one of the walls of the bar, and the door was chained on the other side, i.e., the side the PCs were not on.

My notes say that William said, "Let's us!", but I don't know what that was about. There were two men near the hidden door to the hidden rooms, possibly dockworkers, possibly not. One of them spoke.

Man (to barman): Don't forget, Harry -- you got that key for Mr. Dandy you should be attending to. (to the Penny Reds) You lot got of families you need to be looking after?

The Penny Reds took the hint and left Old Magoun's, although they headed around to where the warehouse wall met the bar wall with the hidden door.

They'd all heard of Mr. Dandy, a local crime boss who was involved in smuggling and procuring. They realized that if he had anything to do with St. James and Edie, then the young lovers were in dire peril.

The warehouse was mall and narrow, and it had steps leading down into a basement. They could hear shouting coming from the other side of a heavy door, a door which someone more burly could probably bust through.

One Penny Red to another: Did you change your underwear yet?

Rachel (referring to the warehouse, not the underwear): And there's something inside.

Chris: What kind of something?

William: How many different kinds of something are there? <KICK!>

I don't recall whether the kick was aimed at Chris or the door. And, I'm not sure how the Penny Reds saw what happened, whether it was through a kicked in door, through a window, or what. But, they saw a trunk slamming closed on St. James.

And the men responsible for shoving St. James into that trunk saw the Penny Reds, even Rachel, whose player had just drawn a -5 from the deck when Rachel tried to hide.

William: So fixated on my underwear.

Rachel: Is there anything else in warehouse

William: Who cares? St. James is in a box!

The men in the warehouse were apparently uninterested in fighting the Penny Reds, but departed posthaste in a cart with two trunks, one of which had St. James. Inside the warehouse, there was evidence of a fight, i.e., St. James and probably Edie trying to avoid getting stuffed into trunks. There was blood on the ground, and there were other trunks (empty, I think) around.

The Penny Reds were able to find out where the cart was going, probably by following it? My notes indicate a +2 bonus and a Focus and Composure draw.

Penny Red: See where your hygiene gets you?

I have no idea of the context of that.

The cart went to the back entrance of a warehouse on Milk Street, which was near the docks. The gang considered attacking, but realized (via the GM) that there was no ship there, and probably wouldn't be for 24 hours or so, which meant that there was time for retreating and planning, and doing that would be a very good idea.

There were three entrances to the warehouse. I think these were the back entrance, the front entrance, and an underground tunnel that ran underneath Shadwell Station. This shortcut ran through the Cutter Street gang's territory, so Maxwell suggested that they ask the gang for safe passage.

William: And I think we should offer them -- a complimentary set of brass knuckles.

They discussed how to get a message to the Cutter Street gang.

Penny Red: Bribe an urchin.

Other Penny Red: We _are_ urchins.

Penny Red: Younger urchins.

Regardless a second meeting was set up, and the Penny Reds asked about safe passage -- and perhaps, if Peter could spare them, some reinforcements.

Peter: My last good soldier got into a fight and broke his arm.

Er, yes, that was Peter himself, and it was St. James who was responsible. Whoops.

Peter: You can have Weasel or Cory and safe passage.

Rachel: Take Weasel. Cory has an enterprising business.

Indeed he did. Cory would sometimes release rats into a tavern basement so he could then catch them and get paid. Clever Cory.

Rachel decided to arm herself a bit better. She slipped into a restaurant (or tavern or pub or whatever was handy) and took salt and pepper shakers. The player reasoned that this would make decent mace.

Rachel: I'm a little girl -- I don't have to fight fair.

Maxwell: We're Penny Reds. We never fight fair.

At this point, the Penny Reds decided they should also talk to Constable Robertson. Why was it now all right to bring him into matters? Because Mr. Dandy was involved, a criminal the constable would be quite interested in capturing.

And, a question came up about what happened if someone drew both Doom and Fate for initiative. My notes are not clear here:

Draw Doom + Fate? (- A Glitch MMF in the matrix
GM: Kind of
That's <illegible, perhaps "how I see:?>

I think they brought Cecily with them to the constable. Rachel's player drew the DOOM card, which in this context meant that she couldn't hide in the shadows.

Maxwell put on his Best Waif Face, which involved a +5 somewhere in the process. The constable knew that Maxwell was a clean chimneysweep (i.e., had a legitimate job, not that he wasn't covered in soot).

Chris: Pious Lad +2. He was the "good" twin and very much a churchgoer.

Rachel (trying to explain the situation to the constable): We were looking for St. James. We'd thought he got married or something.

