Blades in the Dark (GM Sarah)

Game Master Sarah 'queen' B.

The Dusk Mites I City of Doskvol I Clocks I Stattus


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Consider me a vote for a deception, too


Amalia “Lolo” Aeolo I Female Skovlander Hound I Insight 3 (Hunt 2 Survey 1 Tinker 1) I Prowess 2 (Prowl 1 Wreck 1) I Resolve 2 (Consort 1 Sway 1) I VICE: Obligation I STRESS 7/9 I HARM: electroplasmic shock (2)

Variety being the spice of life and all that - deception sounds good to me.


Alright, let's do the engagement roll and see how you do. You start with 1d for luck. You get another because the operation is bold/daring, taking on 2 opponents in a single score. You get -1d because you're taking on Tier 2 opponents and you are Tier 0.

Engagmenet roll: 1d6 ⇒ 3

It seems you can't catch a break!


Stress: 5/9 | Harm: Level 1 (Healing Cuts);

Quick question, do we get to renew our load and equipment or do we have to stick with what we used in the first half of the score?


YOu get to renew your load and equipments, although anything that got "used up" (spririt bottles) or broke (Fin's ghostabane charm) is out of action until your next Downtime.


Stress: 5/9 | Harm: Level 1 (Healing Cuts);

So another question, do we have an idea of how big the shipment is? Are we needing a wagon or carriage?

Here's what I'm thinking. A flashback to hire a wagon, team, and casket. (Maybe we get the casket 'on loan' from one of our friends. Which allows for complications if anything should happen to it.) One of us goes in the casket as a recently deceased. Using subterfuge supplies, we present a forged doc from the Wardens authorizing us to transport the body of some noble's young second nephew or somesuch to the Bellweather Crematorium following a tragic accident that they'd rather keep hushed up. This gets us past the Bluecoats and also provides a way to haul the goods back out of the district. It might also give us an initial opening cover with the Red Sashes as the chance opportunity with the 'body' offers an easy way to smuggle drugs through the city without drawing attention because Corpse Haulers are always coming and going from the big crematorium complex. Thus that's why we are there instead of the 'usual' crew. They needed locals who could pass as legit 'haulers' and maybe throw off the Bluecoats, Crows, Lampblacks or anyone else looking to pop a hit against the Sashes.

That's my two cents. Totally open to other thoughts or ideas from the group, but wanted to throw this out there before I dive back into work for the afternoon. :)


Alias "Polish" I Male Akorosi Cutter I Insight 1 (Study 1) I Prowess 3 (Prowl 1 Skirmish 3 Wreck 1) I Resolve 2 (Command 1 Consort 1) I VICE: Luxury I STRESS 3/9 I HARM: Lvl 1 (stab wound; bruised by leviathan)

I like that! I don't think we have any Coin left right now to hire anything, but maybe we could pay in stress instead?

The other thing to think about is that we don't all need to be in the present scene: it could have been part of our plan all along to have a few of us draw the attention of the coppers, while a couple of the rest of us are sneaking around elsewhere.

In this case I don't think that's needed, but I wanted to throw it out there as a reminder of what the game allows us to do :)


“Fine cover identity” is one of Dary’s spider items, so she could be the face of the group. Whoever is the “person in charge” is the one most likely to get asked for papers or other verifications, so that could help keep her from arousing too much suspicion.

As a backup plan, she can bring her bottle of whiskey and lace it with her slumber essence. Offer the guards a friendly drink and send them to sleep.

When there’s a lot of unknown variables, I’m less about planning and more about contingencies. I like having resources and backup plans to fluidly react. Which appears to be what this game is designed for :D


Alias "Polish" I Male Akorosi Cutter I Insight 1 (Study 1) I Prowess 3 (Prowl 1 Skirmish 3 Wreck 1) I Resolve 2 (Command 1 Consort 1) I VICE: Luxury I STRESS 3/9 I HARM: Lvl 1 (stab wound; bruised by leviathan)

Yup, why spend time planning when you could be playing the game :D

Sounds like we have the beginnings of something - what about a flashback where we steal the cart, to save paying for it with Coin that we don't have? After all, we have a Lurk in the team!


Amalia “Lolo” Aeolo I Female Skovlander Hound I Insight 3 (Hunt 2 Survey 1 Tinker 1) I Prowess 2 (Prowl 1 Wreck 1) I Resolve 2 (Consort 1 Sway 1) I VICE: Obligation I STRESS 7/9 I HARM: electroplasmic shock (2)

Ooohh, stealing the cart is nice. And great idea, Jonah.


