Blades in the dark: Servants of Halthar

Game Master Meetch

Characters and crew


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Reenforcements arrive 2/6. Bone carved: 6/6. Murder signal 9/12

This is the second time you’ve linked kidnapping and offertory together. You’ll get the coin bonus for any occult score. It doesn’t have to be abduction. It’s just a place where Halthor’s faithful will leave you offerings.


Reenforcements arrive 2/6. Bone carved: 6/6. Murder signal 9/12

Oh I just figured out the disconnect. People leave YOU offerings. It’s not a place to sacrifice people.


Spider ~ 2:(Consort/Study/Finesse) 1:(Attune/Sway/Hunt/Prowl) ~ Resolve:3 Insight:2 Prowess:1 ~ 0 Harm ~ Stress: 5 ~
Gear - 5/5 Load:
Blueprints, sap, armor, pistol
Halthar's Voice wrote:
Oh I just figured out the disconnect. People leave YOU offerings. It’s not a place to sacrifice people.

OIC!

That makes much more sense all around. Really need to grab myself a copy of the book. There's a hardbound copy at my local game store that I've been indiscreetly showing my family.

I've been scratching my head this whole score trying to figure out why Narnya has a place to make offerings, or how such a place makes money from offerings...


Halthar's Voice wrote:
Oh I just figured out the disconnect. People leave YOU offerings. It’s not a place to sacrifice people.

AWWWWWWW. can we anyway?


Male Cutter | Skirmish 3, Prowl 1, Command 1, Survey 1, Consort 1, Sway 1

Oh. Well then.


Reenforcements arrive 2/6. Bone carved: 6/6. Murder signal 9/12
Velaris Kessarin wrote:
Halthar's Voice wrote:
Oh I just figured out the disconnect. People leave YOU offerings. It’s not a place to sacrifice people.
AWWWWWWW. can we anyway?

I’m not your dad...


HP 31 (31) | AC: 15 | Saves: Str: +1; Dex: +2; Con: +2; Int: +0; Wis: +2; Cha: +6 | Initiative: +2 | Spell Slots: 2 (2) | Healing Light: 5 (5) | Healing Hands: 1 (1) | Inspiration: [ ]

That's my line!


Female Akorosi Hound | Attune 1, Hunt 2, Prowl 1, Skirmish 1, Study 1, Survey 1 | Resistances - I:3, P:2, R: 1 | Harm:0 | Load:

Well, the red sashes thing looks really cool and fun, but the Scurlock thing might be wise, especially as we have 2 hounds ATM, and Scurlock is scary.


Reenforcements arrive 2/6. Bone carved: 6/6. Murder signal 9/12

You all seem to have a healthy fear of Scurlock and that’s good, but I want to make sure that you understand he’s proposing a Mutually beneficial business arrangement and not Ordering you to war

Scurlock knows who he owns. He commands or requests but never pretends one is the other.


Spider ~ 2:(Consort/Study/Finesse) 1:(Attune/Sway/Hunt/Prowl) ~ Resolve:3 Insight:2 Prowess:1 ~ 0 Harm ~ Stress: 5 ~
Gear - 5/5 Load:
Blueprints, sap, armor, pistol

Yeah, getting rid of the Grey Coats is something we need to do in order to gain turf in any case. If Scurlock is offering to cover the heat, we should really consider following through.

Is it being too greedy to try and tie the two together? Can enough information be gathered to "get the stars to align" and frame the grey coats for the nephew's murder?


Yeah, let's grab the left-turf! get us an ancient gate!


Hound | Hunt 2, Prowl 2, Study 2, Survey 2 | Resistances - I:2, P:2, R: 0 | Harm:1 | Load: Medium

Briar would not be up for assassination if no better reason is given. But going up against the Grey Coats is definitely something she would like to do.


Reenforcements arrive 2/6. Bone carved: 6/6. Murder signal 9/12

The Sashes specifically need the cook to “disappear” so that no one investigates. A frame job still opens too much risk.


