đłď¸ Session 3.2: A long way from home
Emma seeks her quarry. Aldo does what he must. Roric weighs his options.
Last episode, lost sister Emma resolved to offer the Burnt King a sacrifice in an attempt to earn her freedom: Her god demands the life of Chael, the alley baron who, by some strange coincidence, has been making her brothersâ lives rather difficult. When we left her, she had managed to successfully sneak out of Dalmore House, evading the watchful gaze of Mr. Seek, Madame D.âs dangerous and relentless enforcer, and was heading towards Crowâs Foot.
Meanwhile, the Jesseks ran afoul of the Billhooks, a bloody-handed gang of bravos who often tangle with Roricâs organization in Crowâs Foot. After Rian engineered a diversion, the trio escaped down to the Golden Hiveâs meadcellar, where they discovered the method by which the Billhooks tracked them to this location â a skilled Whisper, attuning to the Ghost Field to locate Aldo himself.
Carver quickly dealt with the Whisperâs Cutter buddy, and Aldo managed to quickly get some answers from the man, who told them that their alley baron, Chael, engineered this ambush as retaliation for the Jesseksâ taking some territory he viewed as his.
We left off with Aldo making a choice â does he spare the Whisperâs life, knowing that he might help the Billhooks continue their pursuit of the Jesseks? Or does he put an end to the man? And, if he does, who does the deed? Carver, who despite his barely-controlled bloodlust, would really prefer not to make any more ghosts? Or Aldo himself, who has yet to bloody his hands?
Weâll soon find out what Aldo decides , but weâll open the episode with Emma, as she makes her way towards Crowâs Foot, and her target.
Scene 4: The streets of Charterhall
The flames light the way south down the Imperial Way until Emma crosses into Charterhall, beneath the great stone arch that was once the old wall encircling the city. On either side of the Charter Gate are a pair of disused lightning towers reaching high above the surrounding buildings, their bronze sparkcraft artifice stained with green patina by age and neglect. Now, they house Bluecoat watch stations that guard the way from Six Towers into Charterhall, the cityâs administrative district.
Emma keeps her eyes forward and walks past them with the confidence of one who was to the manor born, and the constables pay her no mind. Here, the streets are brightly lit with electroplasm lamps, but the Burnt King still makes his presence knownâa watchmanâs flickering lantern here, a lamp burning the midnight oil in a finnickerâs window thereâwhispering Emmaâs name in His voice as she passes, urging her on and on.Â
Soon, she reaches the narrow, cobblestoned Scrivenerâs Bridge that leads from Charterhall into the tangle of alleyways and piled-high tenements of Crowâs Foot. Emma still remembers looking back at her old home as the Bluecoat sergeant -- a quiet, thickset man with a copper mustache and regretful eyes -- led her across this very bridge on their way to Dalmore House all those years ago. Standing post at the bridge is a pair of Bluecoats, ready to hustle folk from the Foot back from whence they came if they attempt to cross without business in Charterhall. As Emma passes, they look her up and down, taking in her demure manner and fine clothesâa black jacket and skirt with a spotless, starched white blouse beneath, the blackshrike emblem of Dalmore House stitched in dark thread on her breastâand she hears them mutter to one another.Â
âWhatâs a lass like that about, heading into the Foot at murderersâ hour?âÂ
âWho cares? Shiftâs almost over. None of ours.â
As she passes the constables and crosses the bridge, she feels a change in the Ghost Field around her. It thickens like a heavy fog, and in the cold night air, she hears snatches of whispers and echoes from the unquiet dead that cling to the doorways and streetcorners of Crowâs Foot, intermingling with the exhortations of her patron that continue to beckon her south towards her quarry.Â
The towering blocks of flats loom on both sides of Cinder Street. At this late hour, the streets are sparse, so it is all too apparent when Emma acquires a tail: A pair of bravos prowl out of the shadows of the alleyway and begin to dog her steps. Behind her, she can hear them growling in low voices and laughing like jackals. She can feel the Ghost Field trembling in anticipation of their growing, violent urges.Â
Her eyes cloud over as she opens herself to the field. In her mindâs eye, the many wounds of Crowâs Foot are lit in sickly red ghostlight; streaks and stains mark where folk bled their lives out in the streets. Behind her, she hears the bravos approaching, hard bootfalls on the cobblestones growing faster and nearer. She turns to face them.
