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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Initially disappointed, Barton recognized some opportunity here.

Thank you for the information. It's a shame that the Mayfair isn't coming in, I don't think we'll still be in port when they return.

Casually, as if he hadn't been planning this at all, he leaned down to the little boy.

Your form is strong, to be sure. You're quite the mighty pirate. But...you're dropping your blade a little too much. Leaving yourself open to a strike from above. May I?

Unless the little boy shies away, Barton gently lifts his elbow a bit to bring the imaginary blade higher. He looked to the parents, reassuringly. Trust me, I'm sure you don't want to encourage him to take up a blade. Nor do I...but boys will be boys after all. And you'd want him to be safe.

He found a sticks of appropriate size and handed it to the boy (unless there were stringent objections). He stood in front of him, like his father had done so when Barton was young, and drew his own sword.

[b]Sword fighting is a dance. It's not about strength or force or will. It's about movement. The best way to win a sword fight is to not start one. The second best way is to never be where your opponent's blade is. Follow my movements.

He takes the boy through several very rudimentary poses, more designed to spare the boy (and his family, friends, animals bystanders, antiques, etc.) injury as he whipped sticks around in an attempt to "play pirate."

He'd never taught anyone before, but he'd learned before and that was close enough for his purposes.

I'm not sure if I'm rolling half-health because I'm teaching something physical or half-will because I'm teaching and any teaching is mental, so I'll roll both.
Instructor (beginner's luck will)+clever+sword/2 rounded up: 2d6 ⇒ (1, 1) = 2
Instructor (beginner's luck health)+clever+nimble+sword/2: 5d6 ⇒ (6, 1, 2, 4, 4) = 17

Either I fail utterly or teach the boy if his nature is similar to that of a Tenderpaw.

Regardless of outcome, I'm going to try to leverage any good will I now have with the family.

You know...since I likely won't be here when Captain Julian returns and you almost certainly will be...do you think I might be able to buy the blanket off of you?

Resources+clever: 3d6 ⇒ (5, 1, 3) = 9
Can anyone help pitch in a little money?
Failing that, is it possible that my sword teaching stunt may have lowered the DC any? I can't imagine it would be more than Ob2. Or give me an extra die? I'll roll just in case
Thanks for teaching our kid!: 1d6 ⇒ 5


Bry: 0/2 ~ Peiter: 4/8

The father whistles, "A swordplay lesson from a Guard! How keen."

His wife purses her lips, and the couple has an invisible argument.

The father laughs, "Alright, alright. I'll tell you what. You were asking for a look at it, and I'll grant you that, but I'm afraid to buy it my wife would ask a few coin more than that."

It would be an ob1 cartography test to copy down the important features of the map. Doing anything with the map just knocking around in your noggin is +1ob.

The family sets their basket and plates of food to the corners of the blanket and step aside. The map marks out a few hazards around the island where a red X marks out a 'worthwhile danger'.

There is still no clear sign of a captain.


Barton scrawled down the information on the blanket.

Write it down!: 4d6 ⇒ (5, 2, 3, 1) = 11

Its lovely, thank you. I’ll treasure this sketch.

Then I hurry back to the group.


Anyone out there?


Bry: 0/2 ~ Peiter: 4/8

Yeah, I dunno...


apologies had to write up a paper.

Listen, Bry began. The more you rely on these drugs to help you with your pain the less they will do. I understand it is harsh but if you really want to be able to go around without relying on something that will kill you then you need to trust me.

helppp: 2d6 ⇒ (1, 5) = 6


Barton joined the conversation in progress, missing the first part but understanding the "gist." He clapped his hand on Frie's shoulder. I once knew a mouse who experienced addiction. Terrible, terrible thing. He tried to quit cold turkey, but lost his nerve and started using just a little. To take the edge off, you know? And then a little more, and a little more. Because the edge got wider and wider. Soon he was back to using again. There are no half measures to recovery. He locked eyes with Frie But you're a strong mouse, I can tell. You can beat this.

aid: 1d6 ⇒ 6


Bry: 0/2 ~ Peiter: 4/8

Yeah, take your time. I tried to keep things moving for a bit, but I didn't want to move too far ahead and risk overwhelming you when you got back.

