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: [ ]

"That would be the most expedient way to do it, but it lacks the certainty that he died; plus, if we are going to engage in offensive actions with another local organization, then we should have a few more moves set up first. It's like in chess, where you want to try to be several moves ahead of your opponent, and since we have the element of surprise, we'll want to maximize our advantage from it."

Mender things for a moment, then says "Are there any other organizations that we can pin our initial attack on that we wish to embroil in a war with the Grey Cloaks? That way, we can get each group to expend resources battling each other and use this cover to progress our own agendas."


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

Quick clarification: the battlefield here is all outdoors. The territory you’re fighting over is the maze of alleyways outside of unrelated homes and businesses. Harrington and the day’s worth of drugs are in a dead end alley under a network of steam pipes. Setting the building around him on fire might chase him away but you’d both hurt innocent people and damage the territory you’re hoping to claim.


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

Another quick clarification: It'll be very difficult to frame another faction for the attack and claim the turf as your own. Taking turf is a very public action; it shows that you're claiming territory and helps build your rep.

Let me know when you're ready by picking a plan and filling in the missing detail. Once that's set, I'll roll engagement.


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: [ ]

One other question we should ask is: are we going to go into the drug business? If not, then what particular endeavor are we going to use the territory for?


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

There's value in eliminating drugs from a territory as much as there are taking over a drug trade. There's also the general prestige of "owning" a section of the city. "This is Black Diamond territory" etc. etc. It's a bit murkier as a cult, but it's still a vital step in growing your influence and power.


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

Engagement roll!

It’s a bold plan +1d
But they’re set up a bit to be protected from a forward assault -1d

Engagement: 1d6 ⇒ 6

You begin in a controlled position

Your two pronged attack hits them at a quiet moment when they’ve let their guard down a bit. The lookout on the roof is a bit distracted.

Ground team
As reaches the mouth of he drug alley, the runner comes around a blind corner. He’s young, 14 or 15, with a mop of blonde hair tucked under a ratty cap. He has a bag in his hand, but no weapon.

No, guv, this isn’t how it works. Martin shudduv toldja. he says as you approach. First you drop yer bag ‘rounders back. Then I brings you your order.

Roof team
From your position on the roof, you clock the two runners, the lookout standing between the two corner entrenches (who has not yet seen you) and the spot where Harrington’s snipers hide (though you can’t see the snipers from here).

Everyone, you have the advantage here. Tell me the number of items you potentially have (3: light and inconspicuous, 5: medium and suspicious, 6: heavy and clearly looking for trouble), which team you’re on, and your first move. Your first action will be from a controlled position, but feel free to trade position for effect.


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 be on the ground team, with a medium load.


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

A couple of stories above street level, Briar lies on her belly, eyeing the guards and snipers. She moves slowly, careful to not let any of her gear make noise. Medium load. She could put a bullet through the lookout from here, but a shot would alert everybody. No, best to make her way undetected to the snipers and cut their throats all silent-like.


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

Tarnikos is on the ground team with a medium load.

Tarnikos steps into the runner's personal space and looms over him, his body covered in armor and his face filled with bad intentions.

"Boy, you'd best get scarce and not tell anyone what you've seen here."

Command: 1d6 ⇒ 5


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

Briar
Quick reminder. Killing someone summons the corpse birds who summon the spirit wardens. Someone dies, you’ll have a rapidly filling clock to GTFO. You could still Prowl to sneak up and knock him out.

Tarnikos
You cut an imposing figure, and the boy scatters...and he runs headlong out of the maze. The sudden burst of movement draws the lookout’s attention, though he hasn’t seen any of you yet.

Ground crew
What do you do?


Female Akorosi Hound | Attune 1, Hunt 2, Prowl 1, Skirmish 1, Study 1, Survey 1 | Resistances - I:3, P:2, R: 1 | Harm:0 | Load:

Ground team, medium load.

Emaline quietly curses the damned runners. She needed to give Briar a moment to work.

she sends Felix, her deathlands hound, after the runner. A lad running from a hungry street-mutt would draw less attention, maybe delay the alarm long enough for the roof team to deal Marking stress, Helping Briar


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

Excellent! Emaline, mark the dog on your sheet, Briar, +1d to your roll.


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

Prowl to knock out the snipers: 3d6 ⇒ (1, 1, 3) = 5

Oops. What are my options here to try and mitigate this roll? Say she reaches a rotten patch of the roof and falls through.


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

The nice thing about controlled position is that it’s hard to fail a roll. Instead...
The guard’s attention is momentarily drawn away by the runner and the dog Awww, not that dawg again, Myke. I toldja...I toldja bout that dawg.

It’s the perfect moment, but you hesitate slightly. You can seize a risky opportunity and strike (risky position/standard effect), rush the guard (desperate position/greater effect) or take a different approach.


