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

If you're sure that's what you want to be doing, I'm happy to let you, but this MIGHT be a slight misunderstanding of intentions? If so, I'm also happy to let you both be outside when the fire goes off (though Velaris is still murdering the baker).


I had meant it as an assist action for the outside group, giving them a focus (directly over the flour) that would let them do the ritual from outside.


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

Ok. Did you intend to still be inside when they did the ritual?


nope!


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

Felfiz is wherever Velaris is. He didn't know beforehand if he was going to need help.


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

Ok, the bunch of you watch the house burning. Suddenly, the window to the apartment springs open and the baker screams for help. The flames haven't reached the second floor yet, but they're heading that way and the smoke is getting thick.

What do you do?


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

"My Lord Blackstar... What exactly were you doing upstairs?" The muscles of Hutch's jaw clench, and he clasps wrists behind his back. "Is- is this death... ordained, or personal?" You've never seen doubt show on Hutch's face before.


I had hoped to do this quietly, and thus leave you four blameless. Halthar often makes hard demands, but those are not the burdens of us all, but mine to bear. Velaris says quietly You four should regroup at the chrch. I will remain behind to see the task to conclusion

Important note: Velaris doesn't KNOW that she needs to die, but he suspects it to be Halthars will.

to the woman he says Too much fire. Nothing anyone can do. Make peace with your creator.


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

If anyone is going to help her, now is the time.


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 just want to make sure: was our mission to kill the baker or were there no instructions either way in that regard?


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

Hutch waits in the light of the fire as his shadow re-gathers, then leaves before the bell tolls.

Velaris did not mention murder before, but is saying it's part of the greater plan now.


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

According to Velaris our loud: It’s Halthar’s will. In his head “Eh, it’s probably his will”


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

Tarnikos isn't one to get squeamish when there are deaths that need happening and he isn't one to be skeptical when Velaris says what needs doing. He leaves with the rest of the group.


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: [ ]

Mender is not, on occasion, cruel. He draws the bomb he made from his satchel, activates it, and throws it right below the window. He then turns and walks away.

He makes it halfway down the alley when it detonates.


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

Briar stares at Velaris for a long time, her jaw clenched. Finally, she takes a few steps towards the bakery, but Mender's explosive implement makes her intervention futile. She gives Velaris another heavy look before turning away and stalking into the city, in a different direction that the rest are taking.


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

And we're back to downtime! Well done, everyone. A nice, simple gig...or was it?

Payoff
+2 coin for your offertory

Arson for a dark god doesn't pay super well...

Rep
+1 rep. She's just a baker, but that ghost fire was pretty savage.

Heat
Despite the explosion, this was reasonably well contained. +2 heat
Killing involved +2 heat

Total heat: +4 heat. (That puts you at max heat, better burn that down or your wanted level will go up)

Entanglement
wanted zero, keeping lowest: 2d6 ⇒ (2, 6) = 8
Flipped: Every time Mender tries to visit his apothecary friend Stazia, her shop always seems to be closed. He gently asks some mutual friends and they indicate that she heard about this little escapade and felt the need to distance herself a bit. Something about how she can't "afford to be associated with the Diamonds if she wants to walk through Crow's Foot safely."

You can try to flip her back to your side in downtime.

Downtime actions
Everyone gets two actions. Here's a recap of your current situation and what's going on before you start taking actions.

Current clocks (that you know about)

  • Someone is hunting you. They're getting closer to identifying you, you're getting closer to them too. So far, you're winning. You can work an LTP to lower their clock or work an LTP to discover their identity.
  • Mother Narnya's debt is already paid. How nice. She'll accept additional volunteer hours as an LTP. Each time you fill the clock you'll go up +1 status with The Weeping Lady.
  • There's a big ass leviathan bone that Halthar wants attuned to his service.
  • Velaris developed a ritual that will shroud your actions in fog and cloud the minds of all who breathe it...yourselves included. Some research is needed to develop a way to make your gang immune (study). This can be a mechanical solution (tinker to produce) or an arcane one (attune to produce).
  • You've made no progress on locating the Greycloak's secret lair and the leadership has gone to ground.
  • Malita is trying to find out who framed her
  • NEW Rumor has it that Bazo Baz is paying VERY well for anyone who brings him a young man named Flit Cooper. Cooper was supposed to work at Brumhilda Baz's bakery the night of the fire that claimed her life and her shop, but the Brigade found no sign of him. Baz thinks he may be responsible for the death of his beloved sister, or at least knows who is. Any given group of people looking for Cooper will have a difficult time (You have a 6-clock to find him first) but the odds that SOMEONE will find him is pretty good (there's a 4-clock that someone else will get to him first.)

