A Song of Mice and Ire (Inactive)

Game Master BastianQuinn

A game of MouseGuard.
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[Cast]  [Conflict Ref]  [Maps]


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Bry: 0/2 ~ Peiter: 4/8

I'm going to accept that Armorer test as an action that follows from the fiction and is directed at the task at hand.

Armorer (5, 6, 3, 3)= 2 against ob2
Pathfinder (4, 5, 1, 1, 2) = 2 against ob4
Seyth forages deadfall and nut shells, stripping the fibers from the bark to lash together a couple shovels. Still irritated, Seyth doesn’t see that he’s left one shovel unfinished before it falls apart in his paws. His mood is only worsened when the metaphorical stormclouds become literal ones, and by afternoon, Seyth is Hungry and Thirsty from hopping streams and hauling fallen timber all day.

Barton has had to switch to grease sticks to keep his notes from running, but is otherwise happy enough to flit from leaf-cover to leaf-cover updating his map.

Bry is glad to have the working shovel, and in shelters with good shade, he’ll turn the soil and open up a few unspent mushrooms to sow some spores. Other places, he is able to stock their caches with the meaty lobes of spent caps.

I’ll pause here for Barton’s cartography test. No bonus, but I won’t try and set you back, since you didn’t help in the Pathfinder test.


I'm going to let it ride with a MoS of 2. It's highly unlikely I'll hit a MoS of 4, so the risk to reward isn't high enough

Side note: Is there really nothing we can do to help Seyth clear conditions before the conflict in town? He's like, three conditions in. Did he get two conditions because he missed the target by two?


Bry: 0/2 ~ Peiter: 4/8

He got Angry teaching Barton Hunter, and Hungry/Thirsty is one condition. H/T affects Health-based conflicts, so it's not a huge setback right now. If one of you had gained any Checks, you could spend two now to make a recovery roll. Keep your Traits in mind, because using them against yourself is the only way to gain extra checks. You can save checks, even your free ones, between player turns.

Oh, and by cumulatively I mean any margin of success or failure will stack as far as map quality. You would only need a repeat performance to end up with MoS of 4, and even a big ol' bag of 1s won't ruin your supply, just set you back to a simple map.


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Barton squinted against the rain as he continued to fill out the map through their travels.

cartographer+map tools: 4d6 ⇒ (4, 2, 6, 6) = 18

MoS of 1, for a total of 3

He wasn't nearly as good with grease paint as he was with pencil, but the map was starting to shape up pretty well. Despite himself, he was actually quite pleased with the result.


Bry: 0/2 ~ Peiter: 4/8

When the patrol reaches Sprucetuck, the rain has become a storm. The rapidly melting snow mixes with the rain to make for a bone-deep cold which makes your joints stiff. You’re guided by the glow of Sprucetuck’s central fire through the twisted trunks and stained glass windows of the city’s outer wall.

You reach the front gate, and a pair of tall mice step forward, brandishing copper pipes, held over the shoulder. In their free hand, they hold a stick with a smoldering ember at one end. “Halt, if k-know what’s good for you.” From a pair of shelters behind you, two more mice with spears move to surround you. “You a part of a larger escort? If not... you’ll wish you were.” Thunder cracks in the distance, and the rain doubles down. The pelting winds become inhospitable, you'll have to shout to be heard over the squall.


Im from ST, can I do a circles test to see if I know these guys?


Bry will look at the pair of mice and decide now is the best time to talk.

Hello good fellows. We are part of the guard. We are here on a mission. Do you need any help?


Bry: 0/2 ~ Peiter: 4/8

Yes, you can roll with +1D for your Hometown Advantage. For a common profession other than laborer with little power, but willing to help, you will need to pass an ob5 Circles test. Might be a good circumstance to pull out all the stops. Use Traits, Fate, or Persona to modify your roll.

The guards give eachother bleak looks in response to Bry's words. It looks like they weren't expecting a lone Guardmouse with one foot in the grave, and two cloakless tenderpaws.

"Is Lockhaven sending food?" A smaller mouse holding a spear shouts into the wind, his helmet sliding forward over his eyes.


