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The Canary Job PDF

The document outlines a tabletop role-playing game adventure titled 'The Canary Job,' set in the city of Duskwall, where players take on the roles of thieves tasked with stealing a shipment of refined ectoplasm from the Spirit Wardens. The heist involves careful planning, navigating dangers such as decoy shipments, Bluecoat reinforcements, and volatile ectoplasm, with various potential outcomes based on player decisions. Success or failure will significantly impact the crew's reputation and the city's response, leading to further complications and rewards.

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0% found this document useful (0 votes)
16 views9 pages

The Canary Job PDF

The document outlines a tabletop role-playing game adventure titled 'The Canary Job,' set in the city of Duskwall, where players take on the roles of thieves tasked with stealing a shipment of refined ectoplasm from the Spirit Wardens. The heist involves careful planning, navigating dangers such as decoy shipments, Bluecoat reinforcements, and volatile ectoplasm, with various potential outcomes based on player decisions. Success or failure will significantly impact the crew's reputation and the city's response, leading to further complications and rewards.

Uploaded by

fmtdbn8hjw
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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THE CANARY JOB

Copyright © 2024 Willow Tree Games. All rights reserved.

This adventure and its associated content, except where noted below are
the intellectual property of Willow Tree Games. Unauthorized
reproduction, distribution, or use of this material for commercial purposes
is strictly prohibited. Permission is granted for personal and private
gameplay use only.

"Duskwall," its settings, and associated lore are inspired by the rich
storytelling of Blades in the Dark by John Harper. This adaptation is an
original work designed to by system free, integrating unique elements and
narrative twists for an engaging tabletop experience in any system.
Willow Tree Games claims no rights in relation to Blades in the Dark.

For inquiries or permissions, please contact Willow Tree Games.


PROLOGUE
The city of Duskwall never sleeps—not really. Its gaslit streets buzz with the
hum of machinery, the rattle of carriages, and the low murmur of desperate
deals whispered in shadowed alleys. Above it all looms the faint crackle of
the lightning field, a shimmering wall of magic and electricity that keeps the
horrors of the Deathlands at bay. But within its glow, Duskwall is anything
but safe.

In the grimy heart of the Coalridge District, where factory smoke chokes the
air and the streets reek of soot and sweat, the wheels of fate begin to turn.
The Spirit Wardens, those enigmatic custodians of death and ghostly order,
are moving something valuable tonight—something worth enough to change
a few lives, or at least keep the lights on in your crumbling hideout a little
longer.

That’s where you come in. You're not heroes; the city has no use for those.
You're survivors—cutthroats, thieves, and misfits, scraping by in a world
where the only rule is "take what you can and run before the Bluecoats show
up."

Arlo Vintner, a jittery alchemist with a knack for bad decisions and worse
ideas, has offered you a job. Steal a shipment of refined ectoplasm from the
Spirit Wardens. Simple, right? Of course not. This is Duskwall. Nothing is
ever simple.

The streets are alive with danger, from patrolling Bluecoats to prowling
ghosts. The Spirit Wardens guard their precious cargo with fanatical
precision, and rumor has it their shipments are rigged with traps that make
even seasoned rogues think twice. And then there’s the ectoplasm itself, a
volatile substance that could make you rich—or blow you to pieces.

But fortune favors the bold, or at least those foolish enough to try. The city
doesn’t care if you live or die, but tonight, Duskwall is watching. Will you
pull off the heist of the century, or will the streets devour you like so many
before?
The air smells of rain and coal dust as you gather under a flickering
streetlamp, the faint glow of the lightning field casting eerie shadows on
your faces. Somewhere in the distance, a raven cries.

Time to earn your keep.


CHAPTER 1
HOOK: A CANARY IN THE COAL MINE

“In Duskwall, the line between a "simple job" and a "catastrophic debacle" is thin, and
your crew is about to cross it with style. This heist will test your group's wit, grit, and
ability to survive by the skin of their teeth. Whether you succeed or fail, you’ll leave a
mark—and probably several fires—in your wake.”

Your crew is approached by Arlo Vintner, a down-on-his-luck alchemist


with big ideas but no funding. He’s developed a prototype alchemical
device he calls the Everlasting Canary, a clockwork bird that emits a tune
when danger (read: ghosts or toxic fumes) is nearby. Arlo claims he can
sell it to the Leviathan Hunters for a small fortune—if he can demonstrate
it works.

