Blades in the dark: Servants of Halthar

Game Master Meetch

Characters and crew


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A little self serving, but you say it loud enough to alert Velaris to your plight.

But at the same time, I really want their whole "Duel of the fates" thing to be in the room with the leviathan bone, with whoever bites it (if someone does) dying on the bone, anointing it in blood as they breath their last... Have I mentioned I love this


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 is generally soft-spoken, but when being spoopy like this, he does tend to resonate. I guess it depends on how far away the ritual sanctum is.


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

Attune is risky/standard. Devil’s bargain is that Velaris hears you shouting.


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'll take that bargain. Easier to stab someone in the back when they think they've just saved you from certain death by a ghost attack they themselves caused. I'll trade position for effect again. I don't want to keep them at bay, I want them to flee.
Attune: 2d6 ⇒ (1, 3) = 4
Super glad Resolve is my best resistance...


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

Hutch, the ghosts advance on you. You feel compelled to run away into the night.


Velaris comes out, the greycloak's pistol in hand, and his spirit-bane charm around his neck. as he sees the scene, he asks Hutch, I don't recall you being at the hideout for the ritual. has something gone wrong?


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

Resolve: 3d6 ⇒ (4, 3, 2) = 9 2 more stress? Looks like I'm at 5/9 stress so far.
Hutch grits his teeth and grunts, scanning the foyer for a route around to the sanctum. Then, Velaris walks in. "Tarnikos is in place. I was just... stopping by to check on your progress." He gestures to the ghosts. "Who let the dogs out?"


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

Tarnikos checks his three pistols and the utility knife he'll use to cut the caltrop bags and waits for greycloaks to come round the corner after Hutch.


We are prepared for the next step in the ritual, though I had to use the accolytes to dispose of a greycloack away from the sanctum. Velaris says, throwing Hutch the Greycloak's ghostbane charm It probbaly isn't safe to be here at the moment, perhaps you could assist them.


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

Tarnikos, sure enough they come pouring around the corner. Cutting the caltrop bags is a prowl roll, controlled/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

"Acolytes... yes." Hutch snatches the charm out of the air, then looks at it, as if confused. Licking his lips, he shakes his head and looks around the foyer again, brandishing the charm to ward off the ghosts. "Where would you say they have gone? The appointed time is at hand... -and you're sure you can finish the ritual on your own? This ritual is more important than any of our safeties."

---

A healthier, better-kempt Hutch traces the laundry chute out of the service room where Tarnikos will be holed up. "Mender, when you're done with the distraction, you will need to circle around to the sewers to facilitate Tarnikos' escape. Make sure you have this drain open before midnight."


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: [ ]

Squatting just inside the drain was uncomfortable, and Mender kept glancing at his pocketwatch waiting for all of this religious mumbo jumbo to be over.


I am the prophet of Halthar. with him nothing is impossible. Velaris says A headache forming But if you would activate the spark craft devices at the appointed time, it would not be unwelcome.


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

Prowl: 1d6 ⇒ 3

Not totally happy with the caltrops' spread, but recognizing it will have to be good enough for government work, Tarnikos books it to the end of the alley and gets cover, poking his head out occasionally to see where they are relative to his trap.

Once they get to the caltrops, fire your two shots, then run to the next corner, fire one more, than get scarce.


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

Sorry everyone. I didn't get any notifications on this thread and I didn't think to go looking into it

Tarnikos, the spread of caltrops is not likely to assist you at all. Shooting from concealment is hunt, controlled/standard.

The pack of Greys enter your kill zone, what do you do?

Sanctum crew:

It's nearly time for the ritual. Any last minute actions?


The ritual is prepped. Velaris is just waiting on the signal to begin.

Also, as Hutch is gonna betray him before that, how do we wanna resolve 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

The grandfather clock begins to chime midnight, a baroque melody to precede the struck hour. Hutch follows Velaris into the ritual sanctum, and closes the door behind them.

"What is there left to be done, Blackstar?" The charm has been tucked away, but his hand shifts uneasily on the handle of his pistol. "You said the spark craft devices?" Hutch stays within arm's reach of Velaris.

