A Song of Mice and Ire (Inactive)

Game Master BastianQuinn

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


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Barton tried (and failed) to look humble and casual. Yeah, it's probably me they're talking about. I saved the greyfur from certain death by leaping onto the ol' bird. No big deal. I also captured a bandit queen!


Bry: 0/2 ~ Peiter: 4/8

"I gotta say, Barton, I don't know how you've gone so long without a cloak. Instructor Seyth must be a real hardass." Rolly peers over Barton's shoulder at Seyth.

The server is finishing up her story. If Seyth or Bry have specific questions, this is the time to ask them.


He's not. He just cares about the guard enough to only promote the best. He knows all too well what happens if you promote the wrong people.


Bry: 0/2 ~ Peiter: 4/8

Barton sees pain and umbrage cross Rolly's face. His gaze flicks down, and he bites his lip. Within a heartbeat, whatever concerned him disappears behind a smile and a sigh. "Well, let me know when you're done herding crickets with these fishermice, and I'll have that bill to Barkstone and Pathfinder Fennel as fast as Squall can take me."


Rolly, no. I didn't mean you. I mean Daye, the bandit queen. He trained her and she went rogue. That weighs on him.


Seyth takes notes, trying to decide who to go to first. turtle-back and the Bay Leaf seem like they may be sympathetic, and maybe he could convince Sally... maywheather tow.. do we need to get all 8, or just a majority

Oy, Barton, who's that? deirdre's lad?


Apologies for the disappearance


Bry: 0/2 ~ Peiter: 4/8

Rolly gives Barton a self-conscious grin and rubs his elbow. He opens his mouth to respond, but snaps it back shut when Seyth calls over. This is a good opportunity for Barton to characterize Rolly for me. Introduce him to Seyth. We know he is a Healer by specialty.

Seyth, Loremouse Deidre teaches chivalry (in the sense of the care and riding of songbirds, though the art has been romanticized in your lifetime)

To answer Seyth's question: Unlike the seal at Elmoss, the pieces of eight aren't interlocking. Getting the full seal of Port Sumac would be impressive. Gwendolyn hopes that with it and Barkstone's all of the territories will quickly follow suit. With a simple majority here, you'll be hoping that Fennel's Patrol comes through. In concrete terms, this mission will determine attendance at the summit in early Fall.


Looks like a missed a bit XD


Bry: 0/2 ~ Peiter: 4/8

It's okay, I have a feeling things will take a little time to spin back up.


Barton nodded enthusiastically. Seyth, this is my good friend Rolly. We grew up together in Sprucetuck. He helped me out with that...unpleasantness with Trubba. He's a good mouse, and honest. He's a credit to the guard.


Bry: 0/2 ~ Peiter: 4/8

Rolland ducks his head. "It's an honor, sir. Anything you need, I'm at your command."


Are we waiting on Seyth?


Bry: 0/2 ~ Peiter: 4/8

I'm waiting for some decision on who you want to visit first, but there is also a minor rp thread running between Seyth and Rolly.


Just be ready when we get the stamps... if we get the stamps. He says.

I think we should head over to the Bayleaf. hopefully they will be sympathetic to our goals.


Barton nods along. "I think you're right, sir!


Bry: 0/2 ~ Peiter: 4/8

The Bay Leaf Fleet is a collection of small leaf boats clustered around the middle of port. From the look of the vessels--squat, low-riding fare each with a single sail and a pair of oars--these ships specialize in small freight trips across the bay. There are around a dozen ships, and a mouse with an abacus and corrective goggles appears to be assessing them for repairs. When you approach, the mouse sets down the abacus and makes introductions. Satchel is the name given. "You're the guard who are here about the border contributions?" The mouse leans out and shouts down to another mouse who is slopping warm wax over the hull of a suspended boat. "Whose day is it?"

The other mouse shouts back. "It's Frie's, I think. I know yesterday was Thurstan cuz he had us running drills."

"You'll have to talk to Frie today." Satchel scratches behind the goggles. "He's probably still asleep. Third boat down, one over. Good luck, for what it's worth."

Peering down the dock behind Satchel, you can see there is indeed a mouse asleep in the indicated boat. He's stuffed his head below the thwart and his hind legs hang over the side of the boat.

How do you rouse him, and what do you say?


Was it Woz's day the day before Thurstan?

