A Meal for Crows (Inactive)

Game Master BastianQuinn

A game of MouseGuard.
[Character Sheets]  [Companion Thread]
[Cast]  [Conflict Ref]


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Bry: 0/2 ~ Peiter: 4/8

Dot here.


I'm dotting here too so I can watch the other table


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This Chobo's alais.


Just here to watch


Bry: 0/2 ~ Peiter: 4/8

Outside Gwendolyn’s office, little Archivist Quinn sits at his desk, reading through primary reports and scratching down notes as he twists a tassel on his coral cloak between two digits. His long, soft fur is almost blue.

At the end of the hall, in the lobby of the archives, Orator Kent is babysitting the children of the Patrol Mice who have been sent out on missions. He’s a lean, cream-colored mouse, and on his wooden leg, he doesn’t go on many Patrols these days. He's on another tear telling stories about loss and death. It's been two years. Those little ones don’t need any more reason to worry about whether or not their parents are coming back.

Introduce your mice, and check in at Quinn’s desk. This morning, you received a summons from Captain Teigh. Is this the first time either of you have worked directly under the war hero? He's been put in charge of the southern border since the war.


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Teigh, what could he want with me. Nothing good that’s for sure, Finn thought while he made his way to Gwendolyn’s office. Along the way he searched his memory for everything he knew about the war hero and concluded, I really don’t know much about the mouse.

Finn entered the office and saw the officious mouse scribbling away at his desk. The patrol guard sauntered to the desk and cleared his throat trying to get Quinn’s attention, ”Ahem.” He paused for a second and self-importantly announced, ”I believe Capt’n Teigh is waiting for me.”


Bry: 0/2 ~ Peiter: 4/8

"Ah, yes. Scout Finn, of Ivydale. Thank goodness you were still available. Teigh had me running clear to the back of the log trying to find you a local guide. Fighter Niall, one of Seyth's tenderpaws- graduated, of course. I counted tabs, and the two of you should have a sixty-four percent survival rating beyond the border. Best out of any two mice I've seen."


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Yes, thank goodness, he thought to himself sarcastically. Finn offered a roguish smile and offered, "I'll take those odds and buy you a drink in the fall."

"Niall you said?" Finn asked rhetorically. "Never worked with him before. Seen him around old Nathaniel's shop. Nice penmanship and fine attention to detail." He pauses and adds as he stroked his whiskers, "I'm sure he is a fine mouse but there must be some sort of mistake, I usually work alone."


Thanks for being patient with me here.

"I was thinking something similar, actually." Niall walks in a bit late, catching only the chance of survival and the "two mice" part. Unlike Finn, he doesn't smile, or show much of any emotion at all. Instead, he stares ahead, looking over Quinn's shoulder and avoiding eye contact. "Can we hear what our sisty-four percent survival rating is all about?"


Bry: 0/2 ~ Peiter: 4/8

"Oh, well I aggregate success and injury rates for different categories of missions, and compare your records with a Guard-wide average, then extrapolate over-"

A side door opens, and Guard Captain Teigh enters the hall. He glares down toward Kent, sniffs, then motions for the two of you to enter his office.