Dareia Aristedel Elpis wrote:
When there’s a lot of unknown variables, I’m less about planning and more about contingencies. I like having resources and backup plans to fluidly react. Which appears to be what this game is designed for :D

Yup yup yup :D

I'm really enjoying reading your creative solutions to what I throw at you :)

Stealing a cart is a clever idea, I'm going to say that it's a 4 stress flashback. BUT you can divide that up among more than one person, however you like as long as it comes to 4 total. I'm also going to say that it's going to take 2 separate Action rolls. I'll let you decide who rolls and what the Actions are and then we'll work out the narrative.

EDTI: to answer Jonah's question, the amount of drugs you're stealing is kilos rather than tons - probably 8 Load if you carried it on foot.


I’ll try to come up with a good cover story tonight. I was pretty drained up until recently so I’m just now getting back in the swing of things.


Stress: 5/9 | Harm: Level 1 (Healing Cuts);

I'm totally down with stealing the cart. Since this started with my idea, I'm happy to take one of the stress. (Can't take much more than that and still be useful further on.) As a setup to the theft Jonah could distract the cart owner/driver, by Attuning to create some simple illusion sounds of kids busting into the back of the stables to tease or steal the animals or something. Hopefully this would draw the owner/guard/whatever away long enough for someone else to actually snatch the carriage.

(In order to avoid further stress and increase the odds of a 6, maybe a devil's bargain like was suggested before in that Naty ends up popping up to help, so instead of the illusions he anticipated, his bored ghost of a sister shows up and stirs up trouble and the distraction if the dice go against us.)

Do we need to have a place in the Mite Tower to slap a new coat of paint on the carriage and change the plates? ;)


Alias "Polish" I Male Akorosi Cutter I Insight 1 (Study 1) I Prowess 3 (Prowl 1 Skirmish 3 Wreck 1) I Resolve 2 (Command 1 Consort 1) I VICE: Luxury I STRESS 3/9 I HARM: Lvl 1 (stab wound; bruised by leviathan)

I think there's soooo many ways that could go wrong (which probably means Sarah will love it!)... what about a Hunt action to represent tracking down and finding a cart that nobody will notice is missing for a couple of days, and then maybe a Prowl action to stealthily drive away with it?


Stress: 5/9 | Harm: Level 1 (Healing Cuts);
Finraeth wrote:
I think there's soooo many ways that could go wrong (which probably means Sarah will love it!)... what about a Hunt action to represent tracking down and finding a cart that nobody will notice is missing for a couple of days, and then maybe a Prowl action to stealthily drive away with it?

Lots of ways I'm sure. So your idea works for me. With no dots in Hunt and only 1 in Prowl, I'd probably sit this one out which probably makes more sense anyway. Do we really want the concussed Whisper running around stealing carts. :D


Attune isn't really like spellcasting at all, it's more like occultism and summong/binding stuff. Illusion type magic isn't really what it's about.

I'm open to the idea of using Hunt to locate something useful. It would be a Controlled position becuase there's a limit to how badly wrong it can go (no, really). Stealing it is probably a Risky action roll. Let me kmnow what you want to do, we havent heard from Casia so I'll wait for her to check in as well.


Amalia “Lolo” Aeolo I Female Skovlander Hound I Insight 3 (Hunt 2 Survey 1 Tinker 1) I Prowess 2 (Prowl 1 Wreck 1) I Resolve 2 (Consort 1 Sway 1) I VICE: Obligation I STRESS 7/9 I HARM: electroplasmic shock (2)

Lolo can do a hunt action. I'm getting walloped at work - I'll get something up tonight if this is the direction we want to go in.

Lolo can take one or two stress for the flashback.


Alias "Spit" | Female Akorosi Lurk | Insight 2 (Survey 2, Tinker 1), Prowess 3 (Finesse 2, Prowl 2, Skirmish 2), Resolve 0 | Vice: Stupor | Stress: ▣▣▣❑❑❑❑❑❑ | Harm: Nasty Cut (1)

Sorry. Busy week and the heat has been killing me.