Barton gives the sleeping mouse a gentle nudge. "Excuse me, Frie sir. Sorry to disturb you..."


Bry: 0/2 ~ Peiter: 4/8

Wendy, actually, but you get the idea.

Frie moans like a mouse under death's breath. Shifting beneath the thwart tips the small boat under the water line, brine sluices over the gunwale, and Frie comes up sputtering.

Frie is a simple brown mouse whose fur is messy and matted. He wears a loosely belted poncho and a round hat with a brass pin. He shades his eyes as he peers up and down the dock, smacking his lips. "Ah'll have it tomorrow, I swear." Frie's breath whistles through a missing tooth when he pronounces an S sound.


Does he lock sick, or just naturally messy and old?


Bry: 0/2 ~ Peiter: 4/8

Sounds like a question for a Healer. (diagnosis would be ob1)


healer+compasionate: 4d6 + 1d6 ⇒ (6, 3, 5, 2) + (4) = 20

Because Bry has clearly been quietly observing


Bry: 0/2 ~ Peiter: 4/8

He looks like he should reek of alcohol, but he doesn't. He's hung over from some kind of drug, probably a strong pain killer. As he shifts his weight around in the boat, Bry can see that he has previously broken his leg and it's since healed poorly, putting him in constant pain. The missing teeth, as well as probably contributing to the pain, are a sign that he smokes. All signs point to this mouse being an opium trader- or smuggler, depending on the destination.

Elmoss harvests a very small amount of poppy for Lockhaven and Sprucetuck's Healers to produce opium for medicinal use, and Bry can recall it putting his father through a lot of stress. As a medicine, it's potent, but it's far too easy to use too much, or to fall into a cycle of chasing the plant's effects beyond a reasonable medicinal need. For that reason, many of the territories have banned it, or put limits on its trade.

It is not within Guard purview to arrest someone for possessing, producing, trading, or consuming opium, but it does paint a mouse as a criminal. A lesser Guard Mouse might use it as an excuse to 'find' a reason to arrest him.

Healing this mouse would be a long and complicated process of breaking and re-setting the bone, pulling rotten teeth, and weeks of therapy to dull the addiction.

On the other hand, his addiction makes him predictable and easily bribed.


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Bry looks at the mouse, thinking of how easy it could be to use the addiction against him before his inner nature won out.

Mr. Frie, Bry begins. It appears you have been taking too much opium. I understand it helps ease the pain, but they are not helping much. If I may ask have you had any nausea, constipation? Perhaps the same amount of opium no longer has the same effect and you need more to deal with the pain? I could help you wean yourself off the drug. It clearly isn't helping with your pain as much as it should. Likely a sign of building a tolerance. It is not a healthy cycle.


Bry: 0/2 ~ Peiter: 4/8

Frie scratches his ear, looks under each arm and cranes his neck to peer behind him. "Who s#aid anything about opium?" Frie lifts his hat to comb through the fur on his scalp, then peeks into the brim. His posture straightens, and he hesitates one sluggish heartbeat before inquiring, "Weening you s#ay? Are you ins#inuating you've got s#ome on you now?" Frie looks Bry up and down, eyeing his numerous bags and pouches with interest.

Frie would like access to your supplies of medicine. I can think of a few ways we might be heading into a test or a conflict. If all that's on the table is that Bry wants stay with Frie to get him off the drugs,
that can be taken care of with a persuader vs haggler test. You may be trying to convince him of something that's in his best interest, but he's trying to find a way to buy your medicines from you.

Is there anything more or less at stake? Are there any alternative proposals?


Bry could try to inform him of the dangers of opium. Perhaps making a healer test? Guys help me out XD I don't have any in persuader!


I could b+@&% him out for putting his crew in danger and make him be ashamed of himself, or use Guards honor to assist Bry


Bry: 0/2 ~ Peiter: 4/8

You've got the RP die, moss-wise could help if you describe how you would use moss. You have evidence, which is another die. Guard's Honour could help put his paranoia at ease. If Barton can find a way to help, you'll have 4 dice to match Frie's Haggler 3.


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rp die, mosswise, evidence: 3d6 ⇒ (4, 5, 5) = 14

ALL HAIL THE DICE GODS!

Bry hesitates before responding. Look Frie you don't need it. Look at what it has done to you. I know of other methods that are safer that can accomplish the same thing.