 They slow their approach, seeming to savor the moment. The lead bravo is tall, slender, and pallid with a knife-blade face. He wears a dark red overcoat and a black cord strung with a few cracked human teeth around his neck. âWhere are you flying to, little blackbird?â he sneers. âYouâre a long way from home.âÂ
Emmaâs heart pounds in her chest, but she forces herself to breathe slowly and evenly, and quickly it stills. For what comes next, she does not wish to disturb the Ghost Field â fear draws restless shades just as surely violent impulses. âYouâre mistaken, sir. Crowâs Foot is my home.âÂ
âYou donât sound like a lass from the ward. You sound like class. Maybe we should accompany you, make sure youâre safe. Gentle souls like you have a way of getting lost out here.â He draws close to her, reaching out to take her by the arm.
Emma barely feels it as he roughly grabs her â her mind is beyond the veil. With her free hand, she reaches out and stirs the Ghost Field, drawing the attention of the wraiths that lurk just out of sight in the dead lands beyond.
She hears the other bravo speak as though from a great distance. He calls out with fear in his voice. âNestor1, wait... her eyes! Sheâs a bloody Whisper!âÂ
From the GM's perspective, it seemed natural to throw up a small obstacle here as Emma is navigating Crow's Foot in search of Chael. To see these two off, she is going to try to make use of her skills as a Whisper and the supernaturally active environment of Crow's Foot. BitD's campaign setting establishes that the years of gang violence in the ward have left a mark in the Ghost Field, which can be taken advantage of, or used as a threat/obstacle.
Emma rolls Attune: Risky Position, Standard Effect
Dice Pool: 2d = 2d (Attribute Rating) + 1d (Push Yourself)
Result: 5,5,1Â Success with a Consequence
Stress: Emma +2 (Total 2)For the consequence, we'll start a 4-tick countdown clock:Â Fraying Veil. We'll start with one tick, and if Emma makes too much use of the Ghost Field here in Crow's Foot, the spirits will turn on her.Â
The Ghost Field flickers and twists before Emmaâs white eyes, and a black, gnarled hand reaches through the veil, tearing it like frayed silk. Nestorâs eyes widen, and his mouth falls open as the wraith emerges from the Ghost Field. Its form is like an ink stain in the air, man-shaped with a yawning maw and hateful red eyes. The bravoâs hand around Emmaâs wrist goes limp as the thingâs twisted fingers brush his throat, and he stumbles backward on the cobbles, releasing his hold on Emma.

She doesnât wait to see what becomes of her would-be attacker. She turns and flees, making for a creaking iron stairway that spirals its way up the side of a tenement hall and onto the rooftops of the Foot. Below, she can hear the bravoâs scream -- a high-pitched keening that cuts through the cold night air, accompanied by the sounds of heedless flight through the streets and cries of alarm and anger from folk awakened by the noise.
Emma makes haste to put the scene behind her, but the rooftops are dark â the light from the streetlamps below doesnât penetrate the black, and the only light is that of the crescent moon, a sliver of silver in the night sky. She crouches for a moment to dig through her satchel for her lanternânot one of the alchemic lights common among nighttime wanderers in Duskwall, but a brass oil lantern favored by the secret devotees of the King. When she lights it, the small flame illuminates the darkness and whispers to her to carry on.Â
Here, I take a moment to establish Emmaâs Load â I chose Light2, with just three inventory slots, and immediately mark one for the lantern. This is instead of making some sort of Gather Information roll to determine where she might find Chael â weâve already established that the Burnt King is guiding her by using flame as a conduit, so marking off one of her scarce inventory slots can give us the fictional positioning we need to move forward.
The flameâs whispers lead her over the rooftops, connected by slender wooden footbridges over the broad avenues, until they fall silent at a strange corner of Crowâs Foot that the street signs below name Fisher Court.Â
The court is a fenced-in yard that occupies a full city block, abutting a canal flowing with black water. The center of the court is dominated by three deep pools fed from the canal by sluices, barred by heavy iron gates. Dark green algae chokes the water's surface, but every few moments, the water ripples as something long and sinuous moves beneath it. Itâs too dark for Emma to make out the shadowy shapes moving around the courtyard, but in the quiet of the night, she can hear snippets of angry, barked conversation.