Hutch is going to wait until he's sure he can complete the ritual on his own before he pulls the pistol on Velaris. I can see Hutch missing vitals and Velaris fleeing, Velaris disarming Hutch, and Hutch fleeing, Velaris pulling a weapon and one or both of them getting injured, or other-Hutch bursting in at the last second, and Hutch blowing his shot on the interloper. Does one of those sound most interesting to you, or should we roll something?


Interesting how in none of these does hutch succeeed.

Proposal: A die throw. on a 1, Velaris saw this coming (aybe Halthar warned him, maybe he's just a paranoid bastard) and he ijures Hutch before Hutch flees. on a 2 they trade injuries and Hutch flees. On a 3 or 4 Hutch shoot Velaris, but misses vitals and Velaris runs. on a 5-6, Velaris is shot dead, and hutch has to explain that to the rest of the cult.

Sound fair?


1 person marked this as a favorite.
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 a player, the drama is more important than the murder, and in fact killing Velaris represents us as a team losing resources. Hutch wants Velaris dead because he made Hutch kill someone, but his Hunt is just 1. If one of our characters' position in the crew is on the table, both should be on the table, and each 'death' should have no more than 1/6 chance. I also think the win condition here is other-Hutch getting killed, the huge ritual taking effect, and the feud continuing.

1 - Velaris is killed and Hutch has to try to complete the big ritual
2 - Hutch is injured / dies / is banished to the shadow realm and Veleris can complete the big ritual
3 - both are injured, have to try to complete the smaller ritual with conditions
4 - Other-Hutch interrupts, Hutch and Velaris get injured killing him, try to complete the large ritual injured.
5 - Other-Hutch interrupts, Hutch wastes the shot, Velaris and Hutch both attempt the small ritual
6 - Other-Hutch interrupts the murder and Velaris thinks Hutch saved him, the two of them can do the big ritual


Okay, fair... one thing... Other hutch was pretty dead, not sure he's as much a threat as you think he is


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

Smart dude, left unattended, aware we're doing a ritual on the Appointed Night? I wouldn't count him out. I know Real Hutch would have been flashbacking furiously... but that's up to Halthar. We've agreed to a roll. If Halthar wills it, so shall it be rolled. If not, we'll figure out a different roll, or act out the sequence of events with regular rolls.


Fair enough.

luck throw: 1d6 ⇒ 1

For the record, when I proposed Hutch die on a 1, I didn't know my next d6 was a 1


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

Hutch, want to resist that consequence?


We are rolling Hutch's table. he proposed, so I roll (kinda seemed the way to do it)... so Velaris is gonna die.


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

My mistake. Velaris, do you want to resist?


Well, that kinda feels like it would sorta negate the point of the luck throw. We went into this knowing our characters might die, and frankly, Velaris deserves it. Besides, I wanna see how Hutch explains this one to the others.


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

Ok! Narrate it out, please!


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

Que sera, sera.

The grandfather clock in the hall chimes the hour, and death follows.

The darkness ebbs from Hutch's vision. The pistol clatters to the floor, smoking. A dark circle grows around the cooling corpse of Velaris. An unhinged laugh echoes through the sanctum. "Blackstar indeed." Hutch grasps, in an unsteady hand, the knob on the spark craft device in front of him preparing to complete the ritual...

Tarnikos can start killing now. What will I be rolling to try to complete the ritual?


Oh, come now, Velaris gets last words at least...

Velaris hears the bang, and is knocked to the floor. he barely registers the pain. Why? he asks weakly, trying to get back to his feet, unable to even raise his arms.


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.

Hutch doesn't look up from the equipment. He's clearly bothered that the shot wasn't enough to finish the profit off. "You had me burn that woman in her home. No one uses me as a tool." Felfiz tugs at his stained cravat and unbuttons his collar. The button hits the floor and rolls under a shelf.


2 people marked this as a favorite.

You know... Velaris chokes, feeling everything go cold and dark By the time I met all of you, I knew it wasn't Halthar he smiles a little as oblivion finally takes him.


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

It'll be attune to complete the ritual, risky/limited because you're not Halthar's anointed...yet.

Pull this off, and that might change.

Tarnikos, it's go time.


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

While Hutch confronts Velaris Tarnikos is fighting off a small army of greycloaks.

Hunt: 2d6 ⇒ (5, 3) = 8 Devil's Bargain?

"Down here, ya useless rats!"


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

Sorry, I don't know how I missed this update! Sure, I'll give you a devil's bargain. One extra die, but you'll generate extra heat for this mission.


