A funny thing happened in tonight's game. Pete asked me what we could use the Die of Fate for and I went over its uses.

In the game, Rifkin has gotten the crew back together. He has tossed Cerwin into a dry well to ween him from his addiction to Orcs' Milk and Circled up Samarra to replace Teleki, the crew's former gossip-finder, answer-man and researcher. Samarra went out to ask really dangerous questions as her first job for the crew and I know that she is going to get the wrong people on the Shadow Council's attention.

Was she followed back to the safe-house?

Die of Fate, on a 6 she was followed.

Yup.

Woops.

Then Pete and Samm followed an Arch-Mage, Maerlisk through his errands. Turns out, Maerlisk is a decent guy, a former adventurer done good, a calming influence on the council. Maerlisk meets up with a merchant, someone Pete has no way to know but I, as the GM, know is a dangerous, dangerous being. Pete has Samm follow the merchant.

This poor girl can't catch a break. Samm ends up having a rough time through bad breaks and tough rolls of the dice. But as Pete said, "You have to have a couple of scars to run with this crew."

Rifkin has a belief:
Can't trust anyone in MoBu City but there has to be someone I can trust whom I don't have to pay first.
This led to him going up to Maerlisk and just being honest, just opening up and telling him what the hell is going on and how it is fucking up MoBu City, how the Shadow Council are a group of thugs and the Council is helpless to do anything about it and how the god held in chains under the river is a powder keg waiting to explode.

Arch-Mage Maerlisk looks at Rifkin, smiling, impressed.

"Rifkin, I'd like to hire your crew once your current job is completed. We are going to steal some things and make MoBu City a better place."

Scratch off that Belief and write a new one.