The Magpies: A Blades in the Dark Actual Play
Summary: The Magpies Podcast is a Blades in the Dark Actual Play podcast set in the haunted, industrial-fantasy city of Duskwall. Join the crew of The Magpies as they lie, steal, and punch their way to the top of the city's criminals and elite... or into an early grave. The Magpies is hosted by GM Rhi and players Kim, Josie, Minna, and Madge.
Mysterious disappearances send the Magpies into the Centuralia Club, elite social scene for the city's wealthiest and the stronghold of the Circle of Flame. They're beginning to unravel a mystery, but will they want to see where it ends?
With their end of the bargain to the Silver Nails held, the Magpies travel beyond the lightning barrier and enter the Deathlands. But there are many reasons why most people don't venture outside the city, and most of those reasons are deadly.
Tensions rise at the Hive's black market auction as Myra and Phin are confronted with an old associate of Myra's, and Minx and Blaire grapple with temptations and vices. And they still have to find the Spirit Warden uniforms they've been hired to steal...
After learning more about the blood-iron ring,the Magpies discover they need to enter the Deathlands to claim it. There are people in the city willing to get them there, but nothing in Duskwall is free...
In between scores, the Magpies--along with the rest of Duskwall--are celebrating the holiday of Doskvorn. On a day without crimes or danger, the Magpies wander through Nightmarket's street festival and take a chance to reconnect. And play a lot of carnival games.
The Magpies, joined by their new friend Seeks, continue their exploration of Doctor Hagen's clinic, searching for valuables and medical supplies. Instead, they find the suffering at the heart of Hagen's experiments.
The Magpies are hired by a Tycherosi Leech named Seeks, who wants their assistance in stealing medical supplies to refill her stock. But the target they choose hides secrets that none of them could have imagined.
With some of their covers blown, the Magpies must scramble to salvage their embassy break-in, forcing them to take incredible risks... and pay great costs.
After some unexpected ghostly “friends” stop by to visit, the Magpies turn their attention to the mystery of the bloon-iron ring. Specifically, the name Myra found in her notes: Avrathi. Solving the mystery sends them to the halls of high society and diplomacy, but as always, problems seem to arise with astonishing speed after they get in the door.
A ghostly message sends the Magpies to the Dimmer Sisters, who want a favor repaid. There's a cargo ship being held in the bay, just inside the lightning barrier, pending Spirit Warden investigation. The Magpies need to recover a shipment of arcane artifacts before the Wardens claim it, but there are plenty of other people interested in the ship's cargo...
The Magpies begin to branch out their operations by formally recruiting the Gondoliers as an informant network. However, before the Gondoliers will agree to work with the Magpies, they need something in return: the removal of an alchemist who patrols the canals, seeking corpses and spirits for strange experiments.
As the Magpies learn more and more about the mysterious Umbra Hunters gang, they return to their allies in the Gondoliers and offer their help in unraveling the source of the attacks that have already killed two.
In the aftermath of Lord Winfield's party, the Magpies need to deal with the sudden Bluecoat interest that their actions have earned. They come to a simple solution: frame a member of a rival's gang in order to win favor with said rival and direct the Bluecoats elsewhere. Very simple and straightforward.
After running into some trouble with an old rival at the door, the Magpies make their way into Lord Winfield's party. But their art heist is about to get a lot more complicated...
Following their "challenging" assault on Nightmarket Station, the Magpies need something nice and easy. An art heist at a fancy noble party sounds like the perfect score.