"Captain Teigh will see you now." Quinn bows meekly.

~~~

Captain Teigh’s office is small, and sparsely decorated. The only striking piece of decor is the weasel saber hung on the far wall, altered for two-handed mouse grip, and set with jewels. It looks like he just moved in, but he’s been working out of this room for two years. He has a small table with sheets of layered paper spread over the surface. Each sheet is a map drawn in a different hand, and layered, they form the southern scent border of the territories. Pins driven into the table mark out the scent border’s outposts, but the map reaches out into weasel territory. The pages at that end are tattered and burned, their visible histories spelling out the reason Patrols don’t go far past the border.

Tiegh taps his needle against his snout as he speaks at the ceiling. “We need a fresh report on the southern border of the territories. The whole border. The real border. Outposts are one thing, but we can’t afford to present a face of complacency. A detailed map of our furthest influence will help me keep things under control.” He turns to catch Finn’s gaze. His dark eyes glitter with flecks of gold. “I’ll be honest, Finn, you’re not the first patrol I’ve sent. Pathfinder Pilib and his patrol were escorting Nathaniel, the Cartographer, when they went silent. Their reports end outside Sprucetuck, and worryingly close to a known entry into the Darkheather.” Tiegh taps an X on one of the maps with his pointer as if thrusting a dagger into the heart of darkness itself.

This is not a search and rescue mission. Find them, if you can. See them home safe, if possible... but we are not waving our tails at the weasels and inciting another war. I would prefer if you were in and out unseen. See to it that old Rampaul gets no report of your activities… or Pilib’s... by any means necessary. I shouldn’t have to tell you how devastating it would be if Nathaniel’s notes were to fall into weasel paws. If I’m just being paranoid, your patrols should meet in the middle. I chose the two of you because you learned Cartography under Nathaniel. You’ll understand his notes, if you find them.

I recommend taking the route to Ironwood, and following the coast until you push past the border. Watch for signs of Weasel settlement, especially around Pebblebrook. Pilib may reach Pebblebrook before you. You may want to ask around. -and damnit, check in at each outpost along the border so I don’t lose track of two patrols this early into spring.” His tone is firm, but you can see the question in his eyes as he looks to Niall. Say the word, and he’ll ask someone else. He doesn’t want to do this, but he’s got to work with what he’s got to keep the territories safe, and the two of you are the best shot he has.

Any questions?


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As Captain Teigh reveals the details of the mission Finn can't help but think Sixty-four percent, yeah that sounds about right. I wonder if the Captain is telling us everything. When the captain concludes Finn stays silent for a few seconds and concluded, Well if we don't do it who will. Plus Nathaniel deserves the best.

He sighs and looks at Niall, "Looks like we best be getting started."


Bry: 0/2 ~ Peiter: 4/8

When we are ready to embark...

You both push through the cracked gates of Lockhaven and into the sweet, chill air of early spring. Outside of Lockhaven, teams of Laborers are starting to move snow to uncover the outbuildings and check on any mice who didn't hole up in the main castle. The city needs to reclaim its lands quickly. Almost no one has gone out in months, and the snow around Lockhaven is still a blank canvas. You reach the western outpost: a hide built into the crook of a pine. It’s in disrepair, and looted for supplies, but it's still a good location for an experienced Weather Watcher to ply her craft.

There is no path to follow. The melting snow and debris have seen to that. The pathfinding and trailblazing patrols haven't been through yet, and the snow is a blank canvas. The first leg of the journey is to reach the northern end of the scent border, which means stopping off at Ironwood.

Beyond the stand of trees in the distance, there’s no telling what challenges lay between you and your destination.

Crunch:
A Weather Watcher vs6 (versus 6) test would allow you to determine the weather, and ensure I don't change the weather on a subsequent failed Pathfinder test. A versus test is rolled against another pool of dice. The Pathfinder test to Ironwood is ob5 because it is a short journey and it's also overgrown. To review, this means you must roll a success (4, 5, 6) on 5 dice to pass the test. The mouse rolling the test can add +1D (an additional die) if they have an appropriate tool, supplies, and/or an appropriate wise. If the other mouse is helping, they must have Scout, Hunter, Weather Watcher or an appropriate wise. They will describe how they are helping, and roll 1D. You can also use your Traits to improve your chances as long as you describe how the Trait gives you an advantage. level 1 traits can only be used in this way once per mission. Level 2 traits can be used as often as you like.