Bry: 0/2 ~ Peiter: 4/8

Haggler: 3d6 ⇒ (3, 2, 1) = 6
You've caught Frie in an unusually vulnerable position. It's a new year, he's fresh out of stock, his leg is pounding, and maybe Bry has the look of a son that never was. In any case, the smuggler never finds the words to articulate a counter-offer. Instead, he slumps down onto the thwart and takes to rubbing his haunch. "Right then. I s#pose there's# room for improvement." He looks across the port to the massive icebreaker. "S#not the windfall it once# was#."

Frie will follow the patrol, and will prevent Bry from leaving until he's in good health. What next?


It didn't seem right to treat with someone under his tenderpaw's care, and strung out besides. Seyth goes back to the mouse that directed them to Frie. Well, it's a tad awkward, but instead of negotiating with him, my tenderpaw convinced him to seek treatment for his leg... and related issues. Seyt wavers a little, hoping this is something they've wanted for some time, and not an outsider dragging one of them away. I suspect the piece instead goes to the next bearer. Could you direct me to them?


Bry: 0/2 ~ Peiter: 4/8

Satchel looks at Frie, pulling up goggles to reveal shocking blue eyes that adjust dramatically to the light. "That true Frie? Are you turning over a new leaf?" The term seems to be some kind of Boatcrafter idiom.

Frie scratches his head. "It's# not making the money it did during the war. I'll be better off without it. The Healer here thinks# he can fix# the ol' leg. I figure there's# no harm in letting him try."

Satchel laughs warmly and claps Frie on the shoulder. "I wish you luck, friend. We'll all be happier with you out of that mess." The blue eyes flick toward the Patrol. They're leaving something unsaid, but it's more than likely the specifics of the 'related issue'.

The goggles go back on, and Satchel regards the Patrol openly. "Officially, the seal passes to me on the morrow. Ideally, we would wait until then, but I understand Guard business can turn on an hour's breadth. Let's see my stance, and Frie and I will decide the best course. I've heard rumors about Sprucetuck, and the Ivydale Proposal..." Satchel stresses this name for the bill. This mouse seems to be very careful about word choice. "The scent patrols are late, and some of us are understandably concerned. That said, I think I should hear what you have to say on the matter. I would not make my mark on rumors and hearsay."


You seem a smart mouse, I'll give it to you straight. Sprucetuck ran low on coin last fall, and couldn't store enough grain. when we got there to open the path, they had spent a week living off elixier. they tried to have me and my tenderpaws tried and hanged." he stops for a breath, and to indicate Bry and Barton.

"We stopped the situation from getting too out of hand, but not before Berach threatened to blow the muck barrels, and sprucetuck, into so many smoldering shards. That's why I'm bringing around this proposal, no matter how much headache it causes. cause the actions of a madman and the insufficient coffers of the guard threatened the border... an because I think this much coin is reasonable for every town to pay to stay safe from wolves and foxes and other things from beyond the border. seyth finifhses

persuader + RP + tax treaty: 6d6 ⇒ (2, 5, 5, 1, 5, 1) = 19


Bry: 0/2 ~ Peiter: 4/8

Will: 4d6 ⇒ (5, 2, 1, 6) = 14 2 to your 3

Satchel nods. "That's as I thought. Yes, the border is a shared service, and those civilian mice who work to maintain it should be compensated. I hope that it doesn't take a predator attack to get this kind of collective contribution put in place."

Frie scratches his head. "I thought the Guard already paid S#prucetuck."

"Yes, but it is currently up to the Guard to earn that money on time, and the ends may not meet, as they obviously did not this year. We should have some system of accounting for this service that's a bit more discrete." Satchel is working the abacus and checking the figures proposed by Jasmine.

"Well, it wouldn't change nuthin'. If you think it's# a good thing, I'll put the seal to it."

Satchel nods. "We'll have to take a trip to Lockhaven en mass. No telling which of us will be in a position of leadership on the day of the summit. Sorry, yes. I'll talk to the other captains and put the weight of the Bay Leaf Fleet behind you. We were once well respected. Maybe we can bend a few ears. Lyosha, captain of the crossing, should be your next stop. She has a past with predators, and her two seals..." Something occurs to Satchel. "If only we had the Mayfairs at Port. Sally is going to be a stubborn about her bottom line, and with your theatrics on the Mark of Hubris, we'll be at an impasse."


I may be able to sway Sally, but we appreciate the advice.