Just opening a path for now, but I am more than happy to help. I know my way around the fields. Bry said completely innocently. How can I help you folks?


Oi, have you just suffered a bandit attack? Lost a dozen mice to beasts? What's caused Sprucetuck to forget its manners, and threaten visiting mice at its gates? Seyth says, in a tone that conveys just how ready he is for this day to be over.


Barton stepped in front of his companions, placing himself directly between danger and wisdom. He could avoid this whole problem, because he knew these guys and because he was very, very clever. So clever that he hardly noticed the guard mice’s desperation.

circles+from town -clever: 3d6 ⇒ (3, 6, 3) = 12

That’s a big ol’ miss a roonie. Even with fate or help, I’m SOL.


Bry: 0/2 ~ Peiter: 4/8

Sometimes you just have to toss a test and get some sweet sweet Checks. Even when you can preview your dice, it really becomes a game of strategy, because you have to fail at some point, or you won't advance. The resolution of that roll will take some time to unfold, but it's made things... interesting. A quick look at the Cast sheet for Sprucetuck has some spoilers if you want to root them out.

"It's been a long winter, mister guard, s-sir." The smaller guard pushes his helmet back with numb fingers. "We hit the back of the storehouse last week. Everyone's a little... on edge."

The other spearmouse spits. "Nuts is more like it."

"All the same," One of the tall mice with the copper pipes motions toward the gate. "I'm going to have to ask that you come with us. Berach will want to see you..."

In the upcoming conflict, Berach's Goal will be to find you guilty. Think carefully about what your team's Goal will be, and what skills you might use to advance that goal as this scene unfolds.


That's unfortunate, It ain't been a good week, I'd wager. I'll happily talk with Berach. Seyth says, indicting for the tenderpaws to fall in. Might I have a word with these two younguns before this begins, brief them on diplomatic tact? he says as they approach Berach's chambers.

Seyth would know Berach, right? could I get a decription of him?


Seyth I think some are against us. Isn't it an issue if there is an inherent bias against us? Bry will say innocently.

I know we need a team goal but Bry is all for helping people who are suffering.


Bry: 0/2 ~ Peiter: 4/8

That's a great reason to roll Govorner-wise. That sounds like what you want would take an ob3 test, but I'll give you information based on the number of successes you get. Tying in another skill would help for +1D, but would also refine the type of information you recall.

"You'll have some time. We'll have to rouse Berach... tell him you're here." You are lead inside to an amphitheater built around a central fire. Slope-shouldered and malnourished mice trail in and out of the space, feeding coal and resin to the fire. The room smells medicated and humid. The tapestries that decorate the room are torn. The guards leave you in the center of the space, and the spearmice post themselves at the two entrances. Minutes pass in silence, as sciencemice of every discipline file into the seats. They form a circle, four mice deep around the room, full of cartographers, brewers, armorers, smiths, astrologists, alchemists, insectrists, apothecaries, chirurgeons, botanists, and masters of sciences you can’t even name. Each of them is lost in their robes, and their fur is thinning. Some come in carrying bottles of elixir and clutching cloths to their faces.
Participant #1: the Sprucetuck Board of Scholars


Bry will gaze in wonder at the board of scholars. He will wave at them and offer a slight smile.

Err... Hope I am not being rude but you folks are impressive. I have never seen such knowledge gathered together in a single location. he says.


Are you sure that isn't circles with a governor-wise bonus?

persuade+GW: 4d6 ⇒ (5, 1, 6, 4) = 16 Am I right in gessing that persuade would filter it to "what he's like as a person" more than "what he's enacted, and how he governs?"


Bry: 0/2 ~ Peiter: 4/8

Well, Circles is used to summon an ally, which is something you might also try. Persuader is used to change someone's mind, which you will be doing a lot very soon. You roll a wise directly to recall information about the topic. In this case, it would be Govorner-wise, augmented with your skill as a Persuader. No big twist here, though.

