Blades in the dark: Servants of Halthar

Game Master Meetch

Characters and crew


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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: [ ]

"Other than perhaps some physical labor to help lift and clean things, I shouldn't see a need to ask for resources."


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

Ya’ll are 3 segments from closing the clock, but imma need an action roll.


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: [ ]

What would a devil's bargain be?


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 can pull out blueprints. That's in his inventory. What would it take to turn that into a roll? Show her somehow that we've considered the costs?


Reenforcements arrive 2/6. Bone carved: 6/6. Murder signal 9/12
.Mender wrote:
What would a devil's bargain be?

I can give you -1 rep with the Dimmer sisters for +1d. Don’t forget that 2 stress can do the same thing, and one stress can add +1d to Hutch’s roll instead if you can justify how you’re helping.

Hutch, that can give you fictional positioning for a risky/standard consort roll or a risky/greater sway roll or you can trade position for effect for a desperate/greater consort roll and finish things here.


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: [ ]

Why don't you go ahead and roll Hutch, and I'll take a stress to give you a die.


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

Mr. Darner pulls a rolled up set of blueprints from his coat pocket. "If it would settle any concerns, I could go over our cost estimates. It would be good to have a keen set of eyes check my numbers."
Sway+Help: 2d6 ⇒ (1, 4) = 5


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

Your preparedness sets some of Narnya’s concerns aside...but you are perhaps a little too prepared, a little too eager to claim a somewhat dilapidated space. The fact that you have blueprints to her building is off putting.

What do you do?

Filling both clocks

Outdoor team
The conversation is starting to wrap up. If either of you intend to do something, now is the time.
Tarnikos, if you’re nervous about your prowl ability, don’t forget you can push yourself for +1d. Then you have 50% chance of success.

Also remember you can push yourself to trigger your special ability and fight all three at the same time.

Same goes for you, Briar. Push yourself for your special ability to put a bullet into Wrack’s throat from across the street or lay suppressive fire to make them stay put until the good doctor gets what he came for.


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

The Grey Coats were despicable - preying on the people they had once sworn to protect. And that weasel Wreck, working with them behind Narnya's back. Briar aims carefully at a point a few inches from Wreck's head and squeezes the trigger of her rifle. She didn't want to kill him, only send a message.

Hunt, Sharpshooter: 2d6 ⇒ (4, 5) = 9


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

Briar, you’re just a little out of range to put a bullet exactly where you want it to go, unless you push yourself. Without that this is a desperate action. If you’re pushing, you can add 1d or increase your effect to greater.

Also, Hunt is for attacking from range, not intimidating people. You’ll have limited effect (but if you push for that extra range you can bump to standard.)It sounds like you’re trying to command him with a warning shot? If so, that’d be standard effect.

Oh, I see you called out Sharpshooter. How else are you using the push?


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

I'm confused. I thought that using Sharpshooter was increasing my range/accuracy. We could go for covering fire instead, if that fits better mechanically.


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

No, that was my mistake. I missed that you were using sharpshooter. When you push you spend 2 stress and you can increase your effect (to standard) or roll 1 extra die. Your choice.


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

Increase effect, please.


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

The bullet wizzes past Wrack’s face, burying it into the brick next to him. The two grey Cloaks go running, but Wrack traces the path of the bullet and the sound of the shot, looks up and makes eye contact with you both. He draws a crossbow and starts to charge toward you, zig zagging as you go.

What do you do?


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

Tarnikos pulls a knuckleduster out of his pocket and climbs down.

"I guess we're not going to try to eavesdrop then. Suits me fine."

Once he and Wrack are in punching range he grabs him and starts throwing punches.

Skirmish: 2d6 ⇒ (2, 6) = 8


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

Briar aims another shot at Wrack, but this time she's not pulling any punches. The scum can talk with a shattered knee, right?

Hunt: 2d6 ⇒ (4, 3) = 7


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

Outside
Between the knee shot and Tarnikos’ right hook, Wrack is downed. But...while this isn’t a great area, it’s not a terrible one. All this gunfire is drawing a little too much attention (+1 heat).

What do you do with him?


