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

Briar, if you want to spend both turns on healing, you can have Mender roll twice. Or you could heal once, vice once. Or heal once, lower heat once. Or not heal at all and spend two turns aquiring gear.


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 leaves to spend time in quiet contemplation with the priest. He waits at the end of the street to see if Briar cares to join him.
Indulge: 1d6 ⇒ 4

In the days that follow, Hutch showcases his lone trained bird around the Six Towers, looking high and low for folk with business that needs quick, brief communications over long distances. This first point could be found anywhere, so Hutch favors fences, information brokers, and the like.
Conspire: 2d6 ⇒ (1, 5) = 6


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

Hutch, I cleared your stress. Give yourself 2 segments on a 4 segment LTP: make new contact.


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

Mender I cleared your two stress from playing with dead bodies.

What else are you doing this downtime?


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: [ ]

Quick reminder, if you do make healing rolls, add 1d6 from me!

Since healing Briar wasn't my downtime action, I will instead work on my long-term project.

Study: 3d6 ⇒ (2, 1, 3) = 6


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

Add 1 segment to a 12 segment clock in your profile!


Aaaand... Velaris watches as Tarky takes care of it. He just notices one of the moonstones gone from his mask... that'd be a pain to replace, but they were free and clear.

Back to the hideout, the cramped hovel the Dimmer sisters had "Generously" provided them. from there, plan, try to prempt, Halthar, delay the migranes.

First things first, to consecrate the bone, and begin attuning it to Halthars will. A bone hewn from a still-live leviathan, attuned to Halthar, would be a great boon in rituals

Just guessing, but this is a LTP?

Attune the bone to Halthar: 2d6 ⇒ (2, 6) = 8

After this, he goes back to the scene, alone this time. he retrieves the sequins, the moonstone, and quietly places a golden bee in the top draw of Cobb's study.

Prowl around, removing evidence, planting false leads: 2d6 ⇒ (4, 6) = 10

and he concetrates a lot of his time on his resolve, drawing on holy and preternatural texts, studying the mysteries of ghosts, demons, and man. spending 1 coin to train resolve


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: [ ]

added clock to profile. As far as the mission goes, I thought we were trying to make money?


I thought we were stealing stuff to use... If that's the case, I'll use the DT action to train resolve more


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

Ok, one turn healing my burned hands, one indulging my vice

Tarnikos stomps into the hideout and almost immediately starts preparing to leave again. He has Mender take a look over his hands, and then immediately leaves to go watch the Coalridge Blackfist pugilists, an underground fistfighting tourney he favors betting on.


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

You guys will have to decide: are you selling the bone or using it.

Tarnikos, roll Mender’s tinker +1d for healing. 6 clears one whole clock.

I’d highly recommend not clearing stress. Because you don’t have a trauma you’re not obligated to indulge a vice, and you only have 2 stress. If you roll a three or better or two dice you over indulge and bad things happen.

You might want to consider if there’s an asset you want temporarily for a mission or if you want to do training.


Reenforcements arrive 2/6. Bone carved: 6/6. Murder signal 9/12
Velaris Kessarin wrote:
Back to the hideout, the cramped hovel the Dimmer sisters had "Generously" provided them. from there, plan, try to prempt, Halthar, delay the migranes.

Quick clarification: Scurlock gave you the hovel. The Dimmers control the territory you’re operating on.


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

Will clear stress for my second turn.

1d6 ⇒ 4

Briar is all for keeping the bone and pleasing Halthar.


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

Once Tarnikos finishes his turn and you all decide if you’re selling the bones and angering Halthar or keeping the bones and pleasing him, we’ll be able to move on to the next score.


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

Oh, good point on overindulging. I'll train prowess then.

Healing: 2d6 ⇒ (2, 1) = 3


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

Oh, good point on overindulging. I'll train prowess then.

[dice=Healing]2d6

Because Mender took Physiker, you can roll his tinker +1d to heal.