You always knew Berach as an eccentric. He's an excellent Haggler, and public speaker, but he'll run a circus through this hall if you let him. He won't want to deal one-on-one, and will use the crowd against you. You also know that he's got a penchant for the dramatic. Whatever is going on, it's sad for sure, but the citizens wouldn't put up with anything too horrendous. You could see that in the guards' eyes.

A scientist leans forward from her seat. "That's very kind of you to say, young mouse, but often times, the one thing a smart mouse will underestimate is how very much there is for one to know." She winks, then descends into a coughing fit.


Okay lads, 'ere's how it's gonna go. Seyth whispers to the tenderpaws as the scientist begin to file in Berach's gonna pack this place full, he and his are right ornery, and 'e's gonna try ta ue that ill-will against us, as a bargaining chip with tha scent. first thing we wanna do is try ta get a more private audience. failing that, we wanna turn these guys to us. Don't ye think these folks look a little sick, Bry? Be it an ailment ye recognize?


Bry: 0/2 ~ Peiter: 4/8

It's very simple. Barton sees it. Bry might catch on as well. When Sprucetuck ran out of stored food, they turned to their medical supplies and brews. This city is in desperate need of food.


Bry will lend a paw on the coughing mouse. I know a bit of healing and harvesting, he said with a hint of respectful concern. And that taught me that there is too much for any one person to know. Are you ok? I can try to help with anything that ails you.

Bry looks at their gaunt figures and sighs. This doesn't feel right. Why must there be a debate when I could go try to see what Sprucetuck has in the fields and wherever else food can be found. I could set up something I am sure of it. I want to help.


Bry: 0/2 ~ Peiter: 4/8

The two mice carrying copper pipes return with a young mouse Barton recognizes as Mitzy. She used to be such a bright young sciencemouse, focusing her study on acoustics and musical theory. She still carries a silver clarion, but the smouldering stick and bandolier of paper tubes are confusing and alarming details. She regards Barton with embittered disgust. “No caravan of aid supplies? No coffers full of decent reparations? Welcome to your last meals, boys. None of us is getting out of this alive.” Lighting casts the scene in stark relief.
Participant #2: Mitzy, the Bellfounder


The gravity of the situation struck Barton when Mitzy entered. This was much more serious than he considered when they first arrived. He tried to plead with the Bellfounder before it was too late.

Mitzy, this is all a terrible misunderstanding. Lockhaven didn't know supplies were this dire. We can fix this. This doesn't have to happen. You don't have to ring that bell!


Bry: 0/2 ~ Peiter: 4/8

Enough.” The crowd shifts their attentions to a mouse seated on a plinth that has been pushed into one of the exits to the room. Berach sits with a large bottle of elixir under one hip, sipping from a glazen cup. An old burn scar has left his long face furless. His nose and mouth are stained red, as is the front of his robe. "The defendants are charged with gross negligence and dereliction of duty in a time of crisis. How do they plea?"
Participant #3:Berach, the Governor

Disposition (Orator 3 + 2 help + maxWill 6): 5d6 ⇒ (3, 1, 2, 5, 5) = 16

Total disposition: 8

Your disposition will be at -1D if you're depending on Seyth's Will and Persuader the other two participants can contribute 1D each if you settle on a single goal.


We're still better off with rolling a 4 for will than an 2 for will. That being said, I don't understand how two successes is worth 8 disposition to them.


Their max will is 6 so that's the base, +the successes from their Orator + help. question, Kent, am I going to have to use Orator too? do I get 1 die, or no dice for not having any dots in a skill?


Bry: 0/2 ~ Peiter: 4/8

Yes, as the only successes, Mitzy and the Board's help dice add to Berach's Will.

