A Song of Mice and Ire (Inactive)

Game Master BastianQuinn

A game of MouseGuard.
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Finn nodded in agreement at Seths suggestion, "Safety in numbers, can't be to careful. If Nathaniel is well enough he should travel with us too."


Bry: 0/2 ~ Peiter: 4/8

By morning, Nathaniel is rested and well. Pilib elects to stay behind with his patrolmate, who is recovering rapidly due in no small part to Bry's efforts. It's an uneasy cluster of six mice that congregate outside Sprucetuck.

Finn holds Berach at the end of an iron chain. The former governor stands proud and indignant, biting at the gag. Nathaniel admires Barton's field notes, ready to complete the task, should the opportunity arise. Mitsy has bundled up all of the prototype clarions as well as a heavy-looking cask of black powder. It will be a slow-moving patrol.

Barton makes a fair point. You have a excellently detailed map of the route home through Ivydale. This route would be an ob2 Pathfinder test, even with paws dragging. However, you were tasked with mapping the route, and the immediate crisis has been averted. Seyth is insistent on taking the long route home. This route is ob4. Nathaniel can handle the Cartography, as the patrol has at least one VIP to keep an eye on. Seyth is still injured, and will suffer -1D on all tests. You may choose to roll Cartography to try and improve the new map. You may also choose to roll Nature(ob4) or Harvester(ob3) to re-stock any shelters you find along the path. You may also test Weatherwatcher(vs Season) to try to determine the weather before you embark.


What do I roll to keep my eye on the prisoner


Bry: 0/2 ~ Peiter: 4/8

You can look at it two ways: 1) To watch the prisoner, don't roll anything but pathfinder. You can also forgo a help roll and say you're watching Berach intently, and I probably won't make the twist Berach-related if the one Pathfinding does fail. There will be fewer opportunities for a twist, and therefore the journey will be uneventful. 2)You can roll well. If you don't fail, I don't introduce a twist.


I’ll forgo the pathfinder roll. I’m watching the hell out this prisoner!


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As they begin their journey back to Sprucetuck Finn offers to scout ahead whenever the party is unsure of which direction to go.

Finn will use scout to help with the pathfinder roll


Bry wouldn't really respond to Seyth and would try to keep to himself at this moment being angry and all


oh boy, that's gonna be fun when it comes to a head.

Seyth leads the way this time, using the shovel to clear the path more efficiently where the snow is an issue. he wants to make good time, if the spring will allow it..

pathfinder+ Finn's help+shovel - sick: 5d6 ⇒ (6, 5, 3, 2, 5) = 21


Bry: 0/2 ~ Peiter: 4/8

That's 3 against an obstacle of 4. Any traits? You have 6 Fate, so you could explode that 6.


exploded 6 + tough (cause I'm injured?): 2d6 ⇒ (3, 3) = 6

whelp...


Sorry...watching that prisoner...


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Bry: 0/2 ~ Peiter: 4/8

Barton does indeed keep his eyes on your prisoner. Finn does an excellent job of guiding the patrol around hazards and obstacles. However, it takes everything Seyth has to pick out a proper path through the rough, shoveling snow, slush, and mud. Is it Bry's fault for brooding, alone? Is it Seyth's for trying to push himself past a serious Injury because it's not going to leave a scar? Is it Barton's fault for focusing too hard on his job and his 'uncorruptable force of good"? Is it Finn's fault for not questioning Mitzi when she takes watch during a rest?

It's late afternoon. Elmoss is a few hours away. Mitzi has disappeared.

What do you do?


I forward a motion to make Barton chase down his girlfriend while the rest of us get beach locked up in elmoss


Bry doesn't want to see his family.


Damn that girl. Seyth says, as they discover Mitzy's disappearance. We can't just let her leave, I'm afraid. Any of you three feel up to chasing her down? He asks the rest of the patrol

what stat would tracking Mitzy be? pathfinder or hunt or scout or what?


Bry: 0/2 ~ Peiter: 4/8

Tracking down Mitzy is a Scout test vs her Nature(mouse), which is 2.


Barton woke from his sleeping shift frustrated at Mitzi (and frustrated at Finn for giving one of the prisoners a watch shift, though in retrospect he couldn't have known the situation...). He was thankful that Berach didn't escape during Mitzi's watch shift.

Seyth, if you all keep a close watch on Berach, I can get Mitzi to come back.

Barton lets out a long sigh. Will this be his life now? Chasing after Mitzi over and over again until one of them are dead? I check my compass to help guide me along the shortcuts that crisscross her trail, trying to cut her off.

