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

The bullet richochets harmlessly. What do either of you do next?


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: [ ]

After creating the explosion, Mender pulls back to the rally point and keeps an eye out for ravens.


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

After seeing Hutch is ok, Tarnikos runs forward and kicks the gunman in the mouth.

"AAAAHAHAHAHAHAHAHAHAHA!"

Skirmish: 3d6 ⇒ (4, 3, 3) = 10


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

Tarnikos, your foot connects with the gunman's mouth, but he grabs your foot and brings you down with him. You're both tangled on the ground, but he might get the upper hand.

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

What's sneaking up for a sap versus drunken monkey grappling as far as action, position, and effect?


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

Sap is controlled/limited (if you're making sure you don't hit Tarnikos)
Sap is desperate/standard (if you don't mind if you hit Tarknikos)
Drunken monkey grappling is risky/standard


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 spins into the fray, tapping the Greycloak on one shoulder and flipping over to catch his swinging arm.

Finesse: 2d6 ⇒ (2, 6) = 8

Hutch tears the sleeve away, twisting it and wrapping it around the Greycloak's face, dancing back around to try and haul him off of Tarnikos with the leverage the sleeve affords...


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

He lifts easily off and away. What do you do with him? You’ll have controlled position while he’s wrapped.


skirmish: 2d6 ⇒ (3, 1) = 4 Frickin' Yay


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

Take XP

Bad Hutch is just too fast for you. You lunge at him from behind and he fires his pistol into you.

Take Harm 3: Gutshot.


Pox ridden Whorespawn Velaris grunts as the bullet bounces off the armour he hid in his jacket. he had more expected to use that to deflect shards of Leviathan bone, on the chance of a miscast ritual. Really didn't want to have to use armour, down to 3 load, he throws another knife, this one aimed at the shoulder of A*&*@#@ Hutch, before darting forward to drive another one of the knives into his gut. just for recordkeeping, wht is the position/effect of attacking a guy with an unloaded pistol? if it is risky, I'll trade position for effect. twice if it is controlled.

Skirmish, which is only 1 die, actually. mea culpa: 1d6 ⇒ 5


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

It's risky/standard

Your thrown knife catches his shoulder and it throws him out of position. Your stronger knife jab misses entirely. He moves to grapple you, but you have a moment to do something before he's caught you.


Velaris drops to his knees, and brings his knife up, this time at his assailant's groin.

1d6 ⇒ 6 About friggin' time.


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

Velaris!

Tarnikos runs after the gunfire from bad Hutch, roaring furiously.


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

Velaris is back at home.


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

Velaris, you score a devistating cut to his midsection. He stumbles backwards, blood seeping from his upper thigh.

Awww...f$%* he exclaims, and passes out.

It’s still too early for the coordinated murder, and if he dies you’ll have Wardens on your head.

What do you do?


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

Oh god that's right.

Tarnikos waits to see what Hutch wants with his prisoner, hoping he'll just have Tarnikos put out his lights.


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

"Would you mind doing the honors? I'm running out of time. We need to get you somewhere defensible. It sounds like Mender has their attention."


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

Tarnikos puts him out with a series of heavy-handed punches.


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: [ ]

Meanwhile, Mender is waiting at the rally point for injured.


Velaris uses one hand to put pressure on the wound, and the other to drag him back to the sanctuary.

Would either of you please bind his wounds? Him dying just now would do us no favours. (assuming I don't need to roll to get one of them to put a bandage on it and hope)

the interlopers dealt with Velari takes up the silvered knife once more. the constellations must be dome before Hutch is

skrimshaw: 3d6 ⇒ (2, 2, 1) = 5

is there room in the plan/ritual for a human sacrifice, or are we just trussing him up ad giving him to the hagfish later?


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

Good Hutch can answer that. This is his plan.

Luck for Bad Hutch’s survival + rudimentary medical treatment: 2d6 ⇒ (6, 2) = 8

Bad Hutch is stable for now, but that may change at any time. Mender could help more. Or you can dump him away from your lair as to not attract the Wardens when he passes.

Velaris, your hands are shaking from the adrenaline of the fight. The skrimshaw is slow going, especially now that you’ve lost your assistants. This little distraction has cost you a fair amount of time. You might not finish before midnight.


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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 has given no indication that any deaths should occur at the hideout, but he's definitely planning to try to kill Velaris.

I'm not entirely sure what I'm allowed to do at the jail house. I'm hoping to put Tarnikos in a defensible position with an unconscious guard to wait out midnight. What are things I might be able to do to accomplish that?

Mender's role is to make as much of a prison break happen as he can without getting killed.


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Wait, what?


If he will last the move, would you two be willing to dispose of him Velaris says Leave him in that homeless camp and rip the bandage off, or feed him to some hagfish, or just toss him in a canal. and be back as fast as possible He says

command hirelings?: 2d6 ⇒ (1, 5) = 6 that's a 1... there's a very real chance Hutch won't have to go to the trouble


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

The underlings give a curt nod and drag bad hutch away. It's...it's really anyone's guess what will happen next. Probably nothing good.