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: [ ]

"If they do have drugs here" says Mender as the boy runs off "I'll want to look through them before we destroy them. Some of them could be useful for medicinal purposes."


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

With an arm trapped by the patch of roof that had given in, Briar doesn't have many options. With her other arm, she pulls out her hunting knife, a heavy blade the length of her forearm. It's not balanced for throwing, but it will have to do. She brings her hand over her shoulder and whips her arm forward, sending the knife spinning into the air towards the guard. She aimed it so that the hilt would strike the guard in the back of the head and, hopefully, render him unconscious.

Hunt (?): 2d6 ⇒ (1, 2) = 3


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

Briar
Because you failed a roll from a controlled position, you’re not obligated to be trapped by the roof. Failing a controlled roll lets you either make the same roll again from a risky position or try something new from a controlled position. You tried something new (and failed) so you’re again presented with the same choice. You still have full mobility.

You ready the knife, then hesitate for a moment...an ill timed throw will drop the knife into his forehead, not off his forehead. He hasn’t seen you or your friends yet, but it’s a matter of time. You can take the (risky/standard) throw and try to knock him out, try to creep up on him (risky/standard) or rush him while his back is turned and clobber him (desperate/greater). Or you can do something else entirely (including flashbacks to prior events).

You can also push yourself (2 stress for +1d or greater effect/safer position) or take the devil’s bargain for +1d (no matter how the roll shakes up, a passing chimey sweep on his way to a tower block spots you, +1 heat.)


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

She was in a precarious position and the risk to the operation was too great. Freeing her arm from the rotten roof patch, Briar crawls on her belly to a better spot, using any cover available to stay out of sight of the lookout and the snipers.

Prowl: 2d6 ⇒ (6, 4) = 10


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

Youre successful...but what are you trying to do? Were you trying to knock out the lookout? To move to proximity of the snipers and sneak past the lookout?


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

Sorry, I was trying to sneak closer to the snipers and try to take them out from closer range.


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

Got it. You can sneak across the roof and get into position of the snipers, but the lookout is likely to spot the ground crew.


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

Briar, are you going to commit to the action of leaving the scout and getting near the snipers or do you want to engage the scout? Ground team, the runner is out of the way, leaving the path to the drugs wide open. But there’s a scout near by who might see you. What do you do?


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

Ah, hadn't realized that the lookout was the more immediate problem, will go after that objective instead.


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

Briar
As the lookout sweeps his view back to the now undefended corner, you bring your fist down hard on the back of his neck. He crumples in a heap on the roof.

From your vantage point you can see the other runner at the money corner. He’s watching out to the street, but if a buy happens he might run headlong into the ground team.

You can also just make out the glint of the sniper’s rifle in the moonlight. There’s at least one out there and it won’t be easy to get to them undetected.

Ground Team
The way is clear, but you’ll need to move with care to avoid the notice of the sniper and second runner.

You can take advantage of a group action to move through the maze. Everyone who is moving, agree on an action and select a leader. You all roll, choose the best result. Leader gets one stress for every failed roll. If you don’t have points in the action, roll 2d6, keep lowest (and tell me you have zero rating so I don’t confuse it with rating 2). The leader doesn’t need to possess points in the action.


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 guess now it becomes a matter of whether we want to walk in like we own the place or sneak in to find the guy that is in charge. I totally vote for the former.


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

Sounds like a good way to get ourselves shot a bunch.


Female Akorosi Hound | Attune 1, Hunt 2, Prowl 1, Skirmish 1, Study 1, Survey 1 | Resistances - I:3, P:2, R: 1 | Harm:0 | Load:

I vote for stealth, personally, for reasons Tarnikos just outlined


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: [ ]

Ya, but sneaking around does kinda limit our ability to gain reputation. Plus, never sneak when you can kick in the door and take someone's slushie. I'm just sayin.


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

Remember, it's not all or nothing. You can sneak into position, deal with the snipers and then loudly and violently deal with Harrington.


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

Let's do that then. I have Prowl, so does Emaline. We can deal with the snipers, come back, and then we all go and kick Harrington in the teeth.


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

Fantastic plan, though at some point people need to roll dice.


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'll take point for the group action then, cause I don't have prowl. What is our position/effect?


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

Risky/standard. Feel free to trade position for effect. +2 stress nets you +1d or suggest a good devil’s bargain (I don’t have one in mind.) otherwise roll 2d6 keep lowest.


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

Could the roll be made easier by a distraction? I'm thinking of conspiring to light some fires in a flashback. I'd like to keep Hutch's present location obscured.


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

Certanly! Let me know how you intend to set these fires to go off on command/at an appropriate time. If you’re just setting a fire that will go off at what you hope is an appropriate time, give me a 1d luck roll. Otherwise you’re likely looking at a tinker or wreck roll. +1 stress for the flashback. Success will improve prowl roll position to Controlled, critical success will improve effect of the prowl roll.