Frie scratches his elbow. "I s#pose you're the Healer." He glances around, watching Barton obsess over the blanket, squinting at the mouse mending the roof. "Doug making a play for majority rule weren't the bigges#t s#urprise last portcall. Not everyone was on board with handing over a piece# of eight to a reptile, let alone two..." He leans to one side to massage his aching leg. "No denyin' the coin though, an' all in good faith. -keeps# a chest in the building. Nobody dares rob 'im." He snaps his jaw shut with a click, miming the snapping turtle's bite. "Meant to have a handler though. -the one we gave the other piece# to..."


Still here, just waiting for the tenderpaw sidequests to resolve


Barton tilted his head, perplexed. A reptile? Where is he? We should meet with him at once.


Bry: 0/2 ~ Peiter: 4/8

Frie gestures to the massive snapping turtle's head dipping out of the water to snap up a piece of picnic food that has been thrown into the water. "That'd be he."

It would be an ob 4 Loremouse test to communicate with Turtleback Crossing yourself. Circles ob 5 to rustle up his official translator. You can also go fetch Barton's buddy, who is a passable Loremouse.


I’d struggle to hit either of those targets.

If none of us speak turtle, we may need outside help. I can go get Rolly.


I don't speak turtle. I am just a healer, Bry comments, looking at Frie.

I know its rough. While I haven't been stuck on such thing myself I know the symptoms. It'll feel worse before it feels better. But once you have gotten over it you will feel much better. There might be some pain every now an again when you strain yourself but you don't need a drug to stop that.


Bry: 0/2 ~ Peiter: 4/8

Frie's nose twitches, but he nods.

The Patrol tracks down Rolly, and brings him to Turtleback.
Loremouse: 4d6 ⇒ (1, 2, 4, 5) = 12
Rolly eyes the snapping turtle as if he wasn't sure what he'd signed up for, but approaches carrying a strawberry. After some hestitation, Rolly has the reptile eating from his paws from the dock. "Scales and feathers don't think like we do, but they do think alike. This one's figured out he gets fed each time he visits a dock, and moreso if he carries more mice and cargo. From the scrapes and scars, it does look like he's defended a town or two from predators. I'm... I'm not sure how to communicate the plan to him. I think the whole process is a little over his head, but I do think it's in his best interest. He says all our 'shiny rocks' are in the chest, so I'd imagine that includes the seal. I dunno..." You can tell Rolly doesn't consider that informed consent. Using the seal now might affect his trust going forward. "Anything else you'd like to ask?"

You can roll a persuade or deceive test, but Rolly's interpretation skills aren't any help. Fortunately, Turtleback's Nature is 4. A Snapping turtle's nature is based on being mean, swimming, and snapping. (The same way yours is based in running, hiding, and forraging.)


Can you tell him we want the seal to make sure we have stuff to keep predators away? I think that might be simple enough for the big guy. Seyth offers, not sure how to explain taxes to a turtle


Bry: 0/2 ~ Peiter: 4/8

Rolly opens his mouth as if to object, but stops short. "Y- yes, sir." As a young Guardmouse you're certain Dierdre has his head full of all sorts of ideals. Fortunately, one of those is Guard's Honor, and a respect for rank.
There's almost no chance you'll fail on a persuade test against Rolly's Will. He might have used a social skill if Seyth didn't out-rank him.
Will: 2d6 ⇒ (6, 2) = 8


persuade Rolly: 4d6 ⇒ (2, 3, 4, 1) = 10

forgot Rolly a bit, was he opposed to the tax plan thing?


Bry: 0/2 ~ Peiter: 4/8

Rolly is going to get into an irritating debate about informed consent and are-animals-people unless you can shut him up. Do you want to add a die from Tenderpaw-wise? You can still smell the dye on his cloak.


tenderpaw wise: 1d6 ⇒ 6


Bry: 0/2 ~ Peiter: 4/8

While Seyth and Rolly retrieve the second and third pieces of eight, Frie looks over Barton's shoulder at the sketched map. "I got a boat, you know. Could take all three of you out if need be. Clear s#kies. Might not get a better opportunity till s#ummer."

There is still the Hoary Boar as well as any other plan you might have for securing Port Sumac's seals. Let me know if you need a more detailed summary of local objectives and random happenings about town.


Actually a nice trip around the rumor mill would be nice. Anyone injured or sick? Bry already is helping one person, but he would want to help as many as possible.