Whatever skill you feel will be your primary skill in the conflict. Persuader is your best bet unless there's something else you wanna justify. The crowd gives Barton and Bry something to play off of. Berach's skills will be haggler and orator, but his focus is 'justifying' this travesty to the Board of Scholars.


disposition. persuade + governor wise + Guards Honor - jaded: 4d6 ⇒ (1, 1, 2, 3) = 7WHelp, we might be leggin' it out o' here

Berach, Ye've always been a good governor. Aengus, ye've been a scholar almost as long as I've been in the guard. Serra, yer mother was one of the proud Sprucemice who negotiated the addition of sprucetuck to the guards protectorate, what would she say if she saw ye now?

circles, to get one of them as an ally + RP?: 6d6 ⇒ (2, 2, 6, 2, 2, 4) = 18

Yer all good mice. Ye've had it bad, believe me, I understand. Yer angry, ye feel helpless, every day it hurts more ta keep movin, feelin' like thar's no hope, but ye keep doin it cause of habit. A now yer angry cause people arrived, but they weren't what ye hoped fer, another disappointment, enough ta almost push ye over the edge. but this won't solve yer problem. I'm sorry, but this trial won't 'elp ye, and every minute we spend arguing here is another minute none o' us are helping yer people.

defend, persuade+tough (his firsthand knowledge of near starvation) + rp + governor?: 6d6 ⇒ (1, 2, 4, 2, 5, 3) = 17


He forgot my bonus die. and Bartons.

save us: 1d6 ⇒ 3


one last chance!: 1d6 ⇒ 6


WOOOOOOOOOOOOOOOOOOOO


Bry: 0/2 ~ Peiter: 4/8

Defend is VS against a Maneuver.
Voices call out from the rows of glassy-eyed scholars. "What help are the three least important mice in the guard? Two without a cloak, one older than the guard itself... Gwendolyn sending you is a slap in our face after what we've been through- after what her paltry payments reduced us to! It only takes one mouse to deliver a message!"
Maneuver, Will(6/2): 3d6 ⇒ (1, 5, 6) = 12

Looks like a tie right now... how will we resolve this?

One success on that Circles test will get you an impartial helper.

One of the Laborers fueling the fire stops to mop his brow. "He's right, an' you know it. It's all bluster. An yer each of ye twice the fool as I te see this as mor'n a waste e'ye time. Guard's not wert it used t'be. They've only just cleared the snow. It might be a month before they can muster the food te save us..."
Bonus Help: 1d6 ⇒ 3
The board is flustered by the audacity of the working class to butt in on their intellectual discourse.

How would you like to break the tie?


I will leave that to Seyth. I would suggest calling mice out individually since he has persuasion


Bry: 0/2 ~ Peiter: 4/8

It was two successes on the Circles roll, but that's still a Laborer with little power and who doesn't have a stake in the argument (and would normally have been a failure at that) In this case, the mouse in question was already here, so I made it a bit easier to get him involved.

The stakes we're looking at are: if Seyth wins, y'all get +1 disposition. If the Board wins, they give the next roller on your team -1D.


Alright, Well if I get any say in how Seyth can turn this around there is literally a mouse who has already offered to try and help standing next to him. Perhaps that could help out with the working class support. I'll make a move once this is decided.


I'll take the two checks, and say Jaded gives them the win. Seyth is no good at passionate speaking


Bry: 0/2 ~ Peiter: 4/8

The mood of the crowd has turned. What was simple humoring of Berach's eccentricities has become a sideshow of insults. A disquiet descends on the hall.

Mitzy barks a derisive laugh. "So we need only tighten our belts and soldier on? This is an everyday occurrence? I’ll bet you were put up in the lap of luxury all winter. You've a mighty fine coat to try and empathize with us. No, you were sent to quell an uprising. Lockhaven's bottom line is control, not our lives."

The Board nods and whispers. The laborer cuffs his snout. "Wouldn't surprise me. Nobody in power really looks out for those they're in power over."

Berach leans forward. "Yes, why were you sent here, precisely?"

Deceiver(Feint): 5d6 ⇒ (5, 1, 3, 4, 6) = 19 Deceiver(2), Bitter, Berach and Laborer

Those three successes mean nothing against an Attack.


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Bry lights up, getting annoyed by this farce. Yet before he speaks he takes another look at the gaunt mice and realizes how hurt they truly are. Without hesitation, he steps forward. Using my persona point and taking the hit to nature. Also Compassionate to aid me. I want to roll as much as possible here

Fellow Mice, he began after clearing his throat. Lockhaven sent us to make sure we could figure out a trail. We had no idea what kind of conditions any town was in, but now that we are here, we are here to help.