Now it's time for Emma to be sneaky. She's not quite as good at it as Aldo, so she's going to have to push herself and possibly make a resistance roll if she fails or succeeds with a consequence. Thus far, I haven't been making too many resistance rolls, since consequences and complications drive the drama, but since Emma's alone and her stats are spread relatively thin, she's at a bigger risk of a string of nasty failures, and I'd rather keep her story moving forward if at all possible (though conceivably we could fail enough that she gets âstressed outâ and captured or otherwise indisposed).Â
Emma rolls Prowl: Risky Position, Standard Effect
Dice Pool: 2d = 1d (Attribute Rating) + 1d (Push Yourself)
Result: 3,4Â Success with a Consequence
Emma resists: 2, 6, +0 StressÂ
Stress: Emma +2 (Total 4)We do indeed succeed with a consequence -- I'll choose to lessen the effect, and then offset that loss by using another mark on Emma's Load: Burglar's Tools, which provide increased effect.Â
She descends the side of the tenement down a sturdy brass drainpipe, reaching the street once again and making her way to the chain fence that surrounds Fisherâs Court. Her satchel produces a set of sharp pliers, and she smiles when she remembers Flintâs lessons on their use. The other girls at Dalmore House were used to sewing, stitching, and etiquette classes and were hopeless with the burglarâs tools, but her father had put the tools of his trade in her hands when she had just begun to walk, and the practice came easy to her.
With a few quick cuts, she opens a hole in the fence and makes her way into Fisherâs Court. She crouches low and keeps to the shadows until she finds a new vantage: a covered shed at the far corner of the yard, stacked high with wooden barrels marked âHAGFISH OIL -- FLAMMABLE3â in tall red lettering, with a crude flame pictograph beneath and above.
She peeks through a dirty glass window at the grim scene beyond. Two big cutters are stood at the edge of one of the pools, holding a sobbing man by his feet above the surface of the black water. Emma can hear the man begging in a high-pitched voice.Â
âPlease, Chael! I swear the count is right! Iâd never steal from my baron, not on my mumâs ashes. Iâve always been a loyal brav to you, ainât I?âÂ
Another man steps into view: Tall and slender with a wild mane of hair stuffed under a battered stovepipe hat. He comes to the pool's edge and calls down to the unfortunate below. âYou think I canât tell when my purse is light, you cheeky little shit? I donât need a finnicker to tell me when Iâm being magpied, and I donât need an Inspector to tell me it was you who had the best chance to do it. The only thing thatâll save you from the fishes is if you tell me where the money is and who was into it with you.âÂ
âThereâs no money, Chael! I put every bent slug in your lockbox at the Sergeantâs Arms4; on my honor, I did!âÂ
âYour honor?â Chael gives a rasping laugh. âIf thatâs all thatâs holding you up, you donât stand a chance, my son.â He nods to the bravos, who, without any further ceremony, drop the man screaming into the pool. The surface of the water erupts with motionâEmma canât see into its depths from where she hides, but black water, foam, and flecks of thick green algae seethe from the surfaceâthe bravos looking over the rail step back to avoid being sprayed by the muck.Â
Emma is fairly confident that the man who ordered the death is the Burnt King's target, but she wants to be sure. Under normal circumstances, this is a Gather Information roll with no penalty for failure, but since we're tracking the Fraying Veil clock, I turned it into an action roll -- if Emma fails, it could advance that clock leading to a ghostly mishap of some kind.Â
Emma rolls Attune, Controlled Position, Standard Effect
Dice Pool: 2d = 2d (Attribute Rating)
Result: 5, 6, Success
Chael turns back from the pool and struts over to a knot of his men â Emma quickly moves from the window to the wide loading bay, peeking through the cracks in the wooden door for a better view. There are three more of them, surrounding a pair of pale-faced, nervy-looking civilians. One is an older man with a salt-and-pepper beard wearing heavy chainmail waders. The other is a younger woman, dark-haired and sallow-cheeked, with a bit of family resemblance.
Chael leers at the young woman before addressing one of his lieutenants. âWhereâs Rollo? Whereâs Nestor? They was sent out an hour ago; shouldâve been back with our bag by now.âÂ
âCanât say, gov,â the bravo answers tightly.Â
âObviously you canât, you lackwit. Youâve been with me the whole time. Go look for them up Cinder Lane. Tell them to burn their soles getting back here; I ainât got all night.â
As the man hustles off to do his baronâs bidding, Chael looks around, searching for another target for his temper, or his appetites. âFucking stinks out here. I think Iâll take my ease in your office til my men return, Mister Comber,â he says to the man in the waders. Then, he turns to the young, dark-haired woman with a crude grin. âMaybe youâd like to join me, lass?âÂ
The man tenses, and so do Chaelâs bravos, but she puts a hand on his shoulder and shakes her head. âItâs all right, uncle,â she says quietly before taking Chael by the arm and continuing in a sweet tone. âCome along, Mr. Chael; Iâll show you where we lay aside our good beer.âÂ
Chael gives her uncle a smug, self-satisfied grin and allows himself to be led to the farmâs office -- a squat, two-story shed of corrugated metal across the yard from Emmaâs hiding place.