Anything else to deal with, or am I back to skrimshawing?


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

As far as you know, everything is OK with the body, but you're way behind on the skrimshaw


Skrimshawin' like a madman: 3d6 ⇒ (4, 1, 2) = 7 can I get new dice


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

Velaris, you carve as quickly as you can, but it's just not enough. Without your Acolytes , you don't think you'll finish in time.

What do you do?


sooo.... what would the position/effect be on, say, using compel to make The Ghost's help me... and what would the devil deal be?


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

Desperate/standard. The devil's deal is that regardless on if they're successful or not, the ghosts will have a boon they require of you (to be discussed at downtime.


Velaris steels himself. he hadn't wanted to allow ghosts into the sanctum, but the Greycloaks had forced his hand.

Hear me, spirits, and obey, for tonight the great Halthar has need of you.

Compel: 4d6 ⇒ (2, 1, 6, 4) = 13 Taking the deal


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

The ghosts swarm around, carving and chipping at the bone.


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

The bone is now carved and it's close to midnight. What else do you need to 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

Back in the planning huddle, Hutch points at a room on the blueprints. "Once here, I depart. The only ways in or out of this room will be this steel door, and your escape route. Mender will have the prisoners flooding out of the broken wall by then. I, meanwhile, will make haste back here to ensure the ritual completes properly."


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

"I'll cover your escape then. I can hang a few bags from the lamps filled with caltrops and cut them open after you pass. Anyone who gets by that I can probably pummel and run away from in a different direction."


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

Tarnikos, give me one stress for that flashback, but I'll let it act as setup to improve position of any finesse rolls Felfiz makes while returning.

Felfiz, how do you return to the sanctum?


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 follows Tarnikos' caltrop traps back out of the jailhouse in order to return to the alleyway where he tied up his borrowed riding goat.

~~~
Hutch stands before a group of masked conspirators, his mouth moving, but there's no sound. He puts a map out onto the table, showing four points distributed across the city. When the perspective returns to the Flock, it's a different group of conspirators. The perspective returns to the map, now with a different set of points.

The perspective pulls back, and the map is on an easel. There are several maps drawn on tissue paper clamped to the easel, and a stray wind catches them. Each layer places another set of points on the map, and a final sheet lays two common constellations traced out between the points, leaving a few points out. The included points were the ones shown to the Black Diamonds, it it's not the last map. The perspective turns to the back of the easel, where another map, and another constellation is traced. This configuration includes all of the points, including an extra point at the hideout. This huge constellation is of Poleijon the Usurper.


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

This is so gloriously messed up. I’m glad both parties are ok with this.

Hutch, as you race through the streets, you notice three Greycloaks racing to the jail to reinforce their position. They haven’t seen you yet, but they will soon.

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

Mender had his easy out, and Tarnikos had his escape route. They only needed to hold the jail for a few more minutes... Hutch grips the reigns close to Bucephalus' neck, using the loose end in his other hand to goad the goat off the road and up the side of the slapdash architecture of the six towers. It wasn't subtle, but it would make him hard to follow, and would cut his route in half.

All the while, Hutch strains to listen for bells.


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

That’s a risky/limited finesse roll, but you’re welcome to trade position for effect.


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

Git dem Desperate rolls! Trading for Desperate/Standard, and pushing myself for 2 more Stress. Stress and XP marked on the sheet. 3 Stress as of posting...
Finesse: 3d6 ⇒ (2, 5, 6) = 13
Using the deeply ingrained skills of his goat-riding bandit clan, Hutch scales the towers, dancing across rooftops...


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

Take a prowess XP

You skitter across the rooftops effortlessly, avoiding (but not waylaying) the reinforcements.

You arrive at your lair to see the door’s been kicked in. What do you do?


There's time left, before the influx of energy would begin the next phase of the ritual. he double checks he sparkcraft devices, and applies oils to the bone, before sitting down, and taking a breather until the signal arrives.


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

"Dammit, Velaris, stick to the plan." Hutch ducks through the doorway and dismounts in the foyer, drawing a sizeable pistol as the goat clops to a stop.

Cautiously, Hutch works his way down to the ritual sanctum, eyeing the large grandfather clock at the foot of the stairs.


He also probably sees some desiccated greycloaks and ghosts who've just had a very nice meal.


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

Would be perfect if Hutch got killed by ghosts, having a spiritbane charm on his sheet and no load, and Velaris never even notices.


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

About that...

Hutch, as you move into the entry hall, you do encounter ghosts. They’re moving toward you, and you feel an overwhelming urge to flee in terror.

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

Hutch sets his jaw, and his shadow rustles restlessly. "Unfortunately, my friends, this soul is very much accounted for..."
I'm thinking Attune... What's the position/effect, and does anyone have a good Devil's Bargain here?

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