Barton gathered his things and made his way to The Crossings, presuming that everyone else is following. He was still feeling sore about fouling things with The Mark of Hubris and was hoping (perhaps too hard) that he could set things right at the next boat.

This is almost always when things go disastrously wrong for Barton.


Bry: 0/2 ~ Peiter: 4/8

If there aren't any more questions, Satchel will help Frie mark the bill with the brass pin from Frie's hat.


Bry: 0/2 ~ Peiter: 4/8

Turtleback Crossing is not far away. Rather than a boat, this ferry is a small wooden inn built on the back of a snapping turtle. A small family of mice have laid out a blanket near the front of the turtle shell, and are eating preserves and bread. Occasionally, they will throw a loaf of bread out onto the water to be snapped up by the turtle. There is a black furred mouse repairing the roof of the building, and younger mouse comes out of the inn with a tray of drinks. Nobody’s wearing a captain’s hat.

Barton, as you’re scanning the scene, you notice the curve of a familiar shoreline stitched into the blanket the mice are picnicing on.

Persuader (vs Will or Persuader): 1d6 ⇒ 3 You might both have 0 successes, so I do need a roll.
Bry, on your way over, Frie grunts and groans, limping dramatically and clutching his thigh. You spot him glancing at your bag more than once. He's trying to be subtle, and failing miserably.

By the way, with a health of 6, the tenderpaws can both roll beginner’s luck on any physical skill with 3 dice.


two questions: 1. What is the shoreline I recognize? 2. What pursusion are we resisting against? I want to know what bonuses I can apply or what traits I can apply against myself for more player turns.


Bry: 0/2 ~ Peiter: 4/8

1: It is a northern stretch of the bay. I've highlighted it on the map.

2: Frie is persuading Bry.


I don’t understand the implication of that. Can you spell it out for me?


Bry: 0/2 ~ Peiter: 4/8

The blanket does not look like it was woven to be recognized as a map, but the line of the coast is dead-on accurate. To the tenderpaw's young mind, this screams treasure map. Nathaniel once told him that those captains of Port Sumac with some skill as Catrographers had a habit of stashing their hoards of coin away, and keeping cryptic maps of their locations. Patrols have been sent to secure lost treasure for Lockhaven in the past. If the other mice weren't sitting all over it, Barton might be able to investigate further, or he could ask them about it...


Oh good golly yes!

Barton sheepishly approaches the picnickers. Dreadful sorry to interrupt, but your blanket is lovely. May I see the pattern better?

Persuader: 2d6 ⇒ (6, 2) = 8


Bry: 0/2 ~ Peiter: 4/8

Will(father): 3d6 ⇒ (5, 3, 5) = 13
Will(mother): 3d6 ⇒ (3, 6, 1) = 10
Will(child): 2d6 ⇒ (5, 3) = 8
You're tied with the mother and child, is there a trait you'd liked to try and invoke to lose the test and gain Checks, or would you like to spend a Fate to reroll your 6?

The father of the family looks down at their meal and clears his throat. "Uhm, we're in the middle of lunch, can it wait?"


Inqusitive sounds like a good one to lose the tie on

Barton would probably do better to wait and let them finish, but his impatience puts them all off of the idea of letting him see at all.


Bry: 0/2 ~ Peiter: 4/8

The mother moves their basket to the middle of the blanket, revealing a figure Barton could swear is Cartographer shorthand for 'worthwhile danger' or 'come prapared' on one of the small islands off the shore. "We bought it as a souvenir. Maybe you can find your own. That other captain sold it to us. What was his name, honey?"

"Captain Julian of the Mayfair. Hasn't been back since late fall... terrible." The father nods.

The child mimes some swashbuckling maneuvers.


Bry: 0/2 ~ Peiter: 4/8

Bry, Frie is bugging you for drugs. Did you want an easy test for Persuader, or did you want to roll Will, and maybe keep him quiet for awhile?


Easy test for persuader with my lack of persuade sounds better than will


Bry: 0/2 ~ Peiter: 4/8

Right now, that's 1D, which has a 50/50 chance of success. Writing out your response would bump that up to 2D.


Can I assist in any way? Remind him about what we're trying to accomplish with poor Frie?


Bry: 0/2 ~ Peiter: 4/8

Yes, since you have Persuader now. As long as we remember that the total of dice is halved after all tools and help are counted:
2(will) + 1(rp) + 1(help) / 2 = 2

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