I'm going to pop shortcutwise. Does the 2 on my sheet mean I roll two dice? I'll roll the second one separately in case it does.
scout+shortcutwise+compass: 4d6 ⇒ (2, 2, 3, 5) = 12
second die of shortcutwise: 1d6 ⇒ 6


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Bry: 0/2 ~ Peiter: 4/8

Wises can be used to help yourself, in which case they grant +1D, or they can be tested like any other skill to probe for information.

Nature(mouse): 2d6 ⇒ (3, 1) = 4
Barton finds Mitzi hanging from the branches of a bush by her ridiculous pack. It looks like she slipped while climbing and got her clarions caught in the crook of some branches. From her crossed arms and turned-up nose, you can tell she's too angry and/or embarrassed to comment.

It takes no time at all to get her down.


Barton sighs then helps her down then leads her back in silence.

When they return, he shakes his head at the others, to encourage them to not comment.


Bry: 0/2 ~ Peiter: 4/8

Elmoss was once a great sprawling city carved into the oldest elm in all the territories. Its moss a critical ingredient in Sprucetuck's poultices and elixers. The wood was prized for its resistance to water and weathering. It was a hub of food trade for the western territories... until the war took them.

Now Elmoss stands as a quiet tribute to mouse ingenuity and the fruits of concentrated mouse labor.

Because you're officially shopping this tax bill around, I'll allow Seyth to roll Govorner-wise before the Player turn. It's a large town close to Lockhaven, so he should be familiar. ob1. If there's anything else any of you would like to do that you think is on-mission, I'll let you know if it would cost you a check.

Otherwise, it's time for another Player turn. You each have 1 free Check. After the Player turn, we'll go straight into another GM turn, no end of session. Bry's parents will do their job for free and offer food and a clean bed. Bry is free to characterize them as he wishes. This may be his first time back since being recruited last Fall. Helping someone else's roll does not consume a check, and you can earn more checks on tests made from spending checks.


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During a quiet moment in town, Barton sat next to Mitzi. They both stared ahead, not making eye contact.

When we were kids, no one could tell you anything. If I told you it was raining, you’d stick your head out of a knothole to check. When your mom would warn you that the stew was hot you’d take a big gulp. I get it. Life in Lockhaven wasn’t your choice, so it doesn’t matter how good it’ll be, how many mice you’ll help. It’ll be a prison because it was a choice made for you. But you aren’t a prisoner, Mitzi. The things you were responsible for back home...I understand why it happened, but mice could have died. [u]I[/u] could have died. Your honesty and smart thinking and brilliant inventions saved a lot of lives and that saved you. But...you could have been a real prisoner. I can only protect you so long. There are two paths ahead of you, and you can choose. You get that freedom you crave so much. One is that in between my patrols I come back to Lockhaven and I take you out to dinner at a little cafe at the top of north tower and you tell me about the newest thing you invented to make our lives safer or easier or just...more fun. The other is I come back and slip pieces of bread into your cell. I can only cover for you for so long. The next time you run, I won’t chase you. Lockhaven will send a posse of mice to hunt a fugitive.
Persuader, Beginners luck, .5 will: 1d6 ⇒ 6
Explode that six: 1d6 ⇒ 6
Boom!: 1d6 ⇒ 3

Barton sighed and stood up.

Choose whichever one will make you happiest. If you care, I’m happy to tell you which one I prefer.


governor-wise: 1d6 ⇒ 5

I assume I automatically know his name and all that, what else do I know?


Bry: 0/2 ~ Peiter: 4/8

Elmoss is ruled by the heads of house in the three primary guilds: wood Cutters, moss Cullers, and grain Crofters. This format is generally seen as outdated, and counter-productive, as the three families are prone to arbitrary disagreement. You may not have time to untangle this mess today, but if the circumstances are right, you might be able to sneak out with a highly coveted seal.

Bry's father, Moord, is the current head of the Crofters. They have lost a lot in recent years as the western territories have... not been accepting exports. The Crofters have spent some time getting by on the good will of others, and many of their younger members have taken apprenticeships with the other two families. It is not great that Bry works so close with the Cullers.

Vidar of the Cutters has a mild temperament, and being the wealthiest of the three houses, is used to paying to support the greater good. He has helped Lockhaven fund relief efforts in the past. He would be an easy sell, and could put in a good word with his contacts in Port Sumac.

Ingrid of the Cullers is as stubborn as a mole, and twice as surly. She's liable to be against anything new, regardless of the benefits.