With Chael gone, his thugs begin to mill about, and as one of them approaches the storage shed, Emma makes her move.
Slipping out the back entrance before the bravo enters, she melts back into the shadows and skirts the courtyard's edge, mantling along the edges of the deep, dark pools towards the office shed. In the spot where Chaelâs unfortunate victim was dropped, the surface periodically churns and bubbles -- one of the cutters who held him still looks over the edge with fascination, oblivious to Emma as she steals past him. After a short, low run and a few quick vaults, Emma finds herself on the top of the office shed -- there are a few skylights cut into the roof to let the moonlight in, and slowly, carefully, Emma peers in.Â
Weâll pause this scene to check in with the Jessek boys before we close the episode out. When last we left them, Aldo was deciding what to do with the Billhookâs Whisper who is at their mercy. He has to make a quick decision â the Whisper can track them if left alive, but Aldoâs never killed anyone, and Carver has been trying to leave that part of himself behind (though itâs easy for him to slip into old habits). We put Aldoâs decision up to a vote â letâs see where we landed:
Aldo decides to take matters into his own hands. As we established in the notes of last episode, Aldoâs never killed anyone before, and this inexperience and hesitation could doom him â weâll find out with a roll. He doesnât have Skirmish, which is the relevant action rating, so weâll substitute Finesse, which he does have, and set the position to Desperate. Carver is aiding by holding the man, even though he doesnât know Aldoâs intentions.
Aldo rolls Finesse: Desperate Position, Standard Effect
Dice Pool: 3d = 2d (Attribute Rating) + 1d (Carver assists)
Result: 5,6,1Â Full Success
Stress: Carver +1 (Total 4)Aldo's first kill is an easy one. We'll see if he gets a taste for it. Back to the action:
Scene 4: The Golden Hiveâs meadcellar, contâd.
Aldo comes to Carverâs side, picks up the discarded billhook blade, and stabs it into the mead barrel next to the Whisperâs face. The sweet-smelling golden liquid begins to leak out.
âWhy did you come after us?â Aldo hisses. âWho sent you?â
The Whisper laughs bitterly. âYour own people sold you out, Aldo Jessek. It was Chael who told us you took Candle Street and Hulliver Lane, and he told us where we could look for you. Those streets are ours.â
Aldo rolls his eyes. âYou think Chael would let you keep that patch after you made ghosts of us? As soon as you moved in, itâd be war with him and all of Crowâs Foot.â
âWar is our meat and beer, little Crow. Roricâs hold on the Foot is slipping, and when it does, weâll be there.â
âNot much more time for pleasantries, Aldo,â Rian whispers urgently. âChances are someone heard that pistol bark upstairs.â
âHeâs the one with the spirit tricks, ainât he, Aldo? Say the word.â Carverâs voice is thick with bloody eagerness.
Aldo hesitates only for a moment before he wrenches the billhook blade free from the mead barrel and draws a swift, straight line of red across the manâs throat. Both Carver and the Whisper wear masks of surprised shock â Carv releases the man from his grip, and the Billhook touches his throat, staining his hands red before he falls to the ground, his lifeâs blood bleeding out onto the cellarâs stone floor. Rian gapes at Aldo. âWe had no choice. If we left him alive, they wouldnât stop tracking us,â the elder twin responds.
Before Rian or Carver can agree or gainsay, he starts towards the meadcellarâs far wall. âCome on, lads, we canât linger here.â Peering through his dark-sight optics, he scans the stones on the wall for a sign of the entrance to the Undercrofts5, and quickly, he finds it â a scoundrelsâ glyph scratched into one of the bricks, pointing the way to a hollow, false-fronted barrel. The barrel opens with a quick turn of the caskâs spigot, revealing a narrow, dark tunnel leading out and down. Above, they hear scuffling by the trapdoor, and Aldo hustles them through, closing the barrel behind them before the Whisperâs brothers-in-arms come to find him.