    Allies and enemies
    Lord Scurlock considers you his agents now. (2 status)
    The Dimmer Sisters are still neutral (0 status)
    The Weeping lady is fond of you (1 status)
    You have a contact in the Red Sashes. They're currently neutral but doing jobs for them will pay in coin and in status (0 status)
    The Grey Cloaks know you've taken some of their turf. It's not war yet, but any more hostile actions may tip that over. (-2 status)
    Halthar is very pleased with your actions last night, at least that's what Velaris tells you.
    You managed to clock on to the Spirit Wardens radar. They don't really know who you are, exactly, but they're still not super pleased with your antics.
    Mateas Kline, a Severosi nobel may have some jobs for you.
    Bazo Baz has not yet heard your names. Pray to Halthar that it stays that way.

    Aaaaaaand...go!


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

    Aaaaaaaaand...go!


    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: [ ]

    Okay, quick question, cause I can't seem to find an answer easily: How much coin should or group have gained in total? I'm trying to determine how many downtime actions I can take, and I realized that I couldn't really find it anywhere.


    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 crew got 3 coin (4- Hutch's pocketed share) last score, and otherwise we haven't been making money as a crew. If no one else used coin (I think at least one other coin was spent) we're at 5 coin.

    The baker's safe was a lost opportunity... Do we have a thief-type?


    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

    Hutch buries himself in his work. He's been writing his flock, and assembling notes about their needs. Before he can leverage this network, he needs to gain their trust. To do so, he needs to demonstrate the network's value, pay it forward, as it were.
    First action starting the LTP clock on the masked conspirators and Hutch's ability to coordinate with other crews.
    Study: 2d6 ⇒ (6, 1) = 7

    I'd like to see how we deal with coin and/or heat before I use my other move.


    Velaris goes looking around the edges of the Lampblack/Red Sash border, and waits for a skirmish to down a red sash or two. he waits on the edges, until the fighting stops and the dead are abandoned, and plants a few items similar to things the bluecoats would have found at the bakery. muddy the waters a little, you know.

    prowl to reduce heat: 2d6 ⇒ (1, 3) = 4

    Later, Velaris goes down to the Black Mastiff, a known bluecoat bar in Charterhall, to mingle with them, and maybe drop some false leads, stuff to get them off the Diamonds. After all, he was a friend. (or at least, good ith social lubricant

    consort for same: 1d6 ⇒ 1

    I tried guys.


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

    Are you sure you want to antagonize the Sashes? Hutch worked pretty hard to establish a contact there.


    Oh... no, I don't. How about one of the Ulf Ironborn's guys, passed out from drink or downed in a scrap. Bluecoats wouldn't look to hard at that I don't think.


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

    Thats better. Reduce 3 heat.


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

    Anyone waiting on me for anything?


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

    Oh it didn't post. :/

    Tarnikos goes to find some of the people working as sources for the mysterious hunter and "encourage" them to change sides.

    Skirmish: 2d6 ⇒ (3, 6) = 9=6

    After that he goes to help address Mender's friend's security concerns in Crow's Foot.