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 last of the visitors ducks into the cafe, shaking the bracing rain from their coats and hats. Felfiz helped them with their outerwear and lead them to a quiet corner booth where he pulls up a chair. Around the booth, four figures sit, peering through simple beaked masks at each other.

"You've all come for your reasons, and it would be in your best interests not to discuss among yourselves what those are. Suffice it to say, we have business to attend, and we needs must contribute in a timely and coordinated manner. You each have your roles, discussed in depth through our myriad correspondences. When my associates initiate our business, you will see a magpie take flight. We will all of us benefit from the confusion." Hutch did not let on that the others had been chosen, not for their skill, or merit, but purely on the locations of their intended targets. Some were told to hold off their pursuits till the intended day, some to embolden themselves, and move more quickly than intended. Their marks writ the jagged limbs of Cassiopeia, the diva. He had nothing to offer more than an unbreakable agreement, but none of them was in any position to be picky. In the end, five simultaneous scores would be run, each on a different purveyor of the selfsame drug. Hutch could only pray that this gambit would be as mutually benefitial as he hopes.

A) can I do that? B) does that make a solid case for Consort C) can I do anything in a flashback to improve my own roll?


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

A: Yes, BUT rather than nest flashbacks into flashbacks I’m going to charge you +3 stress total and I need you to spend a downtime turn to cultivate this group if you want to do this again. B: Consort is asking/convincing friends or associates or strangers to do something for you. Do these people have the freedom to say no? Otherwise you’re cashing in blackmail and that’s standard effect Command but limited effect Consort. C: Sure! You can spend 2 stress and add 1d/improve effect or take the devil’s bargain that no matter what happens you’ve burned these contacts, you’ll have to gather new information. That’s worth +1d.


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

B: Yes. The handshake is only to ensure that everyone at the table will follow through on the agreed-upon actions. No coersion here, just a bunch of folk hoping to C: I'll take the stress, putting Hutch 2 away from trauma.

Consort: 3d6 ⇒ (3, 3, 3) = 9
Wow... That's not good is it?


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

Mikhail, a young man with curly sandy blonde hair with a balcony apartment that faces the alley crosses his arms and smirks, looking at your extended hand.

I think not, Darner. It occurred to me that it only benefits you for us to keep our ties to you a secret from the group. We all met before you arrived and...let’s say the similarities in your holds over us make us question the providence of your enterence in our lives. We won’t be your puppets.

Unless you’re willing to apply some pressure (command: risky/standard) you’re SOL on the distraction.


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 turns up his hands. "Perhaps another time then. I am not one for issuing orders. I hope to earn your trust, each of you, in 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: [ ]

As far as the sneaking goes, I'm down to trade go desperate/great, as I think it'll help us get into a rock-solid spot. Obviously I can't speak for the group, however.

As far as the roll itself goes, I think I'm probably going to be eating stress from the group action, so I'll just take the worst of two dice and call it good.

Prowl: 2d6 ⇒ (3, 5) = 8 That's a 3, so I take one point of stress there.


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

Ok. 3 on a desperate roll is the one to beat.


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

[Prowl: 1d6 ⇒ 6


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: [ ]

Nice Tarn!


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

6! That means you succeed and get to a good hiding spot near Harrington and out of sight of the snipers. Is it just Mender and Tarn creeping? Briar is on the roof. Where is Emaline?


Female Akorosi Hound | Attune 1, Hunt 2, Prowl 1, Skirmish 1, Study 1, Survey 1 | Resistances - I:3, P:2, R: 1 | Harm:0 | Load:

prowl: 1d6 ⇒ 2


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

+2 stress to Mender

You creep your way through the alleys, maybe a little faster than is prudent. A few times you’re nearly caught, but Mender leads you artfully to a safe spot close to the nexus.

Harrington sits on a rickety chair near a small pile of brown cinch bags (identical to the one the runner carried). He’s a mountain of a man, the chair straining under his mass. He’s stuffing sachels of brown powder in each one. A small drop safe rests on the ground next to him.

Leaning up against a vertical pipe are two machetes with barbed edges. They look especially nasty to be cut by and between their length and Harrington’s long arms they have quite the reach.

You can just make out the barrels of the two snipers above you. They could reposition to take a shot at you if they knew where you were. The only place completely safe from the snipers is under Harrington’s awning and it’d be an incredible feat of stealth to get there without taking a bullet to the throat.

What do you do?

Briar

You could maybe take one sniper out from where you’re hiding, but not both. And shooting either sniper will bring the Wardens down on your head.


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

Could I send Simon to distract the snipers? Tangling among their legs, batting at their rifle straps, that sort of thing, while Briar sneaks closer to try and take them out stealthily.


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

Yes. I’d let you make the risky action controlled instead.

Ground Team, Everyone gets 1 xp in finesse for the desperate move.


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

Prowl, getting closer to the snipers: 2d6 ⇒ (3, 6) = 9

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