Bry: 0/2 ~ Peiter: 4/8

Barton:
Will: 4d6 ⇒ (2, 2, 2, 2) = 8
Mitzi sighs. "If those are my options it's not much a choice, is it? I do hope you're the one who's right. I wish I could believe in the Guard like you do. That would be a wonderful place to live... but you weren't in Sprucetuck during the war. If you had seen what the guard did, you might not be so quick to turn the clarions over to them. I know you heard the rumors, training in the north as you did, but they didn't just keep you from the front line for your safety. I'll go with you, Barton. I'll go quietly, even, but I hope you don't ever have to wonder if we aren't being selfish, not choosing the other path."

Note: 1 more Persuader test and Barton will gain the skill at level 2.


Barton paused for a moment, considering her words.

Sometimes it’s not just about one settlement, it’s about all mice. He turned back to her. Sprucetuck protects the territories, the other territories feed Sprucetuck. It doesn’t always go as planned, but the intentions are always good. For what it’s worth, I feel safer having you at our back.


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Moord, it's good of you to come. you raised a lad, he'll make a fine guardsmouse someday. Vidar, I'm glad to see you are well. Ingrid, glad you could make it, very grateful for this audience. Seyth greets the heads of house as they arrive, allowing them to get comfortable before they begin.

So, I think we all recognize the nessesity of the scent border. keeps the big things out, marks our borders, makes things safe. But... Sprucetuck's been having trouble, with funding and with supplies. been happening for years, Gwen just can't pay them enough, given it's their primary sale. Came to a head this winter. when I got there, they were starving to death and half-mad from drinking their elixiers to get by. His son. Seyth indicates Moord prevented that, this time. but it might happen again, and the guardsmice might be too late... or the governor might suceed in hanging them. there are a dozen ways that could go wrong, and most of them end with no scent border.

So Jas, from Ivydale, came up with a scheme. we spread the cost throughout the territories. Divided between the towns, it is no onerous burden to any one place. he places the treaty down, with the numbers for them to examine it's new, I know. but I've spent my life with the guard, dedicated my life to protecting the terotories... And I think this will do that, and help prevent a catastrophe like the one we just averted.

persuader + RP + Governor-wise + treaty + Guards- honor: 7d6 ⇒ (6, 3, 2, 4, 1, 4, 1) = 21

exploded 6's: 1d6 ⇒ 1


Bry wants to stay as far away from his family as possible. He left without telling them why he wanted to join the guard, ditching the family buisness, hasn't communicated much with them etc. Plus he is currently Angry.


Bry: 0/2 ~ Peiter: 4/8

Does Bry use his time in town (your Check) to blow off some steam in a private or remote area? What does that look like? This would be an ob3 Will test to remove Angry.

Or will you find time to treat Seyth's Injury? (ob3 Healer)


Bry: 0/2 ~ Peiter: 4/8

The highest will among the triumvurate is Ingrid, with 6. Without closure between him and Bry, Moord will help. Ingrid is also notoriously Stubborn.

Will+help+trait: 8d6 ⇒ (1, 3, 5, 3, 3, 4, 3, 3) = 25

Ingrid sniffs. "We've always paid for the scent border, Instructor Seyth, in our many charitable contributions to your merry band of scouts."

"Not all of them material." Moord mutters.

Ingrid glares at Moord, as if waiting for the right provocation. "It's high time we had it put to word, so we know what's our dutiful contribution to our own right to safety. All of our dutiful contributions. The days of giving what you can, and hoping it will be enough, are behind us." She turns slowly to Vidar.

Vidar clears his throat, and clasps both ends of his scarf. "I'll get my piece of the seal then. I tell you, I did not see that coming, old boy." He claps Seyth on the shoulder as he crosses the room.

The three mice combine three small brass rods to form the seal of Elmoss, and make their mark on the document. With this success, Seyth's Persuader rises to 4.


You know, now that I think about it Bry is angry, isn't thinking straight. Could he burst into the current meeting to grumble about having to heal Seyth?


Bry: 0/2 ~ Peiter: 4/8

I don't have a problem with that.


DO IT


As the mark was made, the door to the meeting burst open as Bry moved in. He moved towards Seyth without regard for the guild heads, glaring at the old mouse.

Don't go running off with an injury like that grey fur! he yelled at Seyth. Now let me see the injury so I can take care of it!

He gathers his tools and begins to work on Seyth, ignoring the guild heads existence.

healer+moss+compasionate: 4d6 + 1d6 + 1d6 ⇒ (2, 4, 4, 2) + (5) + (5) = 22 Thats 4


It was grey when I was your age. Seyth Grumbles, then raises his voice to say And, this was a closed-doors meeting between a senior member f the guard and the ruling triumvirate of Elmoss, not something you should barge into.