Narnya Velaris says, joining the conversation. he had met Narnya once or twice, not much but brief "Hello, how is this wing of the shelter doing, do you need anything? more soap, do we have enough blankets, do tell them that I'm very sorry, but eels are what we have at the moment", but Velaris comes from a place where 2 brief meetings can make a court-friend. I see my associates have already had an opportunity to speak with you. I thought you and Dr. Snopes would get on well, like you he's very dedicated to his work. he leads her slightly away from the others, gently signaling for them to back off just a bit.

I thought you might need rescue. Edwin is brilliant, but he does get rather caught up in his pet projects. I'm sorry if the man came on a tad strong. He pauses, lets her tell him of the encounter, lets her raise the subject of the old house.

ah, yes, he and Felfiz have been looking for a work space for some time. If you would prefer I deliver the bad news, I will. Or if you would rather work out the details with someone less... he trails off, letting her answer

stressing myself

Sway Narnya: 1d6 ⇒ 6


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

Velaris salvages things when things are looking dicy. Narnya is swayed and agrees to sign over the deed (A paper contract shall suffice Mr. Darner. I’ve seen Jennah’s shadow when she thinks I’m not looking...) if Mender does some volunteer work.

Of course, there is a bleeding man just outside. That might sour things of you’re not careful...


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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: [ ]

Sour things you say, a chance to show off how awesome I am at physiking says I =P


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

Indoor team
Narnya concludes her business with you. Wrack will show you out. she says, and then realizes that Wrack isn’t around. Oh well. I suppose I’ll escort you myself.

Outdoor team
From across the street, you hear the sounds of voices approaching the front door to Narnya’s home. You have only a few moments to deal with Wrack.

What do you do?


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

Tarnikos grabs the unconscious Wrack and hauls him into the nearest alleyway, hiding him behind some refuse.


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

Tarnikos
You drag him into the alley before Narnya comes out. You now have a barely conscious bodyguard. Do you want to interrogate him (which would require a desperate action), bind him or execute him (which would not)


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

I just want to restrain him.


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

Easy enough. He’s tied up in an alley. If that’s all you’re doing with him then it’s time for downtime. If you’re taking him with you...


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: [ ]

"Thank you for your hospitality. I had a lovely evening." says Mender as he bows respectfully.


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 bows, "May all our encounters be as mutually beneficial as this one."


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

Yeah, I guess we DID just get an offertory. May as well use it.

Tarnikos considers what to do with his newly restrained prisoner, and decides to give him to Halthar. He waits for the socially-inclined members to take their leaves, then finds Briar.

"I'm thinking we can make an offering to Halthar out of this little snafu. Wanna see if we can get a cart to hide him in?"


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

Briar gives Tarnikos a puzzled look. "An offering... to Lord Halthar? What do you mean?"


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

Tarnikos looks at his feet "Never mind. I don't know what I was thinking. Let's get him out of here."


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

Tarnikos, if you're lugging him away, it'll be a desperate position. What action are you using?


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

Sorry, real life has been difficult. Let's do this quick and dirty.

Tarnikos grabs him and hauls him to the nearest waterway, dumping him after quickly killing him.

Prowl: 1d6 ⇒ 4


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

The chimes of Bellweather echo across the city and already you can hear the cries of the corpse birds.

Much later, your secret enemy encounters this corpse...and gets closer to uncovering your identities.


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

Downtime!

Payoff
-1 coin from devil’s bargain, 0 rep. +1 status with the Weeping Lady.

Heat
0 base heat
+2 for murder
+1 for the gunfight on a city street

Entanglement
Entanglement, wanted level 0: 2d6 ⇒ (1, 4) = 5
The usual suspects. Someone nominate a friend, ally or vice purveyor for interrogation or bribe the Blues 1 coin

Downtime activities
Let me know what you’re doing!


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

Hello? Is there anybody out there?


I don't really have anyone to offer.

the Next day, velaris excuses himself, and heads for silkshore. Madame tessylyns, to be exact.