As the other team is learning, earning Checks is important to be able to recover from conditions along the way. When we reach Ironwood, we will have a Player Turn, and you will each earn one free Check. Checks can be used to roll tests to gather supplies, information, or to recover from conditions. (also, rolling tests is how you advance skills) To recover from a condition during the GM turn, you must have 2 Checks to spend. Using your traits to give yourself a disadvantage is the only way to gain extra checks. More details on Checks are listed on your character sheet.


Niall stares at the sky for a few minutes. As he does, he mumbles to himself. "Clouds in the distance, could be rain, or snow, or they could miss us completely. They'll probably have gone into the Darkheather, you know."

Crunch:
So, if I were to roll a test for Weather Watcher, I would roll...

Weather Watcher: 3d6 ⇒ (4, 5, 5) = 14

Because my level at that is three?

Sorry if the question is dumb, but I'm not too familiar with non-Pathfinder systems.


Bry: 0/2 ~ Peiter: 4/8

That's correct. You might have been able to trigger a trait for +1D, or explain how a wise would help for another +1D, but you did very well without it.

Season: 6d6 ⇒ (5, 3, 2, 4, 2, 4) = 20
So, right now the test is tied, 3 to 3. You can choose to throw the test, fail, and gain two Checks by explaining how one of your traits got in your way. If you had any 6s, you could use 1fate to re-roll them. Otherwise, it will come down to a roll-off.


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Or I could help and get Niall another dice (Scout).

Finn noticed that Naill kept observing the sky and pointed out, "I do be thinking the frost is melting off the path quicker than it might." He shakes his head affirmatively, "Bodes well, should mean warm weather ahead right?"


Bry: 0/2 ~ Peiter: 4/8

Also true.


Weather Watcher (again): 1d6 ⇒ 3


Bry: 0/2 ~ Peiter: 4/8

Roll-off: 4d6 ⇒ (4, 5, 6, 3) = 18
Just rolled to my next failure to try and keep things moving. You'll need four successes in a row to pass this test.


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4d6: 4d6 ⇒ (6, 3, 1, 3) = 13 Do I roll or just Niall. If I get to roll then outlook doesn't look good.


Bry: 0/2 ~ Peiter: 4/8

Normally, it would be Niall's test to roll. You're welcome to start the Pathfinder test. Weather Watcher only sets what's coming if there is a weather twist. The current weather is fair. The Pathfinder test is ob5.

You can use up your muffins while they're fresh for +1D from supply. Fresh food keeps a mouse sharp. You have one trigger of Sharp-eyed, Clever, or Cunning which you could use here for a +1D bonus. Finn doesn't have a Pathfinding tool like a map or compass, but he'd gain +1D if he did. Finally, Niall can roll 1D if he explains how he's helping, and with what skill. (Pathfinding, Weather Watching, Scout, etc.) Also, you can spend your Fate point after the roll to re-roll any 6s for additional successes. Before you roll, you may opt to tap Nature instead, which would temporarily reduce it by 1 if you fail. (Some tests, which run against your nature would tax it whether you pass or fail) Finally, you can spend 1 Persona to roll your skill and Nature together (Plus any applicable tool/supply/trait/help dice).


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Okay this is a really hard roll. Everything will have to go right so....

The sharp-eyed Finn tries to pick out the best trail ahead but he must have been staring in the sun for too long. "This way," he leads missing the path.

Using Sharp-eyed trait to hinder

Pathfinder: 3d6 ⇒ (5, 4, 1) = 10


Bry: 0/2 ~ Peiter: 4/8

Finn strays from the path, not out of incompetence, but out of duty. Hanging from a branch, sharp-eyed Finn spots a red scarf. At the base of the tree, there is a narrow burrow. The snow is stained red.

When Finn approaches to investigate, a matted ball of teeth and claws leaps out, swinging a rusted axe!

The suggested skill here is Fighter, but feel free to improvise. Niall is not obligated to help or intervene.


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Startled Finn jumps into a thick hedge of bushes and attempts to hide from the axe wielding fiend.

Stealth: 5d6 ⇒ (4, 1, 6, 6, 6) = 23 4 success and a lot of improvisation


Bry: 0/2 ~ Peiter: 4/8

Finn darts into the bushes and out of sight.

The half-feral attacker swings his axe a few times before running out of breath. He stands in the snow, breathing heavily and stalking around the area. He doesn't loose sight of his burrow, but he's looking for trouble. After a few hours, if nothing disturbs him, he'll head back into his burrow to wait out another victim.


Once Finn's clear of danger, Niall stops to watch his attacker for a moment. It takes a bit, but he decides he's not likely to be a danger in a fight. He pulls his sword off his back and moves forward, swinging the flat of the blade toward the matted mouse's head!

Fighter: 5d6 ⇒ (5, 1, 4, 2, 5) = 17

Going to knock him out if I can. Is that a viable option?


Bry: 0/2 ~ Peiter: 4/8

Fighter: 2d6 ⇒ (6, 2) = 8
Nial catches the wildling as he rounds a bush, driving the butt of his sword into the mouse's gut and putting him down in one swift move.

The mouse has been eating, and in some cases cannibalizing victims that stop by his little trap. The burrow is filled with frozen, half-eaten carcasses and a large pile of gear.

Each of you gains one piece of gear of your choosing, if looting is something you do. Bear in mind that you can only carry eight things.

You mark the cache on the map so that a later Patrol can bury the bodies and sort through the gear.