Seyth was right irritated at this point. Barton and the girl, Bry and his dour silences, and now impetuous behavior. thank the gods Finn was an experienced guard, else he'd soon discover what color grey fur turned


Bry: 0/2 ~ Peiter: 4/8

Bry jabbs Seyth with his claws, twisting and manipulating the ruptured vessel and draining the pooled blood from the greyfur's internal injury. It feels like a knife twisting in his back, but when Bry shifts to applying moss to the wound, Seyth finds the released pressure on his back and hip a welcome relief.

Ingrid gasps, watching blood spilled on the governance office floor.

Oblivious to the reasons for her outburst, Vidar chuckles. "Moord, old boy, it's your son! Haven't seen the lad since last fall. He's grown."

Collecting her composure, Ingrid speaks over Moord's response. "Did that jumper just suture a ruptured venule with his bare claws?" Ingrid isn't a Healer of any merit herself, but she manages a few, and deals with Sprucetuck Healers. Seyth has seen a healer stop blood in the field before, usually with sutures or gauze, but he can't tell how that differs from what Bry did. Nothing more complicated than setting a bone, surely.

Moord harrumphs.


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Bry stared at Seyth, bringing out his furry. Listen to me you daft old mouse! You will not walk around with an injury like that again do you hear! Rule, meetings all of it be damned! I do not care if you are a senior member, I do not care if this is the ruling triumvirate of the entire territories! No one in any team I am on will walk around injured if I am around to stop it.

He held up a paw to the triumvirate. You, Ingrid! Shut up when I am working. Doing that takes effort, something I assumed a fellow healer would know. I don't know what you were talking about, and I honestly don't care enough to find out. I have already had to deal with enough idiocy from town leaders, had to save a damned town from starvation, heal the wounded from their idiot leaders attempt to kill everyone by not listening to me, and the subsequent destruction of a clover field because this gray fur and my other team mate wanted to take on a damned Owl.

Bry left because he was sick of the politics. Nothing has helped that recently.

If Anyone either tries to stop me from doing my job, or avoids me when they need a healer I swear I will just start roaming the territories healing every damned person who needs it while you all bicker amongst yourselves like a group of children!


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Seyth stiffens, concerned for his pupil's future wellbeing. he turns to the triumvirate I need a word with my tenderpaw. I'll be back for the document in a moment.

Seyth takes Bry's shoulder, firmly, and brings him into the hall. Listen Bry, your angry, the last few days have been awful. I don't hold that against you. But you cannot yell at people like Ingrid and Vidar and Moord. it embarrasses yourself, me, and the guard, and it achieves nothing. Seyth says.

What is it that's got your tail in a twist? That mice who were starved and living off elixier wouldn't listen to you? that The owl attacked our foraging party, and Barton and I fought? Hogwash, you aren't pissed about that. Seyth breaths deep

Funny thing you learn training tenderpaws. every one of them has it in their head that the world would work just right, if only other folks would let them fix it. Mice like Mitzy and Berach get it in their skulls that the world would be perfect if clever mice like them were in charge. Barton is slowly getting over the notion that he can solve every problem by hitting the right thing with his sword. And when I was your age, I had it in my head that if the mice would just band together, we could solve all our probles... Seyth makes a sweeping gesture, to punctuate the incorrectness of his youthful ideal

And you think a lot like I did. but there's no one solution, that's a lesson you'll keep learning all your life. it's not easy, but you have to consider what works best for any situation, and sometimes, someone else's approach works better. it's not easy or fun to admit, but it lets you help more people in the long run.

Hey, can I use instructor to clear Bry's angry, like he used healer to clear Seyth's injured, or does it not work like that?

instructor + tenderpaw-wise + guard-wise + Jaded: 7d6 ⇒ (1, 5, 4, 1, 2, 3, 5) = 21

I need you to go back in there, and apologize to them. I've worked with tenderpaws for more than two decades now, and I've been called worse than a doddering Greyfur, but they are used to more respect,a nd they've earned that. Say what you will about them, but they are very competent rulers.


Bry: 0/2 ~ Peiter: 4/8

I really like that use. It's easier for a Healer to remove Sick or Injured, but I think it should be a bit harder for an Instructor to clear Angry. That makes it useful for when a tenderpaw with low Will gets Angry, but less so if you were trying to help a more mature mouse. That said, Angry is usually an ob2 Will test, so Seyth clears the proposed ob3. It's the same obstacle Healer gets.


Thats a great use of the roll. I’m really enjoying the interplay between our mice. I can’t wait to interact with Finn a bit. Barton is trying to reinvest himself as “cartographer” as alternative to “hot head” but the introduction of a better cartographer might lead to a backslide. Barton wants to be noticed and appreciated. Being pushed out of the spotlight might test his newfound maturity.