Good afternoon, madame, how are you, how is business, is my usual room available? oh lovely, have those new pipes and herbs come in from Irruvia yet? no, mores the pity, well, hopefully they will be soon. He has a brief conversation, before proceeding to drink himself into oblivion.

indulge: 1d6 ⇒ 6

whelp, We should sort out his overindulgence before he does his second thing


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

Velaris

You get to choose:

Attract Trouble: Select or roll an additional entanglement.
Brag about your exploits. +2 heat.
Lost: You vanish for a few weeks. Play a different character until this one returns
from their bender. When you return, you’ve also healed any harm you had.
Tapped. Your current purveyor cuts you off. Find a new source for your vice.


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

It would be Hutch's coin to spend. Do I need to do something to fence the jewels?

Hutch works his contacts, and trains his bird, narrowing down the pool of potential customers. "Unlike conventional carrier pidgeons, a magpie can deliver to multiple destinations, even travelers."

Consort: 2d6 ⇒ (1, 6) = 7


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

Briar visits Montague again, seeking some solace in the worship of Halthar. Unfortunately, the Severosi priest has heard some rather nasty things about the people that Briar associates herself with. He tells her that this is the last time he will perform the rites for her and in the future she needs to go someplace else.

She returns to the hideout in a sour mood, using the remaining time to rest and completely recover from her injury.

Indulging: 1d6 ⇒ 6

Mender, can you please roll (on my turn) for some heals? Thanks!


Reenforcements arrive 2/6. Bone carved: 6/6. Murder signal 9/12
Felfiz Darner wrote:
It would be Hutch's coin to spend. Do I need to do something to fence the jewels?

Nope! When you take control of the trusted fence holding you’ll make more, but it just...becomes coin. When you say “it would be Hutch’s coin to spend do you mean the -1 coin or the Bluecoat bribe for the entanglement?

The cleverness of the system impresses Mylera Klev, leader of the Red Sashes. +1 status with the Sashes. She can use some operatives with your skills for some activities in Crows Foot. She’ll have a steady supply of gigs if you ask.

Complete your LTP clock. You now have a new contact. The more work you do for the Red Sashes, the better your status will improve with them.


Reenforcements arrive 2/6. Bone carved: 6/6. Murder signal 9/12
Briar Barb wrote:
Briar visits Montague again, seeking some solace in the worship of Halthar.

You go a bit overboard too. Choose:

Attract Trouble: Select or roll an additional entanglement.
Brag about your exploits. +2 heat.
Lost: You vanish for a few weeks. Play a different character until this one returns
from their bender. When you return, you’ve also healed any harm you had.
Tapped. Your current purveyor cuts you off. Find a new source for your vice.


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:
Nope! When you take control of the trusted fence holding you’ll make more, but it just...becomes coin. When you say “it would be Hutch’s coin to spend do you mean the -1 coin or the Bluecoat bribe for the entanglement?

The -1 coin from the devil's bargain.

A man of his word, and not one to leave a companion to pay the bill, Felfiz takes on some clerical duties for Lady Narnya.

Study: 2d6 ⇒ (2, 6) = 8


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

This is the volunteer hours?


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

Yes. Narnya's nice list. This won't be the last property we need from her,
so getting in her good graces is a priority for Felfiz. I can roll something else if she wouldn't let him near her paperwork.


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

Nope, that’s fine, I’ll update the clock.


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 will spend one downtime action fulfilling his duty to Mother Narnya, and the other healing Briar

Study to work on Briar's Clock: 3d6 ⇒ (2, 4, 2) = 8


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

Recovery is a tinker roll, not study


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: [ ]

Tinker, like I said: 2d6 ⇒ (2, 4) = 6


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

Tarnikos builds trust with Narnya for the group as well, helping with construction and repairs.

Tinker?: 2d6 ⇒ (3, 6) = 9=3


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

Mender
Sorry Mender, I spaced out. Healing rolls are in Briar’s move, not yours. If she wants to use one of her turns to recover, your roll stands and she’ll add 3 segments to the healing clock. But you still have both your downtime turns. Narnya would want you doing healing so that’s a tinker roll.

Tarinkos
It’s great that you’re helping out, but if you don’t have a skill to contribute, you might be better off spending your turn(s) training or maybe counterinvestigating the mysterious man who is hunting you.

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