Unfortunately, Arlo doesn’t have the materials to build a working


prototype. He wants you to steal a shipment of refined ectoplasm from
the Duskwall Spirit Wardens, who are shipping it under heavy guard to
one of their workshops.

Arlo promises the score is “simple.” (It’s not.)



CHAPTER 2
PHASE 1: PLANNING THE HEIST

The heist begins with your crew gathering intel. Here's what they can
learn through various methods (mostly requiring blunders):

1. Bluecoats or Spirit Warden Info (Persuasion or Intimidation):


• The shipment is leaving the Coalridge Warehouse District at midnight,
guarded by both Spirit Wardens and hired Bluecoats.
• The ectoplasm is highly volatile, and any major disturbance could
cause it to explode.

2. Streetwise or Local Gossip (Deception or Investigation):


• The Spirit Wardens are paranoid and use decoy carts. The real
shipment is always the least conspicuous one.
• The best ambush point is on the narrow bridge over Soot Canal—but
you’ll have to act fast to get out before reinforcements arrive.

3. Occult Knowledge (Arcana or Religion):


• Refined ectoplasm attracts ghosts, especially hungry ones. Any delay
could bring an unwelcome spectral guest to the party.

CHAPTER 3
PHASE 2: THE HEIST

The ambush starts well enough—but everything that can go wrong, will.
The DM should prepare several complications to keep the crew on their
toes.

Key Challenges
1. Decoy Dilemma:
• Three carts cross the bridge, and the crew must figure out which one
is the real shipment. The decoys contain traps:
• One is rigged with a noisemaker that summons Bluecoats.
• The other is a literal ghost trap, releasing a ravenous spirit if
disturbed.
2. Bluecoat Response:
• After the ambush begins, Bluecoat reinforcements will arrive in
1d4+1 rounds. They’re underpaid, but they’re armed and cranky.
3. Ectoplasmic Explosion:
• If the crew handles the refined ectoplasm recklessly (e.g., dropping it,
shaking it, or engaging in combat near it), it will detonate in a
massive explosion. The fallout will likely attract both ghosts and Spirit
Wardens.
4. Spectral Interference:
• A random hungry ghost is drawn to the chaos. It’s not particularly
strong, but it’s disruptive and just plain mean.

Potential NPC Interactions


• Arlo Vintner (via messenger imp): He keeps sending increasingly
panicked instructions during the heist, none of which are helpful.
• Spirit Warden Officer: An imposing figure in a plague doctor mask
who’s far too calm amid the chaos. What’s their real agenda?

CHAPTER 4
PHASE 3: THE FALLOUT

The real fun begins when the crew tries to escape with the ectoplasm.
Depending on how the heist went, they could face one or more of these
complications:

1. A Pursuit Across Coalridge:


• The Bluecoats or Spirit Wardens chase the crew through narrow
streets, rooftops, or sewers. Chaos ensues.
• Make the environment dangerous: loose scaffolding, volatile
alchemical fumes, or crumbling rooftops.
2. Ectoplasmic Horror:
• The ectoplasm leaks or cracks open, summoning a horror from the
Deathlands (ghost, shadow demon, or worse). Now the crew must
either destroy the entity or lead it into someone else’s territory.
3. Betrayal by Arlo:
• If the crew succeeds, Arlo sells the ectoplasm to someone else (like
the Redwaters) and vanishes. This leaves the crew with angry clients,
enemies, or creditors.

CHAPTER 5
AFTERMATH: FAIL FORWARD &
REWARDS

No matter what happens, the heist will leave the city reeling:

If the crew fails: The Spirit Wardens or Bluecoats will retaliate, targeting
their hideout. Meanwhile, ghosts are drawn to the chaos, causing a city-
wide haunting.
If the crew succeeds (but barely): They’re now on the Spirit Wardens’
radar and have no allies to hide behind. Their reputation grows as a crew
that survives messes they cause.

Possible Rewards:
• Gold: A modest payout for surviving, though not nearly as much as Arlo
promised.
• Reputation: The crew gains notoriety (and plenty of enemies).
• Uncommon Items:
• A small cache of leftover ectoplasm, useful for crafting or chaos.
• A “borrowed” Bluecoat badge or Spirit Warden artifact.

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