~~~

The two of you reach Ironwood in good time. This town is relatively small, but filled with Laborers. Their lands are already cleared of snow, and the townsfolk welcome the Guardmice warmly.

This begins the Player Turn. You each get 1 Check just for showing up, and can spend each Check to roll a test of your choice. This can be just to gain a pass or fail toward advancing the skill, or can be used to pursue a Goal or act on a Belief. For example, Niall can spend his Check seeing that the wild mouse is taken care of. What skill is rolled will depend on how he wants them taken care of. If you need help figuring out a setup for a skill, just let me know. You can also spend Checks on other things, detailed at the bottom of the character sheets.


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Does Finn get another check for using a trait to fail a test?


Bry: 0/2 ~ Peiter: 4/8

The check gained from using Sharp-eyed is on your character sheet. Did I miss another?


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Nope, I failed to look at the sheet (blushing)


So Niall could do something like...

Niall had spent the rest of their journey to Ironwood watching the half-feral, wondering how he'd gotten to that point. Attempts at...conversation? No, attempts at interrogation hadn't revealed much, and as they arrived at Ironwood, he hoped to find some sort of law higher than himself. It wasn't that he didn't want to see the half-feral dealt with, and his crimes were clearly worthy of any punishment no matter how harsh. It was more that, somewhere in the mouse's crazy eyes, Niall could see how me might've ended up after Ferndale.'

In the end, Niall decides that a military authority might be the best option for the half-feral. They might execute him, or they might have need of him somewhere...maybe somewhere south.

Militarist: 3d6 ⇒ (5, 2, 2) = 9


Bry: 0/2 ~ Peiter: 4/8

Recruiting this particular mouse is ob1. There's little he'd enjoy more. It sounds like you triggered Scarred for an added die.
The closest you come to a conversation with the wildling mouse is when you mention weasels. His eyes focus and the fur around his shoulders rises. Outside of that, the two of you get along quite well. Not that Finn would recognize this.

Finn sees two mice who barely talk go about the business of camp maintenance like shiftless ghosts, avoiding eye contact, and checking the shadows a bit too often.

Once you near Ironwood, you take the half-feral mouse to the coastal outpost to meet with the Patrol there. A mouse with a wooden leg unties the wildling mouse, has him place an inked pawprint into a ledger, and takes him into the provisioning shed. The entire process is conveyed in fleeting glances and pregnant silences.


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I'll use my checks to pass/fail toward advancing a skill (fighting)

Having watched Niall dispatch the feral mouse so quickly Finn badgers him to show him some moves when they arrive in Ironwood.

Not sure if I need to roll but here goes
Fighting: 3d6 ⇒ (3, 2, 6) = 11
Fighting: 3d6 ⇒ (5, 6, 2) = 13


Bry: 0/2 ~ Peiter: 4/8

Niall, Finn is engaging you in a rough bout of sparring. Even as he readies his bow, a small crowd forms. At a glance, he looks fresh for the fight. He's good, for a city mouse.

Fighting is (almost) always vs, and to train you safely (no risk of injury) he would need Instructor. Weirdly, I think I'll let Niall roll in response, and gain pass/fails too. Loser will gain a condition, though.

There is another mouse who looks ready for that kind of brawl, if Niall's the type who doesn't draw blades unprepared for death.


Fighter: 5d6 ⇒ (5, 1, 3, 6, 1) = 16

After his sparring with Finn, Niall's blood is up, and that's no mood to play sword games with a stranger. "If I pass through again, I'll take you up on that offer, but for now, we have Guard business and can't risk failing to complete it." Instead, he goes about applying poultices to Finn's wounds from the fight.

Healer: 2d6 ⇒ (2, 5) = 7

If I'm overstepping my turn's limits, let me know.


Bry: 0/2 ~ Peiter: 4/8

I'll make it work. ;)
Finn readies his bow, loaded with a blunted pine needle, but when the sparring match starts, Niall rolls to one side, closing the distance while the arrow bounces off the ground where he previously stood. Finn has to bend backward, teetering on his heels to avoid the possibility of getting his throat cut. Niall stops short, however, and is already pulling some gauze from his belt.

Finn tumbles onto his tail, his bow clattering onto the floor. Angered for being so humiliated, Finn kicks Niall's leg out from under him, swiftly planting him on the ground.

Finn gains Angry, which reduces his disposition roll by -1D during social conflicts. Tonnes of training all around, though.

Niall, remember that if you use a tool, like your sword for Fighter, or supplies, like your cloth for Healer, you can roll +1D. You can also use one of your Traits against yourself to earn more Checks. For example, maybe Finn takes advantage of your long tail, pinning it, and granting him +2D, and granting you 2 Checks.

Mild, industrious mice, the villagers of ironwood have no problem offering the two guardmice a warm, dry place to sleep. In the morning, you have a border to map.