Female Akorosi Hound | Attune 1, Hunt 2, Prowl 1, Skirmish 1, Study 1, Survey 1 | Resistances - I:3, P:2, R: 1 | Harm:0 | Load:

kidnapped and made a blood sacrifice to Halthar?


Spider ~ 2:(Consort/Study/Finesse) 1:(Attune/Sway/Hunt/Prowl) ~ Resolve:3 Insight:2 Prowess:1 ~ 0 Harm ~ Stress: 5 ~
Gear - 5/5 Load:
Blueprints, sap, armor, pistol

I think we're better off with the turf war in that case. Our last couple scores have been too subtle, and I want to see something Hutch will have to play support in.


Or kidnapped and given to me; it depends on how much we dislike him, I suppose.


Reenforcements arrive 2/6. Bone carved: 6/6. Murder signal 9/12

Has everyone settled updated your character sheets with your xp bonus? You can place character xp in any track.
Has everyone settled on the crew XP? If so, I’ll update.


Reenforcements arrive 2/6. Bone carved: 6/6. Murder signal 9/12

LMK if you’re traveling these next few weeks!


Spider ~ 2:(Consort/Study/Finesse) 1:(Attune/Sway/Hunt/Prowl) ~ Resolve:3 Insight:2 Prowess:1 ~ 0 Harm ~ Stress: 5 ~
Gear - 5/5 Load:
Blueprints, sap, armor, pistol

I work for a college, so I'll have lots of time off for the next two weeks an no real travel plans.


HP 31 (31) | AC: 15 | Saves: Str: +1; Dex: +2; Con: +2; Int: +0; Wis: +2; Cha: +6 | Initiative: +2 | Spell Slots: 2 (2) | Healing Light: 5 (5) | Healing Hands: 1 (1) | Inspiration: [ ]

I have a lot of free time coming up and I don't celebrate Christmas.


Hound | Hunt 2, Prowl 2, Study 2, Survey 2 | Resistances - I:2, P:2, R: 0 | Harm:1 | Load: Medium

Likewise don't celebrate Christmas, won't be travelling.


Human-ish Level i^64 game master l Team (H): 3, Team(P):2

Not traveling, but might slow down slightly while my friends are home from Uni


Male Cutter | Skirmish 3, Prowl 1, Command 1, Survey 1, Consort 1, Sway 1

You're a level 1 gamemaster, am I reading that right? I haven't done real math in like 9 years.

And Christmas is at my house this year.


Reenforcements arrive 2/6. Bone carved: 6/6. Murder signal 9/12

I added the owners of the holdings in your territories. The map isn't a literal MAP (some of Scurlock's holdings aren't near his abandoned home) but it's a good network of how things are linked.


Human-ish Level i^64 game master l Team (H): 3, Team(P):2

Yep

Though, I should have done to the 65th, because my skill as a GM is imaginary.


Spider ~ 2:(Consort/Study/Finesse) 1:(Attune/Sway/Hunt/Prowl) ~ Resolve:3 Insight:2 Prowess:1 ~ 0 Harm ~ Stress: 5 ~
Gear - 5/5 Load:
Blueprints, sap, armor, pistol

From here on out we should start all plans by asking "can this be an occult score?" because we always get 2 coin for being OiP (occult in public)

To have an Occult score, we would need an Arcane Power. I have no idea what the game means by that. I just know only Hutch and Emaline have any Attune.


Reenforcements arrive 2/6. Bone carved: 6/6. Murder signal 9/12

You get bonus coin from occult SCORES. Those scores do not necessarily need to be occult PLANS. For example: your first score was stealing an occult item for strange culty purposes. It was an occult score. Your second score was an attempt to gain holdings for financial gain: not occult. Turf war for money: not occult. Turf war because your dark god commands it: occult.

This means that until you find your missing prophet you’ll have a hard time finding occult scores...