    Skirmish: 2d6 ⇒ (4, 4) = 8=4


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

    Love it, Tarnikos. When your only tool is a hammer, every problem looks like a nail. Though in this case, by hammer I mean "Your huge fists and your scary looking knife" and by nail I mean "fleshy bits meant to keep the blood inside the body"

    Many of the people that you know have been reporting back to the hunter are already on your side, finding themselves sharing information unexpectedly and not really knowing who they were talking to...but you manage to find a gruff Tycherosi bartender named Mezzat that purposefully pointed the hunter to valuable contacts. He doesn't initially want to talk to you, but after loosening his tongue (and teeth), he tells you that the man approached him for information specifically about Felfiz Darner and his associates. Unlike most people who encountered the hunter, Mezzat remembers exactly who it was. He wore the heavy coat and tophat, just as the other witnesses described, but he had a necklace with a large jewel that glowed the entire time they spoke. Mezzat said that the light confused his eyes, but (flicking his split tongue in the air as he recounts the story) he could still taste and smell the man's identity. His name is Aldo Templeton and he lives in a tower block in Six Towers.

    Clock is filled. You have discovered your mysterious hunter. What you decide to do with him is another story...

    Hutch: You literally have no idea who Aldo Templeton is.

    You stand around Stazia's shop, making it very clear that anyone who chooses to not patronize her shop due to her association with the Black Diamonds will suffer horrible consequences. This has...limited effect. The suspicion that you had something to do with Brumhilda's death hasn't really landed on you yet. Stazia has heard rumors and wants nothing to do with you. I'll fill 1 segment of the 4 clock of getting her back on your side.


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

    The crew got 3 coin (4- Hutch's pocketed share) last score, and otherwise we haven't been making money as a crew. If no one else used coin (I think at least one other coin was spent) we're at 5 coin.

    The baker's safe was a lost opportunity... Do we have a thief-type?

    Hutch is correct. The crew had 3 coin from the last mission and received two more coin, for a total of 5. Your coffers can safely hold 4, so someone needs to take one of those coins in their personal stash, or spend one during downtime.


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

    Briar seeks out Montague and redemption. She feels that the direction the cult is taking is greatly straying from her own beliefs and that she can no longer be a part of it. She will not betray them to their enemies, but she will no longer give her help either.


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

    Montague is pleased to see you have seen a better path. For your safety (and his, frankly) he arranges to ferry you away from Duskvol. He covers his tracks well and while the cult knows that you left of your own free will, they do not know who helped you leave or where you went.

    I expect that the cult respects Briar's wishes and does not seek her out. I'd prefer to not have her be an NPC


    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: [ ]

    Downtime Actions:

    Mender will work on reducing the crew's heat, mainly by trying to point the blame at someone else.

    Position/Effect and Devil's Bargain?


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

    Heat reduction is a straight 1-3=1 heat removed, 4-5=2 heat removed, 6=three heat removed, critical=4 heat removed. There's no position or effect in play, just convince me how you're using the action to lower heat.

    Let me know which action you're using and I'll offer an appropriate devil's bargain.

    Also, I just want to remind everyone that Flit Cooper absolutely knows who actually killed Bazo's siser. After everyone takes their action, I'll make a fortune roll and add that to the 4-clock of someone else finding Flit. You have a 6 clock to find him before anyone else. You might not want to let this one slide past.


    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

    As soon as they get back to their lair, Hutch asks Velaris for some of the implements and supplies he used at the bakery. The former cypher has to get out ahead of the investigators without bumping into them, so he takes a magpie dusted in chalk and a fine cover id as a spirit warden, and sets off to find Flit's home and deposit the incriminating evidence in the rubbish heap outside. Once the rag pickers have cleared out--fleeing the white bird, and the slight aura of spiritual attunement--he directs the bird to drop off the supplies among the rubbish, as if they were discarded in haste.
    Attempting to reduce heat or work on a clock to discredit Flit?
    Study/Finesse: 2d6 ⇒ (6, 3) = 9

    I will probably spend a coin on another action, but I'm still weighing options, and what the above roll actually does plays a big factor. I'm avoiding the 'find Flit' clock because I don't know what to do with him once he's found, and would rather Bazo Baz feel like he caught the culprit than have Flit 'disappeared'.

    If the play above is too big for one downtime action, I don't mind missing out on the fortunate roll to do it right.


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

    Felfiz

    That sounds like a 6-clock to discredit Flit. I'll give you 3 marks on it. It's certainly discrediting...but it's not quite damning. Anyone could have planted that evidence.