Bry points to the scientist he was talking to earlier. This trail is a Farce! While you sit here insulting the guard like cowards you are killing your own mice instead of letting us help. It is not the Guards job to rule over you, but it is our job to help every mouse in need. It is my job to harvest for food, to heal the sick, and instead, you have me here debating whether or not the guard has been derelict in our duty.

Taking a step forward Bry points directly at Mitzy and Berach. Laborers and Board of Science, I ask you is this what you truly want. Do you want the grudge of your politicians and your insult throwers to stop the guard, to stop me from doing my job to help? Think of your families, the little ones. Should they starve because you decided that you want to imprison the people who came here to help?

Realizing he is taking up time, he turns to the only other debate tactic he knows. My opposition, your governor Berach, has taken the Guard Mice who were sent, and instead of asking for help wishes to use your starvation against you. He mocks the guard instead of doing the right thing and asking us for help. I am still more than willing to help, but you must help me help you. If I am stuck here using logic against insults I shall be here all day instead of out in the fields trying to set up a reliable source of food for the future. I am stuck here instead of making sure you are eating food and not medical supplies. Think among yourselves. What do you truly want?

Orator+Compasionate+Nature+RP-Manuver: 9d6 ⇒ (6, 3, 5, 4, 5, 3, 5, 1, 2) = 34

And that is five


Bry: 0/2 ~ Peiter: 4/8

Beautiful! Evidence, such as your sickle or moss as proof of your trade, adds +1s to a successful Attack. If Seyth and Barton successfully help, you've swept the conflict.


Wooo! At the very least Bry should have reached someone


on the bry train, choo motherf$*!in choo: 1d6 ⇒ 5


Man I should have called for reelection XD


heeeeeelp!!!: 1d6 ⇒ 2


Bry: 0/2 ~ Peiter: 4/8

It's not important, because this is an open argument, and everyone has a social skill, but in the future, remember to at least mention what skill you're using to help.

The room turns like a pancake, and all eyes are on Berach.

The silence is broken by a peel of thin, unhinged laughter. "Ke- ke-ke- You still don't understand. The only way we are going to get Lockhaven's attention is by holding all the barter. Two Guardmice, well that's certainly incentive enough to ensure your quick return to Lockhaven... The dying citizens of Sprucetuck, that might pry some cold crumbs out of Gwendolyn's greedy paws, but We. Need. Respect! Mitzy? where are the drums of musk?"

Mitzy taps her clarion on the floor. "In the basement, by the black powder."

Orator(Attack): 5d6 ⇒ (4, 5, 3, 3, 6) = 21 Orator(3) + HalfTruth-wise + Mitzy
Fate!: 1d6 ⇒ 3

3 Successes. I could not have used a Trait to add a die and also hoped to trigger the tier 3 trait to reroll 1s. Looks like luck's finally swung the other way.

A mouse among the Board wails and feints to the floor.


Hey, when Seyth arrests this guy, how many rules will he be breaking? Where would he drag him to?


Bry: 0/2 ~ Peiter: 4/8

You mean if Sprucetuck doesn't tear him apart? Threatening the territories like this is grounds for a very public execution. He'll have to be held until summer, though. Gotta bring in reps of the major cities for the trial. Who knows what might happen to him in the meantime...


Dips on attack next time (Barton is doing maneuver, which won't give us a win, right?)


I’ll confess, I’m not completely sure what I’m supposed to do next...


Bry: 0/2 ~ Peiter: 4/8

Per the rules, Seyth's RP bonus is tied to Defend, since it was the action he first used it on. I don't understand that rule, so it's totally cool if you guys don't stick with that. I'd rather you be encouraged to RP all your lines.

You can also switch up your order within the team between rounds, although I'm not sure Seyth will want to trade.

Treaty still counts as an all-or nothing play... if you want to get out without a compromise.

I don't see where it says Barton is doing a Maneuver. You guys coordinating over PM? That would be soo good to hear.


Barton_the_mouse wrote:
We need to pick 3 moves and then decide who uses what. Sounds like Bri wants to use attack. Barton can maneuver

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