Spider ~ 2:(Consort/Study/Finesse) 1:(Attune/Sway/Hunt/Prowl) ~ Resolve:3 Insight:2 Prowess:1 ~ 0 Harm ~ Stress: 5 ~
Gear - 5/5 Load:
Blueprints, sap, armor, pistol

Well darn.


Reenforcements arrive 2/6. Bone carved: 6/6. Murder signal 9/12

Check the Shadows, Assassin or Hawkers sheets. Their holdings give them extra coin for the type of score not the plan.


Spider ~ 2:(Consort/Study/Finesse) 1:(Attune/Sway/Hunt/Prowl) ~ Resolve:3 Insight:2 Prowess:1 ~ 0 Harm ~ Stress: 5 ~
Gear - 5/5 Load:
Blueprints, sap, armor, pistol

*does not start building a Whisper with Occultist... or jockeying to acquire the skill himself*

We have a sharpshooter and someone who could feasibly take on a gang single-handedly. I think we're pretty set on the turf on the left, which is a system of alleyways.

Should we lay an ambush? Assault: a blind alley

Should we dissolve local leadership? Stealth: rooftops

Thoughts?


Reenforcements arrive 2/6. Bone carved: 6/6. Murder signal 9/12

Only 8 xp from taking a new special ability!


Spider ~ 2:(Consort/Study/Finesse) 1:(Attune/Sway/Hunt/Prowl) ~ Resolve:3 Insight:2 Prowess:1 ~ 0 Harm ~ Stress: 5 ~
Gear - 5/5 Load:
Blueprints, sap, armor, pistol

I think we should show a public face of charity and general do-good-ery. Shut down the drugs, light up the alleyways, protect local businesses, that kind of thing.


HP 31 (31) | AC: 15 | Saves: Str: +1; Dex: +2; Con: +2; Int: +0; Wis: +2; Cha: +6 | Initiative: +2 | Spell Slots: 2 (2) | Healing Light: 5 (5) | Healing Hands: 1 (1) | Inspiration: [ ]

So we should be the mob?


Male Cutter | Skirmish 3, Prowl 1, Command 1, Survey 1, Consort 1, Sway 1

I'm not sure we're the best-equipped for that.


Spider ~ 2:(Consort/Study/Finesse) 1:(Attune/Sway/Hunt/Prowl) ~ Resolve:3 Insight:2 Prowess:1 ~ 0 Harm ~ Stress: 5 ~
Gear - 5/5 Load:
Blueprints, sap, armor, pistol

I mean after we paint the walls red.


Hound | Hunt 2, Prowl 2, Study 2, Survey 2 | Resistances - I:2, P:2, R: 0 | Harm:1 | Load: Medium

I do like the plan of establishing a positive rep with the less fortunate.


HP 31 (31) | AC: 15 | Saves: Str: +1; Dex: +2; Con: +2; Int: +0; Wis: +2; Cha: +6 | Initiative: +2 | Spell Slots: 2 (2) | Healing Light: 5 (5) | Healing Hands: 1 (1) | Inspiration: [ ]

It will give me a steady stream of test subjects. You have my vote Hutch!


Reenforcements arrive 2/6. Bone carved: 6/6. Murder signal 9/12

Ok, are you guys ready to choose a plan and pick a missing detail?


HP 31 (31) | AC: 15 | Saves: Str: +1; Dex: +2; Con: +2; Int: +0; Wis: +2; Cha: +6 | Initiative: +2 | Spell Slots: 2 (2) | Healing Light: 5 (5) | Healing Hands: 1 (1) | Inspiration: [ ]

I think for a plan, we should go straight ambush. As for the missing detail, I think that we shouldn't know exactly where their HQ is, so claiming this turf could let us gather information to locate their HQ, allowing us to (maybe) end the war quickly.