Bry tries to argue but finds himself at a loss of words. Yes sir, he says as he walks back in.

He looks at the triumvirate, and sighs. I'm sorry.


Bry: 0/2 ~ Peiter: 4/8

Finn still has a Check, which he could use to recover from his own conditions, or to pursue other interests.

When Bry re-enters the hall of governance, Moord has left. Ingrid is fussing with the blood on the floor, and Vidar is frozen over a flask he's drawn from under the cushion of his seat.

Vidar chuckles heartily, replacing the flask and hopping down to clap Bry on the shoulder. "You're fine, boy, truly. The reality of the territories can be confounding. Mmm? It is hard, sometimes, to reconcile each other's fallibility when we know how things should be, but that's simply the way of things. We are, for all our cleverness, still mice." He leads Bry back to the door and ushers him out.


We're not waiting on anything from me, are we?


Bry: 0/2 ~ Peiter: 4/8

Just wanted to give Finn the holiday before we move on from the Player Turn.

Elmoss' local toughs are glad enough to remit Berach to your custody. Apparently, he's descended into mad babbling, climbing of the walls, and wouldn't eat his meal. It was making everyone uncomfortable. As you are leaving, you see a mouse scrubbing a strange symbol off the wall.

Mitzy looks defeated as she re-packs her supplies. Not exactly sullen, but far from ready to bolt as she did before. She at least realizes she's not the type of mouse that can live in the wilds on her own.

The route back to Lockhaven is long, overgrown, and Berach will not make it any easier. It would be an ob5 Pathfinder test. Scout, Weather Watcher, and Hunter can help. Forgoing a help roll, you can keep watch on Berach (and/or Mitzy) and the twist won't be that they run away. Feel free to propose some other action.

Nathaniel can finish the map, or someone can roll the ob2 test to improve or possibly mess up the current map of the Ivydale/Spurcetuck/Elmoss circuit. Right now, These routes should be cleared and paved by the end of spring as long as the plans for the scent border complete on time. The Lockhaven-Ivydale-Sprucetuck side will be the safest, and the Laborers will finish that road first.


He turned to Seyth. Sir, would you like me to continue keeping watch on the prisoner he gave a sharp look to Mitzi, but was confident she wasn't going to run again. Or would you rather I work on the map?


Bry is very interested in this symbol

Bry wanders over to the mouse scrubbing the symbol off the wall.

Excuse me, what is this about? he asks politely.


Bry: 0/2 ~ Peiter: 4/8

The Laborer stops to rinse out his brush. "The mouse you brought in did this with his lunch. -was somewhere between raving about the legends, and ranting about 'the descent of mousedom' and a 'doom fortold in the deep logs'. He's a real nutjob. I didn't get the details, sorry."


Bry shakes his head sadly. Sorry about the trouble good sir. We will make sure he gets taken care of.

Bry will approach Berach calmly, looking at the lunatic. Alright, I am giving you one chance. You can tell me what the heck has gotten into your head and I will listen, or I will see about making a mental ward to hold you in.


Bry: 0/2 ~ Peiter: 4/8

*Cracks knuckles*

At a glance, you know that Berach is suffering extreme elixir withdrawal. When you approach he shrinks back, turning his head to shade his eyes from the light, and clutching the sides of his head. He’s been struggling against his bonds, but not so much that he needs medical attention. He’s been muttering quietly, and when you ask your question he merely increases the volume of his deluge of words. It’s hard to pick out anything that makes any sense. “None of you understands, this is treason, I am the governor of Sprucetuck! It all has to burn, it must! This is not what the founders would have wanted: mice cowering in their homes, quietly digging their own graves, waiting for the weasels to come in the night and devour their pinkies. I have read- I have seen, like lightning comes before thunder- a shame that we hide, a shame that we let our territories slide into weasel clutches. It’s in logs deep, the chronicle. So long now it hurts. It all must burn! It was written- this is treason! Get me out of these irons. Iron forged in fire and tempered in blood. I am the governor. Territories long fallen, records lost, histories rewritten- this is how it starts; soon, no one of us will know what we have lost, but I have read it. It has happened and will happen, and will continue to happen until all… all… all must burn. None of you understands. The war will never end. The iron binds us. Everything started with Arturus, the iron, the stone, the fire, the lighting, the blood, spinning. spinning... I am the governor of Sprucetuck...” His voice lowers again as he continues to mutter in circles.


Can I medicine this?

You aren't governor anymore Bry said calmly. You were arrested for trying to murder your own people. I can try to help with your withdrawal but you MUST cooperate with me. Otherwise I will let you continue in suffering.

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