You will be entering a Scouting conflict. In this conflict, you will be pitted against the unforgiving conditions of the Season, and later, the scouting parties and warbands of weasels. Their conflict goal is to kill you. Your disposition will be someone's Scout or Pathfinder skill added to their Health. If you run out of disposition, and the opponent still has full disposition (not likely), someone dies. What your opponent's disposition represents, and what the four basic moves represent depend on your conflict goal.

When you make a conflict goal, ask for the moon, because you'll probably only get a cloud. So, if you roll a bucket full od 6s, and clear this conflict untouched, what will you achieve? You're allowed to have separate conflict goals.


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Right now we are dealing with a scouting conflict. I suggest we use my scouting 5 plus health 4.

Conflict Goal: To find Nathaniel's Trail without alerting the wildlife.

Not sure if this is the moon? Suggestions?

Finn wakes early and gathers his gear anxious to be on his way. When Niall is ready he grumpily stated, "Best we be on our way." It obvious he is still angry about the results of his sparring.


Bry: 0/2 ~ Peiter: 4/8

Yeah, that would take a miracle. The actual plotting of the map can be done on the way home. You wouldn't want to get caught with map in-hand. Cartographer can still be used within the conflict to make notes and read them.

With that as the party's Conflict Goal, the opponent's disposition is Scout:5 + (max)Season:6. It represents how far you have to go.
Scout: 5d6 ⇒ (1, 1, 1, 2, 6) = 11 That's a total disposition of 7. Seems the weasels aren't out in force yet, or Nathaniel's trail is hot.

The snow is a patchy blanket of pure white. You're out early. North or south of the border, you're the only ones out here... for now.


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Scout: 7d6 ⇒ (1, 3, 6, 3, 4, 5, 3) = 25 Scout+help+trait(cunning)
Disposition 7 (3+4)

Finn cautiously scouts the path varying his pace and often backtracking over his own trail.


Bry: 0/2 ~ Peiter: 4/8

Defend and Attack are versus tests.
The northern reach of the borderlands is a natural valley of open fields, and as such it is buried in a thick blanket of melting snow. The surface has melted and re-frozen enough to walk across, but the melt has made traveling across it hazardous because a mouse is liable to fall through the crust and into the running melt water below.

Defend(Season): 6d6 ⇒ (1, 2, 3, 2, 2, 5) = 15
That's one Success.


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Attack (Scout): 5d6 ⇒ (5, 6, 5, 4, 6) = 26 4 successes

Finn scouts ahead poking the snow with a branch trying to find the safest path.


Bry: 0/2 ~ Peiter: 4/8

Daaaang

The route is riddled with holes into the Darkheather, and broken paths in the snow where warbands and scouting parties have made their own rounds checking the border. Finn's patrol crosses the hazardous snow, making excellent time, reaching Pebblebrook by midday of your second day of travel in the borderlands. The Guardmice posted there are supervising the repairs on the town's defenses: a series of cultivated brambles which they are pruning and shaking loose from the snow.

Within the barracks, Arne, Pilib's Scout, is huddled, having just come in from the cold. He's just fled from an ambush. As he describes the area, Niall recognizes an old Harvester's shelter outside Ferndale. Pilib is dead, or critically injured, and the warband has Nathaniel. Hands shaking, Arne hands you a reed case full of cartography notes. "Tha's not alluv'em, but it's what ol' Nate threw me 'fore I ran. Won't be no good finding 'em. It's jus' tha south end: band routes and outposts annat."

You can hold on to the notes, or send them back to Lockhaven with Arne. In any case...

Beyond Pebblebrook lie the blooded fields around Woodruf's Grove. As your third day in the border darkens, you hear a distant peel of thunder...

Defend(Season): 6d6 ⇒ (2, 5, 2, 6, 3, 4) = 22
Three successes. When Defend and Defend are paired, the tests are independent.

By nightfall, the downpour is torrential. The huge globes of rain, and the rapidly melting snow cut rapids through the dirt. The Patrol is grounded, for now, and at risk of getting sick if you can't get warm soon. If this defend roll goes poorly, the Sick condition is on the table, if you have to make a compromise.


Finn of Ivydale wrote:
[dice=Attack (Scout)]5d6 4 successes

Isn't that five successes? I thought that 4-6 were successes, 1-3 were cowards.