Reenforcements arrive 2/6. Bone carved: 6/6. Murder signal 9/12

So, the "missing detail" for an assault is "point of attack": Where do you enter the alley system to start roughing them up? In one of the front entrances? From the roofs down? Up through the sewers? Etc. etc.


Spider ~ 2:(Consort/Study/Finesse) 1:(Attune/Sway/Hunt/Prowl) ~ Resolve:3 Insight:2 Prowess:1 ~ 0 Harm ~ Stress: 5 ~
Gear - 5/5 Load:
Blueprints, sap, armor, pistol

Assault: rooftops?

We need to clear those snipers and avoid Murderface.


Reenforcements arrive 2/6. Bone carved: 6/6. Murder signal 9/12

That's a good entry point, but you'll need to deal with Harrington somehow if you want to claim the distribution point. You haven't seen a time of the day when he isn't there, but you can stake out and see when he leaves (or look into the ghost field and follow his footsteps).

His placement under the nexus of steam pipes means that his snipers can get anyone who approaches his distribution point but an enemy sniper can't get a good angle on him without luring him out from his awning.

Don't forget you have two acolytes that you can use for this gig.


Female Akorosi Hound | Attune 1, Hunt 2, Prowl 1, Skirmish 1, Study 1, Survey 1 | Resistances - I:3, P:2, R: 1 | Harm:0 | Load:

I think I have an idea how to handle him. What are the buildings like in this part of Duskvol?


Reenforcements arrive 2/6. Bone carved: 6/6. Murder signal 9/12

This is six towers, so named for the six dilapidated major manor houses in the district. Most of Six Towers' residents live in these houses, converted into cramped apartments.

The other buildings in the district are largely abandoned, one or two story buildings with sloped roofs that interlock make a nest of alleyways crisscrossed with steampipes. There are few working streetlights in the district and the darkness of the alleyways coupled with the squatters who are trying to keep a low profile makes for a perfect location for underhanded dealings. The buildings and streets are largely in a state of disrepair and can be treacherous to navigate in the dark.


Male Cutter | Skirmish 3, Prowl 1, Command 1, Survey 1, Consort 1, Sway 1

If we take out the snipers first we can just rain bullets down on him.


Reenforcements arrive 2/6. Bone carved: 6/6. Murder signal 9/12
Halthar's Voice wrote:


His placement under the nexus of steam pipes means that his snipers can get anyone who approaches his distribution point but an enemy sniper can't get a good angle on him without luring him out from his awning.


Spider ~ 2:(Consort/Study/Finesse) 1:(Attune/Sway/Hunt/Prowl) ~ Resolve:3 Insight:2 Prowess:1 ~ 0 Harm ~ Stress: 5 ~
Gear - 5/5 Load:
Blueprints, sap, armor, pistol

The way I read that is: His placement behind the shield means that his shield generators can get anyone who approaches his ventilation shaft but an enemy x-wing can't get a good angle on him without luring him out from his shield.

And my immediate thought is to destroy the shield generators.

P.S.: Tarnikos is Red Leader.


Reenforcements arrive 2/6. Bone carved: 6/6. Murder signal 9/12

The enemy snipers are unrelated to Harrington’s cover. If you approach by foot the snipers would see you but not Harrington. If you killed a sniper and stood in the sniper’s position you couldn’t see Harrington. But if you eliminate the snipers AND approach on foot...


Male Cutter | Skirmish 3, Prowl 1, Command 1, Survey 1, Consort 1, Sway 1

I can do Antilles.

On a more serious note, do we split this into two operations then? Assault the snipers entering from the rooftops, then assault Harrington from the ground?


Hound | Hunt 2, Prowl 2, Study 2, Survey 2 | Resistances - I:2, P:2, R: 0 | Harm:1 | Load: Medium

Harrington sounds like we will need our full strength to deal with him. counter-snipe the snipers, then taunt him to come out from under cover. Someone with his reputation probably won't cower under the awning during a hostile takeover.

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