    I'm not sure what you mean about the cover ID as a spirit warden. Are you dressing as a warden (complete with the mask)? That's a lot harder to accomplish.


    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

    Whatever I could generally accomplish with the "Fine cover identity" in the spider's special equipment, which I assumed was something short of a disguise. The appearance of a white bird is the main 'disguise'. The ID is something to flash if he's stopped, or if there are security stops.


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

    The Wardens have a very specific uniform. I’d let you masquerade as an Inspector.


    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

    Fair enough. The intent is to be scary enough that questions won't be asked, and not out of place digging around a suspicious person's home.


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

    Exactly, Voice. If you can do one thing really well, find ways to always do that to get what you want.


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

    If everyone has completed their downtime actions, please answer your end of session questions.


    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

    With the intelligence gleaned in his earlier work, Hutch sets about coordinating anonymous opportunities: stolen equipment fenced without a middleman's cut, used in a score, and exchanged for services at a shaman's workshop. Dates and watch cycles gathered by one crew and sent to another to secure a book for a third without any of them aware who is helping whom. Hutch works obsessively to grease the wheels of his machine with tiny favors. Unfortunately, it does cost him another pouch of black diamonds taken from the profits of the Greycoat drugs.
    Spending 1 coin to advance the flock clock again...
    Consort: 2d6 ⇒ (5, 1) = 6
    2, putting the flock clock at 5/6? I wish there was a good place on the sheet for clocks.


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

    The notes section is fine. Or you can keep track in your profile.


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

    Whenever you're all done with your downtime turns, feel free to answer your end of session questions!


    I think we're all done with Downtime. if not, we'll set this afterward

    Velaris gets back from his inexpert attempts to throw off the Bluecoats, and promptly passes out in his room. good morning, diamonds. he says, coming down to the communal area well into the afternoon. I've heard Lord Scurlock has a favour he would like from us. a valuable ally to have. and the red sashes want our help with something. and the greycloaks still hold territory near us. Are there any matters I have forgotten, or a preference as to which we attend to at this moment? he says, hoping that giving the others something to do will prevent more attrition. he had no desire to return to life as a solitary servant of a forgotten god.


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

    "A man named Aldon Templeton has been tracking us for a couple of weeks now ever since the whalebone heist. He's asking after Hutch especially. Seems like something we otta look a' taking care of firs'."


    Fist thing is first, and the first thing here is to figure out exactly who they're up against. The Greycloaks are using this to distribute, is it officially owned by them?

    Velaris goes there, and purchases a bottle of laudanum, and uses the "use" area, quietly swapping it for an empty bottle he had filled with water, and spends the better part of the day laying there, pretending to by in a stupor, watching the comings and goings.

    Study: 2d6 ⇒ (3, 1) = 4


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

    The vice den is a back alley dice game, I figured the cult wouldn’t want to run drugs but gambling would be alright. I’ll let you keep the root of the roll.

    It is indeed run by the Greycloaks, though there seems to be far more people working the game than there are remaining Greycloaks. They’re probably just hired hands, not official members.

    In fact, the only time you see a Greycloak all day is when one comes to pick up the winnings. This should be a cakewalk!


    We're screwed

    Looks like a pretty simple job, all things considered. we just jump the loner, and then waltz in, placing them under new management. Velaris says, knowing next to nothing about hostile takeovers.


    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: [ ]

    "They may have hidden security that we should be careful of." offers Mender, who is also unclear on how hostile takeovers are supposed to work.


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

    Tarnikos agrees with Mender and thinks we should also see where the inevitable retaliation would come from. He grabs some local toughs and convinces them to tell him where the greys are.

    Skirmish: 2d6 ⇒ (1, 1) = 2


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

    Tarnikos
    They're local toughs, not local pushovers. Other than the basic information ("They're all over Six Towers. EVERYWHERE!") they don't really give much up.

    If you can really brutalize one of them get more out of the rest, but you'll take -1 with the citizens of Six Towers.

    Everyone else
    Sounds like you're describing an Assault score! What's your point of entry? Once you pick that and call out your load, we'll roll engagement

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