Defend (survivalist): 5d6 ⇒ (3, 4, 4, 5, 6) = 22 (I get a bonus for the flint and tinder and an extra bonus because you said so, right? If not, disregard the last roll. 4 successes.)

There's not enough cover, but Niall's used to making a fire in the open. He pulls out his flint and tinder and gets to work on making a fire out of the nearby twigs and leaves.


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Barton_the_mouse wrote:
Finn of Ivydale wrote:
[dice=Attack (Scout)]5d6 4 successes
Isn't that five successes? I thought that 4-6 were successes, 1-3 were cowards.

Correct, my mistake, thanks.


Bry: 0/2 ~ Peiter: 4/8
Finn of Ivydale wrote:
Barton_the_mouse wrote:
Isn't that five successes? I thought that 4-6 were successes, 1-3 were cowards.
Correct, my mistake, thanks.

I figured you did the math for me. (5 - 1 = 4)

The fire is struck at the base of a lone pine, the smoke masked in the massive canopy. Water streams past on both sides, ripping the earth out from under the roots, but your shelter in the lee of the trunk is soon a warm safe-haven.

Through the night, you watch the storm boil over, secure in the knowledge that the warband is likewise taking shelter. Finn takes to the branches, straining against the night to see any signs of their party. You get little sleep, but wake ready to close on their position. As your mission reaches its objective, you speak less, and act in concert. You haven't worked together before, but both of you are seasoned Patrolmice.

FYI, this is the same storm that hit Sprucetuck.
Feint(Scout): 5d6 ⇒ (2, 5, 1, 3, 6) = 17

Paired Feints are VS. Describe how you plan to sneak victory from behind an anticipated obstacle, and roll, and I'll see if I can convey the counter-ambush effectively. If this roll ends the conflict, it will probably lead into another conflict. The run and hide kind.


Bry: 0/2 ~ Peiter: 4/8

Keep in mind: You can use 1 Persona to tap your Nature, rolling both your skill, and your Nature. You can use a Tool, some Supplies, get Help, reference a Wise, and use a Trait for +1D each as long as you write out a justification for each bonus. You can also use 1 Fate after the roll to reroll all 6s to gain additional successes. You need 7 successes to end the conflict this round. Next round will be rough.


Attack (Fighter): 5d6 ⇒ (1, 1, 3, 4, 1) = 10
Swordwise: 1d6 ⇒ 3
Claymore (gear): 1d6 ⇒ 6
Finn: 1d6 ⇒ 1

I don't think that's going to be enough...

Niall's had lots of training with the sword, so when the weasel scout shows up outside their camp, he understands how to kill it, not just that he can Swordwise. He draws his big sword and asks Finn to distract the weasel, hoping for an opening before bringing his blade around. Unfortunately, once the fighting starts, everything fails Niall except his blade.


Bry: 0/2 ~ Peiter: 4/8

The test is currently tied. Here are a few ways we can break that tie:

Swords have the conflict tag "Useful", and at any time you can choose one type of move to add +1D to for the duration of the conflict. That Move (in this case Feint) will have a +1D bonus for the rest of the conflict when you use your claymore.

You can use a Fate to re-roll your 6.

You can use Bigpaw or Longtail for a +1D bonus.

You can use a trait, like Scarred, to break the tie in the scout's favor. You would gain 2 Checks, and would fail this test.

We can have a roll-off.

If the weasels win, it's just 1 Disposition lost. You'll still be in the lead. The Injured condition would be on the table if you end up having to make a steep compromise (if you end the conflict on less than 4 disposition).


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This is a really foreign system to me, and I appreciate your help understanding what's going on. Let's use that Fate to try for a re-roll.

Fate Reroll: 1d6 ⇒ 5

Fate, for seemingly the first time since Ferndale, is on Niall's side...


Bry: 0/2 ~ Peiter: 4/8

Any time. I try not to give advice to tell you what to do, but I do like to make sure you know your options.

The weasel scout spots your camp's smoke and as the storm ebbs, the fiend slithers up into the brush beneath the pine. Finn is sleeping, bundled in his cloak, and the weasel approaches slowly, inch by inch, until claws touch the fine tufts of his ears.

Out of the boughs, Niall drops, driving his long-bladed claymore deep into the creature's shoulder. Dropping into a deathroll, the weasel hisses and gurgles. Niall tumbles away, pulling his blade free.

In a flash of lightning, the weasel is gone, a streak of blood pointing the way back to his lord and camp.

The conflict isn't over yet, but we will have to wait for finn to get back to choose a new set of moves.

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