She drew a -3, but her Guile + Composure compensated for this, and I think the net total was 3. My notes also say that one can use two skills, at least for this, in this scene.

The constable was indeed very interested when they mentioned Mr. Dandy. William decided to be completely honest here.

William: We didn't see Mr. Dandy, to be truthful -- but then, you never do. We did hear his name twice. We did see St. James stuffed into a trunk.

And he drew a +5, I think. Either he or the constable (my notes are not clear on which) was known to be honorable and held St. James in high esteem.

Maxwell: We wouldn't come to _you_ for help if he wasn't involved.

And I drew -5, but spent a point of Ether, which netted me a second draw, getting me +2 instead. This was not a success, but it was also not a failure.

William: He was running off with Edie.

The player drew a -2, but still succeeded. My notes say something about Reason, but I can't make out most of it.

The constable was at least sufficiently convinced not to detain the Penny Reds. He took down their information.

Constable: And if there's any sign of a tussle -- you might see me. You might see me.

The Penny Reds headed on his way, although Chris was feeling bitter towards St. James.

Chris: He abandoned _us_ over some girl -- let him stew!

Maxwell (appealing to Chris's devoutness): If he gets married, it brings him closer to God.

Rachel: This bitterness look -- you make it work.

They met with Weasel, who agreed to take them through the sewers.

Weasel: There might be some danger.

Rachel: That's why we've got you.

Someone, perhaps William's player: Swamp Angels Onward!

I have a note about a gang operating out of Five Points in the NYC sewers, but have no idea what that was about.

Weasel led the group, then suddenly stepped back into the shadows. Maxwell followed suit.

Two Pontus-tainted sewer men approached the area. All readers and Penny Reds needed to know about them is that polite society didn't want such odd and tainted beings, and that they were mindless at this point. My notes say:

Stealth 2+2
Me +2
+1

-2 for William
+Chris
-) May(?) -- salt + pepper shaker x3, so now x2
+1

Basically, the Penny Reds tried to hide, and Rachel, who had three doctored salt-and-pepper shakers, used one on the sewer men.

GM: They're blinded. Yeah, you can sneak past the mindless blind guys.

That is, things were stacked enough in the Penny Reds' favor and it was late enough in the scenario that there was no need to play through a combat.

The Penny Reds snuck into the warehouse, which contained:

  • Pulleys
  • Boxes
  • Barrels
  • Plenty of Cover

Mr. Dandy was there in person. He was a short, stout man with a scarred face thanks to some kind of military action in Afghanistan, according to my notes. He was accompanied by 2 possessed (I don't recall by what or even whether that's just me misreading my notes) savannah cats. Everyone knew that Mr. Dandy said that he liked the cats because they were as ugly and vicious as himself. There were also several street thugs operating the pulley system.

One of the Penny Reds peeled off and jammed the door.

The cargo they saw was legitimate. Of course, Mr. Dandy was standing near a trunk on a raised platform.

Someone asked about rafters. There were indeed rafters, but none right above Mr. Dandy. And, Mr. Dandy had a revolver.

In physical combat, most participants have a couple of points of Guard. Usually, one needs to break down one's enemy's Guard to give them a wound. And, at the end of a round, everyone regains a point of Guard, unless they have a special ability to gain more. But, firearms ignore Guard and go straight to giving Wounds. Mr. Dandy's gun, then, was a big deal, as it should be.

Opium was hidden in crates of tea. This was not because it was illegal. In fact, it was quite legal -- but it was taxed, so smuggling it in was very lucrative. Rachel took some of the opium to use with the homebrewed mace, intending to use all of this on the two cats.

Someone drew a -4 on something. The cats growled. Mr. Dandy relaxed the chains of the pulley system.

Rachel threw her mace and her opium. With a 5, this resulted in a blinded cat trying to wipe its face, and winding up with opium in its eyes. One Nearly Blinded Cat.

Chris tried to duplicate Rachel's feat on the other cat, using Athletics + Vigor, drawing a -2, but still getting a total of 2. There were now two cats drugged with opium, one of which was blind. And shortly thereafter, there were two Blind and High cats.

This left two thugs plus Mr. Dandy, with his gun in hand. Maxwell moved, and my notes say "5 -1 =4".

The thugs were behind light cover and armed with brass knuckles which they were now readying.

Maxwell used Melee + Vigor = 5 + a draw of +1 for a total of 6, whacking Mr. Dandy on the wrist. The blow landed, but Mr. Dandy did not drop his gun.