Cas will be happy to let the others locate the wagon (Hunt) and once it's found, she'll make off with it under the cover of darkness (Prowl). :)


Amalia “Lolo” Aeolo I Female Skovlander Hound I Insight 3 (Hunt 2 Survey 1 Tinker 1) I Prowess 2 (Prowl 1 Wreck 1) I Resolve 2 (Consort 1 Sway 1) I VICE: Obligation I STRESS 7/9 I HARM: electroplasmic shock (2)

hunt: 2d6 ⇒ (6, 2) = 8

Ok, we've found our cart! Gameplay post incoming...


In order to tyr and keep the timelines clear, let's say that the stealing of the cart takes place on 14 Jan - you do'nt want to hold onto it for longer than you need to.

Casia, over to you for the theft. Risky Prowl roll, no modifiers.

It sounds like 2 stress for Lolo and 2 for Casia since they're the only ones involved?


Alias "Spit" | Female Akorosi Lurk | Insight 2 (Survey 2, Tinker 1), Prowess 3 (Finesse 2, Prowl 2, Skirmish 2), Resolve 0 | Vice: Stupor | Stress: ▣▣▣❑❑❑❑❑❑ | Harm: Nasty Cut (1)

Can she get an extra die by utilizing her 'Fine Shadow Cloak'?


I don't think so. A wagon is a bit too big to cloak. you're jsut going to ahve to be be bold :)


Alias "Spit" | Female Akorosi Lurk | Insight 2 (Survey 2, Tinker 1), Prowess 3 (Finesse 2, Prowl 2, Skirmish 2), Resolve 0 | Vice: Stupor | Stress: ▣▣▣❑❑❑❑❑❑ | Harm: Nasty Cut (1)

Action - Risky Prowl: 2d6 ⇒ (5, 4) = 9

Why does there always have to be complications? XD

Sarah, shall I offer up a complication in the gameplay post or would you prefer to come up with something?


Complcilcations are what makes it fun! :)

Feel free to make suggestiosn for complications, if I like them I will take them up. But I get final say. In this case, you make a clean getaway on the gong cart, noboby notices you as you drive off. But you're so focused on stealth that you don't see the pothole until its too late and there's a horrible sound as the back axle crunches up (Casia: it was like that when you found it, right?).

The Dusk Mites manage to rig a repair so the cart will keep moving, but I'm making a 4-clock "The axle can't take the load" and ticking it twice. When the clock is full, the cart won't move any more.


So that's your flashback sored out. Who's going to talk to the Bluecoats and what are you going to say?

Also, I should have siad: the broken axle complication could be Resisted using Insight. *Every* complication can be Resisted, so if I don't say so then please remind me! :)


I’m happy to do the talking. It’s pride weekend here in SF so I’m a little more busy than usual, even for a weekend, though


Have a great weekend!


Right, so, bluecoats.

I’m thinking her fake identity will be Nancy Brown, a woman known for doing various odd jobs around town. A salt-of-the-earth practical type, she takes to every job with a streetwise professionalism.

I’m thinking she’ll tell them the truth, that the cart does indeed carry nightsoil. She’s moving it at night to spare folk from dealing with the smell. As for why she’s moving it, that’s an issue they’d have to take up with the teamsters union. She just does what she’s told. She will then mention the jankiness in the cart and that it’s better they let her keep moving before it breaks and they are left with a little load of s#~@ to deal with. I’m assuming she would be using a sway?


Alias "Polish" I Male Akorosi Cutter I Insight 1 (Study 1) I Prowess 3 (Prowl 1 Skirmish 3 Wreck 1) I Resolve 2 (Command 1 Consort 1) I VICE: Luxury I STRESS 3/9 I HARM: Lvl 1 (stab wound; bruised by leviathan)

I actually think I prefer Jonah's plan - carrying a casket/coffin is going to get us more respect/awe than if we go in as nightsoil traders. This is a respectable part of town and I think the Bluecoats won't hesitate to tell us to f*ck off if we're inconveniencing somebody important. I we mention that we're working for the Crematorium and/or that the Spirit Wardens are expecting us, that might be enough to persuade the Bluecoats to leave us in peace. Nobody wants the sort of trouble the Spirit Wardens bring.

We've had the cart for a couple of days by this point so we could have spent some time to try and scrub out the worst of the stench - and a corpse-cart is going to have a bit of a stink about it anyway.

Just my 2 cents.