Reenforcements arrive 2/6. Bone carved: 6/6. Murder signal 9/12
Velaris Kessarin wrote:
I thought we were stealing stuff to use... If that's the case, I'll use the DT action to train resolve more

Dont forget you have an empty 4-clock to make yourselves immune to your ritual.


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

Has everyone completed their two moves? If so, once you settle on what you did with the bone, we're ready to move along


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 indeed.


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

NPC downtime
Staiza, Mender's apothecary friend hears rumors that a man was asking after a group that vaguely matches your description. She doesn't remember what he looked like and gave him no information, but she felt that she should let you know. Someone is clearly looking for you.

Velaris
You start work Attuning the bone. You've filled three of six segments. Great job!

Does Halthor have a new mission for you?


Velaris gathers the group together, still clutching his head. everyone here knows that means he's had communications with Halthar. Halthar has plans for us, and for that bone. but for those plans, we'll need space. space we don't have. and We'll need coin, coin we don't have. we rectify those two, and then We'll learn the next steps He says Halthar had given him the broad picture, left the fiddly details to him and the others... they needed a name. Velaris and the Constellations? maybe the Pleidine order? he'd raise the issue later.

So, who's got a proposal?


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

To give you a little guidance: You can run a score on another faction or a citizen to steal some stuff and sell it for coin or beat some people up and take their money or steal valuable information and blackmail someone or threaten to do any of those things unless someone pays you to not do that. Or you can go to Mateas Kline and see if he has any jobs for you.

You can also claim some holdings in Six Towers. The easiest ones for you to snag are the ones surrounding your lair: two pieces of turf (help you advance in tier faster), the offertory (+2 coin for occult operations) or the sanctuary (+1d to Command and Sway on site). The turf is held by the Grey Cloaks, (tier II/weak), the offertory and sanctuary are both held by The Weeping Lady (tier II/strong). You'd have to do a score on any of those locations to claim them. For what it's worth, a social score to negotiate taking the spaces over is a completely valid solution. You don't need to go in and beat people up or break in and change the locks in order to claim holding.

EDIT: The weeping lady is tier II, not tier III. That'll make things much easier to interact/assault them


2 people marked this as a favorite.

I'm down for a soiree, besides, if it fails, we can always go to plan B (lots of murder!)


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 sitting in one of the dusty velvet lounge chairs, facing the fire pit. "The Weeping Lady is always seeking mourners to participate in her wakes and seances. Those of you with some facility in contacting the other side might join me? She has a warded mortuary under some flats which we might persuade her to part with... The area has been a little hot for her, what with the greycloak thugs prowling about. I may have other ways of securing the area, should our performance be insufficient." It's not clear if or how Hutch actually has this information.

The sanctuary gets my vote...


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

Briar looks a bit uncomfortable at Huthch's words. She feels that her incapacity to "contact the other side", as he puts it, is a bit of a personal failing. Perhaps if she were more attuned to the spiritual lie, Halthar may talk to her directly, like he does to Velaris.

She sits cross-legged on the other side of Hutch, on a large cushion misappropriated from one of the sofas, stroking Simon. "I have no such facility, but I can guard the place, in case the Grey Cloaks get any ideas. If you're talking about that place near Blasted Tree Plaza, it has some nice elevated spots I could watch from, put a bullet in anyone causing trouble."


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

Tarnikos comes in, unshaven and looking like 2 miles of bad road as usual.

"I'll stay on Grey Cloak patrol too. Nobody wants me trying to persuade people of anything. I'll go on walkabout and come help when the cat meows or something."


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

People without strong social abilities can also do flashbacks to provide support actions or spend 1 stress to add +1d to someone else's roll, in case you're feeling left out. You're negotiating with a kindly old philanthropist. This should be a milk run...

You should decide if you're going Deception or Social so we can fill in the missing pieces. And don't forget Gather Information! That could come in handy for this score.


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'm only mostly sure how Gather Information works...

Hutch stands in a dark alley behind a tall and well-kept property. A circling magpie whistles and beeps like the detectors at Duskvall's gates as a servant enters the alley through a door. She's carrying a hamper full of laundry. A small shadow darts in and out of her own.