Mr. Dandy used two cards to Interrupt, intending to shoot. Chris used two cards to Interrupt that, but missed. Someone else used two cards to Interrupt Mr. Dandy, and my notes say that there was a draw of -5, but that Mr. Dandy was sufficiently blinded that he was -1 to shoot. This could have been due to mace in his eyes or to being able to use a condition printed on the cards (as that's another thing packed into the deck).

And, Mr. Dandy fired his gun. The GM drew -- the DOOM card!

Mr. Dandy took an Emotional Wound: His warehouse is being surprisingly effectively attacked by _kids_ -- and by beast kids (Maxwell) at that!

Chris maneuvered behind cover. He had Athletics + Vigor +3 for a total of 7. My notes say:

or bomb/guards
-) Blinded
-1 pt
-) Charges him with chunk of packing crate
Total 2 -- not enough

I'm not sure if that means Chris blinded a thug with a mace bomb and the thug charged Chris, but didn't succeed, or if it means that Chris charged the thug, but didn't succeed.

I think William then used a point of Ether to close with Mr. Dandy and whack the man with his cane.

Mr. Dandy, still at -1 to shoot at Maxwell, got 4 + 1 = 5, even with the penalty. Maxwell's defense = 5 as well. Whew.

Chris swung a board (improvised weapon) from the crate, for a 3. He hit, but that just pissed Mr. Dandy off.

The first thug with his brass knuckles swung for 6 vs 3, which was a hit, so someone lost a point of Guard. This was either Chris or William, and I'm guessing Chris, but am not sure.

The second thug wound up with 4 vs his opponent's attack so missed. William cracked the thug in the jaw with his cane, getting +1 for a total of 6. I believe the thug was knocked down. Either that or a point of the thug's Guard was knocked down.

Maxwell had 5 + 4 = 9 to whack Mr. Dandy's wrist again. This time, he succeeded. Mr. Dandy has lost access to his gun.

My notes say:

Wm -) 1 -) 6 -- Hits guard
Knocks Guard (2 pts -- _1_ comes back / round)

I think this means he hit a thug, possibly the one he'd just hit, and that the thug had now lost a total of 2 points of Guard. Only one point would come back at the end of the round.

One of the thugs attacked Chris, pulling a -3. The swing went wild.

The other thug attacked William, pulling +5. William lost a point of Guard.

Rachel attacked Mr. Dandy with a crowbar. My notes say:

+3 _ Vigor + M
-) 4 + 2 = 6 -) Wound him + Special Effect

There was a choice of two: Mr. Dandy would either be Dazed or Entrapped. This was based on what cards were drawn and what Special Effects they permitted. I think the GM got to choose which effect to go with, and I know that Dazed was the one chosen. Mr. Dandy was also Wounded.

Maxwell: You don't piss off the Penny Reds!

Rachel: You really don't!

Rachel menaced Mr. Dandy with the crowbar. Mr. Dandy's Guard was down.

I think one thug attacked Chris for a total of 9, and Chris lost a point of Guard. The other got a total of 5, so someone, either Chris or William, lost a point of Guard, I think.

Maxwell attacked Mr. Dandy again, for 9 -2 = 7.

Mr. Dandy took another wound and the Special Effect Staggered. He now had to use _both_ of his cards because of the various penalties he'd wracked up, which meant that he only had one action. He attempted to flee.

Rachel: No, I don't think so.

And the player flipped over two cards to Interrupt.

She drew +5, I think, and Mr. Dandy was Dazed again. He held up his hands in surrender.

Rachel: On the ground -- face down! Call your men off!

He did.

The thugs fled, and I think the Penny Reds let them. The GM said that the drugged cats would eventually skulk off.

Rachel: No, tie 'em up.

The Penny reds did so, and freed St. James and Edie from their trunks.

I think Maxwell must have gotten hit or stabbed or shot or otherwise wounded, since my notes indicate that Chris used Medicine to stabilize Maxwell.

That left the question of who would watch Mr. Dandy until the constable showed up. Obviously, that would be Chris, the choir boy, with a solid reputation.

Chris: Put him in the trunk.

William: Help me put this trunk to proper use.

And so, the terrifying Mr. Dandy was taken down and delivered to Constable Robertson by a gang of street kids. The GM asked for a quick epilogue for each of the characters.

Rachel: I get Dad out of Newgate.

Chris: I sermonize at St. James for letting a woman take him away from us.

William: I go legit. I become a boxer -- no, a constable.

Maxwell: I already have a legit job.

As for St. James and Edie, they were indeed planning to run off and marry, and they were still going to do at least the second part of that, for Edie was pregnant, she and St. James having decided not to worry about which order the wedding and bedding came in.