The tunnel leads to a wrought-iron ladder that takes them down into a wide, round rail tunnel with rusted tracks and rotting, splintering ties. The trio creeps down the track, Aldo leading the way with his dark-sight goggles, though some light and sound filters in from grates above every few dozen paces. The Nightmarket buzz can be heard â shouting hawkers, laughing revelers, and music and cheers from street performances. The joyful din pauses for just a moment when a booming, sonorous bell rings out in the night â the great toll of Bellweather Crematorium, no doubt sounding for the Whisper Aldo just put paid to. Then the sounds of the night resume, just as raucous as before.
âThatâs all for our Billhook friend back there,â Rian mutters, making a quick warding sign in the darkness. âThe crow will be on its way, and after it, the Wardens. We should put as much distance as we can between us and that body. Where to, brother?â
Aldo thinks for a moment. âWe have to go to Roric. Weâll tell him what the Whisper said â about the Billhooks preparing for war and about Chaelâs double-dealing. He knows weâre honest thieves, and if Chael went behind his back to break the scoundrelâs peace in Crowâs Foot, Roric will have something to say about it. Can we get a meet tonight?â
âWonât be easy â weâll have to start with Lyssa, Rian replies. âSheâll be bedded down at the Leaky Bucket this time of night. Sheâll know where to find him.â
To keep the pace of the action moving, weâll resolve finding and arranging a meeting with Roric with a single Consort roll, which Rian is well-suited to execute, particularly if he spends 2 stress to push himself.
Rian rolls Consort: Risky Position, Standard Effect
Dice Pool: 3d = 2d (Attribute Rating) + 1d (Push Yourself)
Result: 5, 2, 6 Full Success
Stress: Rian +2 (7 Total)Rian scores a full success. Smash cut to:
Scene 5: The Leaky Bucket
The Leaky Bucket is near-deserted at this time of night â the common roomâs chairs have been put up, and Mardin Gull, the proprietor, is slowly and carefully wiping down the oaken countertop, scratched with hundreds of scoundrelsâ names whoâve passed through the doors. Aldo watches Gull from the corner of his eye as he and his brothers wait at the bar â before Roric took the reins and became the Ward Boss a dozen years ago, it was Mardin Gull who wore the crown. No one knows what arrangement he made with Roric to leave the scoundrelâs life peacefully, but rumor is that Gull still advises his successor on the most important matters that face the Foot.
After a wait that feels like an age, the door to the tavern swings open, and Loose Lucas, one of Roricâs junior bodyguards, strides in looking sleepy-eyed, followed by the man himself.
If Roric was sleeping, he doesnât show it: Heâs turned out in his usual crow feather-trimmed greatcoat, and his eyes are quick and alert, taking in the Jesseks awaiting his pleasure and his second-in-command, who gives him a sardonic smile. âSorry for calling on you at murderersâ hour, boss, but when I heard what Aldo had to say, I thought youâd want to hear it for yourself,â she says.
Roricâs dark eyes fall on Aldo. âYou Jesseks have been busy lately. You made some trouble you need your bossâs help cleaning up?â
âIn trouble, but not trouble of our making, governor,â Aldos says. âWe were on the town in the Nightmarket, having a proper scoundrelâs time of it when the Billhooks came looking for us.â
âThe Billhooks?â Roric growls. He looks to Lyssa. âWhy are they crawling out of the hole we put them in?â
âSome people never learn, governor,â Lyssa says simply. âEver since old man Tarvul went up to Ironhook, his seconds are hungry to prove theyâre the bloodiest hand to lead the gang.â
âThereâs more, Roric. To get away clean, we had to take their Whisper in hand â they used spirit tricks to track us down in the Nightmarket. When he was under my knife, he told us it was Chael that put them onto us. As payback for us taking the Candle Lane and Hulliver Street patch from him.â
Roricâs eyes narrow. âIs that so? What happened to this Whisper under your knife, Aldo?â
âI had to make a ghost of him, governor. If I hadnât, theyâd still be on our tail.â
Roricâs brows rise in respect. âI didnât think you were the killing sort. Just a second-story man, you said.â
âIt was him or us, governor.â
âAnd now itâs you or Chael, is it?â
âBegging your pardon, Boss Roric,â Rian interjects. âI donât know much apart from pinching pockets, but I know he broke your peace. What happens to him isnât up to us.â
Rian and Aldo, working together, are trying to move Boss Roric to action. Rian has the better stat here, so he jumps Letâs see how it goes:
Rian rolls Sway: Risky Position, Standard Effect
Dice Pool: 3d = 2d (Attribute Rating) + 1d (Aldo Aids)
Result: 1,2,3 FailureThe Jesseksâ luck finally runs out. How to interpret this miss? Well, Roric is a pragmatic fellow, and heâs just been told that heâs facing a new conflict with an old enemy, and that one of his formerly trusted lieutenants, whoâs always good for a fight, is double-dealing. A strong boss couldnât overlook this betrayal, but an embattled one might have to, and there have been a few signs that Roricâs hold on the Foot is slipping.