"Jennah." When she reaches him, Hutch follows.

Jennah moves the hamper to her other hip. "Felfiz."

"The maize farmer went to see the dentist last week. Says he's lost a ton. There wasn't any blood, but he ended up short of breath. The family has been whispering from the loft."

"What's maize?" The woman spits.

Hutch runs his tongue across his teeth. "Not part of the bargain, but you've been less of a pain lately. Your people call it corn."

The shadow circling Jennah hovers in place. "Delightful..."

Consort: 2d6 ⇒ (2, 5) = 7
Where is the leverage here?

between the lines:
Jennah is a servant in the Weeping Lady's house. She and Hutch are in a cursed compact to deliver each other information. It's Hutch's longest-running compact. They drop in on each other from time to time. They can word the information however they want, and the other has to deliver something equally valuable to the recipient, again, worded however they want. The only way out of an open-ended agreement like this is for one of them to kill the other, or break the compact and nearly die. Hutch hasn't killed anyone personally.

How does that sound?


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

This is wonderful, and awful convenient that he has a spy in Mother Narnya's house. Has he had dealings with The Weeping Lady before, or has Jennah fallen on hard times and is now staying at the shelter until she's back on her feet?.
Also, quick point: The Weeping Lady is the name of the shelter/charity "The Arms of the Weeping Lady" is their a homeless shelter in the ruins of an old opera house, so named for the statue of Lady Devera, the wife of Doskvol's first Lord Governor. The Weeping Lady isn't a person. It is run by a woman named Mother Narnya.

Jennah tucks her hair behind her ear. I know what you're hoping for, but you're not like to find it, not from Mother Narnya. I know, I know, I know exactly how naive I sound. But she's the real deal, Felfiz. She believes in helping others, that's what drives her. I'd know by now if she was up to something sinister. No drugs. No whoring. Nothing. The only thing she cares about is helping others and the only thing she respects is compassion and mercy. She's...she's something pure. Whatever you have planned for her...don't. Just leave her alone. Let there be something pure in Duskwall. Just one thing.

She shifts the hamper back and continues down the alley before calling over her shoulder. I wish someone had told you the same about me, long ago.


Velaris goes to the shelter, chronically understaffed as it was, looking for a chance to scope out the situation. he was a Dukes son, with the seal to prove it, surely they wouldn't turn him away.

once he had obtained a position (likely simply a night warden, or even a custodial position) he will spend a few days quietly noting the players and their positions

Study mother Narnia's shelter: 2d6 ⇒ (2, 4) = 6


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

The shelter has a steady flow of people coming in and out. Most are only there for the night, but a few are there for a few days. There are two rather large gentlemen by the door but they don't appear to be hassling anyone. It's more likely that they're around to discourage trouble instead of restricting access. The grey cloaks seem to be keeping a wide path away from the shelter. They seemingly won't even walk past the building.

Edit: I missed that you were actively working there. The two guards are named Symon and Wrack. They're devoted followers of The Weeping Lady and they'd give their lives to protect Mother Narnya and the people they serve. The other people volunteering at the shelter seem to be equally dedicated. There seems to be almost no trouble at the shelter, no fights, no theft. It's...eerie, to be frank.


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 uses his contacts to ensure she only gets work (or her best opportunities for work are) near him. (-or some other reasonable means of keeping tabs on her) Mother Narnya's involvement is what's incidental.

I do like that this means I don't know why the information about Cobb was useful to Jennah, only that it was.


2 people marked this as a favorite.

was that a "corn on the Cobb" pun?


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

Whenever you feel satisfied that you have enough information, pick a plan and give me the missing detail.


Reenforcements arrive 2/6. Bone carved: 6/6. Murder signal 9/12
Velaris Kessarin wrote:
was that a "corn on the Cobb" pun?

Oh, now I get it!