Feel free to go with whcihever option you prefer. They both bring difficulties and chalenges, but in each case they will be expeireinced very differently. But I was keen to point out that you're not in Kanssas any more, so I'm glad that got noticed :)


Alias "Spit" | Female Akorosi Lurk | Insight 2 (Survey 2, Tinker 1), Prowess 3 (Finesse 2, Prowl 2, Skirmish 2), Resolve 0 | Vice: Stupor | Stress: ▣▣▣❑❑❑❑❑❑ | Harm: Nasty Cut (1)

2nding the concept of transporting an occupied coffin. And Casia volunteers to be the token corpse.

Theoretically, then, no one will see her face and be able to identify her later. :)


Ah that’s what I thought we were doing, but then I was reading about the cart full of s%&! and got confused.

If we’re going with that, what should I tell them if they ask who is in the coffin/casket and try to look in it? Or why it needs to be done right now?


Amalia “Lolo” Aeolo I Female Skovlander Hound I Insight 3 (Hunt 2 Survey 1 Tinker 1) I Prowess 2 (Prowl 1 Wreck 1) I Resolve 2 (Consort 1 Sway 1) I VICE: Obligation I STRESS 7/9 I HARM: electroplasmic shock (2)

Maybe we can put a mean-looking ward or something on the casket to encourage them to not look too closely? Like we're escorting an unsettled corpse or vampire or something? So, the casket has to stay closed or else we'll all pay for it with our lives type thing?


Alias "Spit" | Female Akorosi Lurk | Insight 2 (Survey 2, Tinker 1), Prowess 3 (Finesse 2, Prowl 2, Skirmish 2), Resolve 0 | Vice: Stupor | Stress: ▣▣▣❑❑❑❑❑❑ | Harm: Nasty Cut (1)
Lolo Aeolo wrote:
Maybe we can put a mean-looking ward or something on the casket to encourage them to not look too closely? Like we're escorting an unsettled corpse or vampire or something? So, the casket has to stay closed or else we'll all pay for it with our lives type thing?

I like that idea. Perhaps Jonah can come up with something sufficiently intimidating looking enough.


Alias "Polish" I Male Akorosi Cutter I Insight 1 (Study 1) I Prowess 3 (Prowl 1 Skirmish 3 Wreck 1) I Resolve 2 (Command 1 Consort 1) I VICE: Luxury I STRESS 3/9 I HARM: Lvl 1 (stab wound; bruised by leviathan)

That works - perhaps we also hint that it's the body of a noble family who didn't want the Spirit Wardens coming to their door (for reasons of scandal); perhaps we intimate that the death is something the family wants to have hushed-up and handled as discreetly as possible?

Really, anything that suggests to the Bluecoats that this matter is far above their paygrade and that their best course of action is simply to let us pass with as few questions as possible...

Finraeth is happy to sit up front alongside Dareia and provide an Assist by looking superior and knowing.


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Amalia “Lolo” Aeolo I Female Skovlander Hound I Insight 3 (Hunt 2 Survey 1 Tinker 1) I Prowess 2 (Prowl 1 Wreck 1) I Resolve 2 (Consort 1 Sway 1) I VICE: Obligation I STRESS 7/9 I HARM: electroplasmic shock (2)

Lolo will stand nearby and point to her bandolier of ecto ammo if needed. See, berks? You open that coffin, I'm going to have to shoot what comes out.

And, for dramatic effect, Casia could always start pounding on the inside of the coffin at an opportune moment :)


You are all coming up with such gerat ideas! I'm probly not supposed to since it's an Engagement roll, but if Lolo or Casia wanted to do a Setup Action (probly Command for intimidate, but I'm open to other ideas) to change the position form Desperate to Risky, I'd allow that.

@Dary - if you take the assist from Fin, that's +1d on the Sway roll. I can give you a Devil's Bargain: you get *another* +1d but you've taken the Sprit Wardens name in vain so i start a 4-clock "attention from the Spirit Wardens" and tick it once.


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Alias "Spit" | Female Akorosi Lurk | Insight 2 (Survey 2, Tinker 1), Prowess 3 (Finesse 2, Prowl 2, Skirmish 2), Resolve 0 | Vice: Stupor | Stress: ▣▣▣❑❑❑❑❑❑ | Harm: Nasty Cut (1)

No, not pounding. Just a light scratching. Like fingernails on the inside of the wood. That and her best little-girl voice - 'Daddy, let me out. Please, Daddy, I'll be good.'