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

Done!

1d6: 1d6 ⇒ 3


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 Bluecoats distracted searching for the escaped prisoners, Tarnikos will lie in wait until the clock strikes midnight. He'll slit the unconscious guard's throat, and slip down the nearby drain to escape with Mender." Hutch leans back from the map, scratching the stubble on his chin.

--- In the real world, things don't always turn out so good...

As he works at the instrument panel, Hutch's shadow swells and scatters. The birds circle the room in a panoply of darting shadows.

Pushing myself, Stress at 7, and trading position for effect.
2d6 ⇒ (1, 6) = 7
Aaaaaahh I'm so scared!


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

Tarnikos

Your gun goes off, clipping one of the Greys in the chest, but the others are armed as well. One gets a shot off that connects in your center mass. What do you do?

[bigger]Hutch[/dice]
You can feel the power surge within the bone, pulsing with eldritch power. But...if Velaris was speaking the truth...who lead you to find the Leviathan bone...and what does this ritual truly 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

Flashback

Two children stand in front of a funeral pyre for two adults. They hold hands, neither of them facing the fire. The boy looks up at the birds circling in the grey expanse of permanent twilight.

A man on a goat, adorned in braids and silver coins, stops beside the children without a word.

"What good God wishes this?" The boy's question hits the man like a second shoe hits the floor.

"God's plan isn't always clear to us, but we must carry faith nonetheless."

~~~

Back at the ritual sanctum, with one sort of bell fading to the arrhythmic toll of another sort of bell, Hutch begins to laugh uncontrollably to the point he has to brace himself against the Blackstar's strange equipment.

A timer upstairs is tripped, and a phonograph begins to play some haunting music in a lost language.

A-po-ca-lypse! A-po-ca-lypse! A-po-ca-lypse!


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

Hutch, do you have the book? Specifically the section "advanced abilities & permissions" sub section: "The Forgotten Gods"


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

Nope. I've got my eye on a hard cover copy at my local game shop, but I haven't gotten my hands on it.


1 person marked this as a favorite.
Reenforcements arrive 2/6. Bone carved: 6/6. Murder signal 9/12

When you open your mind to the thought tendrils of a forgotten god, you suffer 1 trauma and become an adept of its cult. You gain access to the following special abilities as veteran advances:

The Closing of the Eye: You no longer suffer terror from the supernatural, and can choose to take only 1 stress when you resist mental, electroplasmic, or spiritual harm, regardless of the result of your roll.

Glorious Visage: You may extend the thought-tendrils of the god from your own mind to those around you, granting them a vision of its formless form. This is a psychic attack that inflicts 3 stress on you and has an effect determined by your trauma level. trauma 1+: all those who can see you must look away and leave your presence, or be paralyzed with dread. trauma 2+: In addition, you inflict level 2 harm (formless dread) to all who can see you. trauma 3+: Instead of level 2 harm, you inflict level 3 harm “Catatonic”. trauma 4+: In addition, you may also focus on one person who can see you and inflict fatal psychic harm “Shattered Mind”.

When you suffer your fourth trauma, you mind is prepared and you ascend to mastery in the cult of your forgotten god. You receive permission to call upon your god to briefly manifest in the physical world and enact its will, at the cost of 6 stress. You receive permission to continue to play your character rather than retiring, with the following restrictions:

You may now heal stress only by serving the will of your forgotten god. Your vice becomes Servitude.

When next you suffer trauma (your fifth), you transform into an avatar of the god, losing your human mind and will as the thought-tendrils of the god fully manifest within you. Retire your character to their dark fate.


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 was going to take Obsessed, but I think Hutch is Haunted, and by more than Velaris' sardonic ghost, as if that wouldn't be enough.


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

Tarnikos has armor.

Tarnikos breathes a sigh of relief as the armor deflects the bullet and sprints back down the side alley. Again, leading them away from Hutch and Velaris.


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 listens to the fighting in the distance, hoping that things wrap up soon. Sounds like that in the city usually attract far too much attention...


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

It's nearly time for the sacrifice. Who is going to commit the murder you intended to commit?


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

Is anyone waiting on me?


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

I'm waiting on Hutch or Mender.


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 isn't anywhere nearby.


I'm a corpse


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 has been holding the escape route. I am still here.

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