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 returns after talking to Staiza and gathers the group, saying "It appears that someone is trying to gather information on us. A friend of mine informed me that someone approached him asking about our group. Not to fret, he didn't reveal anything, but it is troubling. You should probably check with your contacts to see if any of them have had people reach out."


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

Briar
You spend some time tailing different staff members of the Weeping Lady and discover that Jennah has been meeting with Cobb after hours. Might not be useful for your purposes for this score, but it bodes poorly for you that someone close to you has close dealings with a former score.

Anyone else for GI or are we ready for the engagement rol?


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

I'm ready to roll.


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

Excellent! What’s your vote for plan type (I know people are leaning toward social but deception is also an option) and do you have a suggestion for the plan detail?


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

Is there somewhere that explains those templates in more than one word? I'm not sure what is needed to detail a 'connection' for a social plan.

Our objective is to secure a location. I'd prefer not to deceive Narnya, but for what reason would she give us her sanctuary? Is she looking to get rid of it? are we competing against other crews in a silent auction? Are we manufacturing a reason for her to leave? Are we stealing greycoat uniforms and trashing the place? If we want to just walk up and ask, are we doing it on her daughter's sixteenth birthday?

Also, Re: Huntress Briar: if we were/are doing something violent, Hutch wouldn't even physically be there, but roll a bunch of flashbacks to keep people out of trouble instead. In this, less violent score, a hunter could, say, put pressure on people before the score to prevent them from getting in the way. Pressure round about the kneecap area?


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

That’s a great question! Social plan would be a negotiation, bargaining, pursuading. Going in and asking for the space, trading service for the space, trading coin for the space or convincing her to give you the space.

Deception would be lying about why she should give it to you, what you’ll use it for etc.

Most of your suggestions are deception-based, but there are some openings for social. Your gathering information rolls gave you some hints toward that. They also may have pointed you to what plans are especially effective.


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

Rerolling Prowl to shadow Narnya's employees after hours.

2d6 ⇒ (4, 1) = 5


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

Briar
Reconning your prior roll

You spend some time tailing different staff members of the Weeping Lady and discover that Wrack is moonlighting for the Greys. Might be why they leave the shelter alone...


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 continues his work while waiting on the results of the investigation.


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

Does Mender have a suggestion for plan type or detail?


I vote social, some nice mingling, an offer to take that old offeratory off her hands, put it to good use...


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: [ ]

given the suggestions bandied about, I would probably vote for a social 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

Hutch descends the stairs as Velaris is crossing the smoking room. "My Lord Blackstar. If I may." The towering man cuts a measured bow, appropriate for a tradesman deferring to a noble. He notes a fellow crew-member sitting in the shadows. "Much as I think we have all considered how best to divest Lady Narnya of her property, I believe our best approach, with your approval, is sincerity. Our Mender needs space to ply his trade, and the means to fund his noble research."

Random concession: we switch to the Offertory? I can see a more sincere pitch for Mender taking over a profitable establishment where he can "process bodies". An asylum, maybe? I dunno. I don't really understand who determines what the target location actually is. That's where I think our interests best intersects with the Lady's. We go, he does a doctor demo with that 3 in Study, she's blown away by how good a doctor he is, we're 'left in charge' of the place.

Also Hutch is trying to prod someone else into leadership.


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

I agree that the offertory doesn’t have to be a literal offertory. Anywhere that you can make extra coin from an occult job. I’d buy your suggestion. Same goes for the sanctuary. It’s not about what it was. It’s about what you turn it into.


We aren't in Tycheros, and "my lord" is't the proper method of address for a duke's son in any case. But I'm inclined to agree, the lady seems eminently reasonable. He considers getting out his old regalia... some of it might fit Mender, if the man doesn't have something without bits of corpse on it. Oh yes, and for the last time, I'm not in charge, just the poor bastard with a god stuck in his head.

Velaris is emphatically not in charge.

Velaris gathers the group around him Okay, gentlmen, lady, we have our in! Narnya is throwing a fndraiser soon. everyone put on nice clothes, the Church of Celestial splendor will be making a very public appearance.

That an okay connection? do we decide the missing detail?

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