EDIT: Casia's has zero pips in Command, so I'll leave that to Lolo. XD


Alias "Polish" I Male Akorosi Cutter I Insight 1 (Study 1) I Prowess 3 (Prowl 1 Skirmish 3 Wreck 1) I Resolve 2 (Command 1 Consort 1) I VICE: Luxury I STRESS 3/9 I HARM: Lvl 1 (stab wound; bruised by leviathan)

That's definitely more unsettling! Very much Let The Right One In overtones...


Amalia “Lolo” Aeolo I Female Skovlander Hound I Insight 3 (Hunt 2 Survey 1 Tinker 1) I Prowess 2 (Prowl 1 Wreck 1) I Resolve 2 (Consort 1 Sway 1) I VICE: Obligation I STRESS 7/9 I HARM: electroplasmic shock (2)

Lolo also doesn't have command, so I'd prefer not to risk a setup role.

Hehehe, Casia, that's much better!


I’ll pass on the devil’s bargain again, but I’ll def take the assist.

Sway: 2d6 ⇒ (4, 2) = 6

I’ll get a post up in a bit!


OK. 1 extrs Stress for Fin, 1 XP for Dary on a Desperate roll.

That's success with consequences. Since this is a Desperta roll, the conesequences will be severe. I'll have a think about them while you get your post up in gameplay :)


Stress: 5/9 | Harm: Level 1 (Healing Cuts);

Hey all, just a quick note to say that I am in Portland where mother nature has decided to shine her magnifying glass on us. With record shattering high temps well over 110, lows around 86, and no AC in this old house, my brain is a bit sleep deprived and mushy. I may not post until things cool down a bit later in the week.


Alias "Spit" | Female Akorosi Lurk | Insight 2 (Survey 2, Tinker 1), Prowess 3 (Finesse 2, Prowl 2, Skirmish 2), Resolve 0 | Vice: Stupor | Stress: ▣▣▣❑❑❑❑❑❑ | Harm: Nasty Cut (1)

Yuck. That sounds ... horrible.

Those are the temps we expect (and get) here in Northern CA, but we have AC and feel no shame in using it as often as is financially feasible. Without AC, I would melt into a puddle and drain away down the storm sewers.

Good luck in trying to stay cool.


Yes, I've heard from players in other games about that and it sounds grim. Drink lost of water and take care of yourourself.

OK, conseqeunces. There are 2, and you can Resisst either or both.

Fristly, the Bluecoats arent' stupid. They not going ot interfere with the Spirir Wardens and the Unquieit Dead but they're going to remember that you passed by. I'm making a 4-clock "Alert" and ticking it twice.

Secnldly, this road is closed to traffic - there's an improtatnt person about to travel down it so you will need to find another route. Let's hope the side streets are wide enough for your cart.

Let me know if you want to Resist either of those (use Resolve) and I will post in gameplay once that's done.

NOTE: you are all super-crateive people, so do feel free to suggest consequences. I might not always use them but I will certainly read what you post. Of course, if taht's a bit too much like asking you to tighghten your own thumbscrews then I understand :)


Alias "Polish" I Male Akorosi Cutter I Insight 1 (Study 1) I Prowess 3 (Prowl 1 Skirmish 3 Wreck 1) I Resolve 2 (Command 1 Consort 1) I VICE: Luxury I STRESS 3/9 I HARM: Lvl 1 (stab wound; bruised by leviathan)
Sarah the GM wrote:
NOTE: you are all super-crateive people, so do feel free to suggest consequences. I might not always use them but I will certainly read what you post. Of course, if taht's a bit too much like asking you to tighghten your own thumbscrews then I understand :)

"More weight" ;)


I'll give it a bit longer to see if anyotne woants to resist those consequences before I bring them into play.


Stress: 5/9 | Harm: Level 1 (Healing Cuts);

I'm assuming any of us can Resist. If so, I'll go ahead and resist the first one.

Resolve: 2d6 ⇒ (6, 2) = 8

So, no additional stress for that roll.


Amalia “Lolo” Aeolo I Female Skovlander Hound I Insight 3 (Hunt 2 Survey 1 Tinker 1) I Prowess 2 (Prowl 1 Wreck 1) I Resolve 2 (Consort 1 Sway 1) I VICE: Obligation I STRESS 7/9 I HARM: electroplasmic shock (2)

I'm not comfortable risking the stress at this point. No resistance from me!


Oh cool, that takes care of one.

Resolve: 3d6 ⇒ (5, 3, 2) = 10

And that takes care of the other, for just 1 stress. I like rolling 3d6 :3

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