Weâll use this complication as an opportunity to create a dilemma for the Jesseks.
Roric is silent for a long moment, his eyes darting between Lyssa and the Jesseks. Aldo watches his face, searching for some sign of what he might do. Roric glances at Mardin Gull, whoâs stopped wiping down the bar and keenly listens to the exchange. After a beat, Gull gives a little head shake and returns to his work.
âLucas,â he growls finally. âBring the lads in.â Loose Lucas snaps to obey, opening the door and calling out to the bravos waiting outside. After a few moments, four more of Roricâs blades join them, and the room suddenly feels very crowded indeed.
âWhereâs Chael, Lyssa?â
âHe said he had some bloody business to take care of at Fisherâs Court tonight. One of his lads was skimming off the top, or so he thought,â Lyssa replies, her tone carefully neutral.
âBreaking the peace is a serious matter â and so is lying to your boss,â Roric says, sweeping a baleful gaze over the three Jesseks. âWeâre going to go have a word with Chael, and you three are coming with. Weâll settle this matter tonight. Now be good lads, and put your blades and barkers on the bar.â
The dilemma is simple: Does Aldo trust Roricâs honor and his judgment of character? Or does he assume that he and his brothers are being led like lambs to the slaughter?
Thereâs also a bit of dramatic irony here: We know something that Aldo does not, namely that by the time they arrive at Fisherâs Court, Chael could well already be dead. If Aldo and his brothers flee this situation and Chael is found dead, they could be implicated in his killing and become hunted throughout Crowâs Foot. If they go along, lots of things could happen â including them arriving at the scene while Emma is still present!
I leave the choice up to you all. Mash the button below to vote!
Weâll collect votes next week, and the next episode will hit your inboxes on June 3. As always, thanks for reading, and Iâll see you in your inboxes next week!
Postscript: Welcome, readers of the Lone Toad!
I wanted to take a second to give a warm welcome to a bunch of our newest subscribers, who found their way here via the Lone Toad, authored by friend-of-the-Stack Croaker. If youâre new to PTFO and joined us from there, take a second to introduce yourself in the comments, if you feel so inclined. Itâs awesome to have you all reading, and I hope I live up to the high standards of the other stacks that Master Croaker recommends! For those of you who are interested in further reading about solo RPGs, you couldnât pick a better stack then his â check it out!
We met Nestor earlier, back in Session 1.4, as one of Chaelâs bravos. Emma doesnât know the connection, of course, but this is his patch, so it makes sense his people are out and about.
I tend to be a little strict with Load. The book describes a Normal Load as âYou look like a scoundrel, ready for trouble,â and weâve established through specific events â passing by Bluecoats with no trouble, for example â that Emma probably doesnât fit that bill. A Light Load is described as âYouâre faster, less conspicuous, you blend in with the citizens,â which seems more correct.
For those following along closely in the rules and setting book â this is a Hagfish Farm, one of the claims available to Duskwall gangs. It allows bodies to be disposed of discreetly â the hagfish consume the body from the inside and, by some quirk of their arcane biology, often consume the spirits of the dead as well as the flesh. It also sets up a big, fiery explosion here, but weâll have to PTFO for that.
This is a bit of a throwaway line to establish the details of another potential score. We now know where Chaelâs war chest is hidden. Itâs probably not substantial compared to the more established gangs of the Foot, but it still could be helpful to our boys â assuming Emma can convey that information to them.
Recall that last episode, we posited the existence of an underground escape from this cellar, thanks to the Underground Maps and Passkeys crew upgrade the Jesseks recently purchased.
I figure they need the boss on their side, so they go along. Iâm sure Carver could smash a few heads bare-handed and kit them back out in a pinch if it comes to that. And if Emma has to save them again, that will be fun, too.