Bry: 0/2 ~ Peiter: 4/8

Dughlass is a local hero whose reputation hangs on his bravado and an unsightly hoard of coin. His personal ship, the Golden Plover, is probably pushed along by a large animal. The Mark of Hubris is a huge ship that is currently having an ice-cutter bow installed by local Smiths. Dughlass and his crew came in with a windfall last winter, and late to the portcall. He was able to scoop up three pieces and gave the other two to Peigi, a mouthy weather watcher with flaxen fur, and Brian, a hulking chocolate brown mouse and Dughlass' childhood friend. Brian is a good mouse, and sympathetic to your cause.

Pieter, Dug's ex-guard friend and captain of the Salty Swallow almost got his own seal, and the plan was to corner a simple majority, but Turtleback quietly posted second place at portcall--a surprise to everyone--putting Pieter in a sore seventh. You’ve been warned to steer clear by every sympathetic soul at Port.

Turtleback Crossing has two pieces of the seal. One was given to a Loremouse named Lyosha, who is nowhere to be found. It’s a little weird that both seals were found in the chest.

You also secured the seal held by the Bay Leaf Fleet as well as the services of Frie the smuggler.

Sally o'Galavan, captain of the Torrid Boar, has another piece of eight. Hers is a tow and rescue outfit, so she's rarely far from port. Her da owns most of the shops shoreside. She’s pigheaded and conservative. Convincing her will take more than a good persuade test. Seyth might know her father, he’s been around for a good long while.

The Mayfair was previously captained by an old wilder mouse named Julian. They lost their captain in an accident last fall, came in late to portcall, got a seal, sold a valuable blanket, then headed out to sea through the storm. The death of Julian’s mother at the paws of Pyrope, the fox, caused a storm of legendary proportions. Barton has a sketch of a map hidden in the design of the sold blanket, which indicates probably definitely booby-trapped pirate treasure maybe.

The residents of Port Sumac seem capable and experienced with fighting off smaller predators, and are wary of the legendary-Titan-like-forces-of-nature like Thunder the bear.

Rolly is in town with his songbird mount Squall (like a super-intelligent flying horse) waiting to pass the proposal to Trubba’s Patrol Leader in Barkstone.

Skies are clear for the foreseeable.

Frie’s leg will need to be re-set, and any broken teeth removed, possibly in a Healer conflict tonight. He and his boat will be out of commission for a week afterward, and Bry will need to stick around to provide care. His rehabilitation will mark an end to local opium distribution for better or worse.

A serving mouse in o'Galavan's Fish Shack is sweet on Seyth, and willing to share gossip and facts about the town and its traditions.


I think Peigi might be next. Seyth says She's a friend to Dughlas, So it might be an uphill battle, but if we play this right...


Bry: 0/2 ~ Peiter: 4/8

How would you like to approach her? Sneak onto the Mark of Hubris (Nature/Scout), try and catch her portside (Circles), or do you have something else in mind?


We said we'd leave leave the Mark o' Hubris, and we will. Let's try to catch her portside... preferably drinking. Seyth says to the two tederpaws Can you two keep the attention of any companions she might have?

Circles: 5d6 ⇒ (1, 3, 4, 5, 5) = 18


Bry: 0/2 ~ Peiter: 4/8

You're 1 success shy of finding her in a neutral mood. (She is a common profession with some local power.) Wanna use Governor Wise? She is technically a governor. Otherwise, wanna use a trait to gain another 2 Checks and see what kind of plot twist I have ready?


1d6 ⇒ 4


Healer+compasionate: 4d6 + 1d6 ⇒ (2, 5, 6, 5) + (3) = 21

Bry will take the time to remove any of Fries Broken teeth while Seyth does his job as the boss.


Bry: 0/2 ~ Peiter: 4/8

You search three crowded beer halls before you find her sitting in a circle of unconscious mice and pouring a vivid green drink onto a lump of sugar suspended over an ornate glass by a silver spoon. The lounge smells of sweetened smoke and licorice, and the furniture is all in plush velvet and silk.

"The sky's all poured out, love." Peigi is speaking down to a mouse slumped over the low table. "Won't be any work for us on our way out. We can sleep it off on the Mark. One more glass, love."

She hasn't noticed the Patrol yet.

Bry pins Frie down on one of the plush couches and proceeds to pry out his rotten teeth. It seems ill-advised, but the little Healer gets the job done without complications. He doesn't even get blood on the silk.


Peigi Seyth says Just the mouse I was hoping to see. Seyth says as he takes a seat. the scent of Anise coming from her drink makes his snout wrinkle a little.

Could I roll Governor-wise to learn about her motivations/how best to approach her?


Bry: 0/2 ~ Peiter: 4/8

Interesting facts are ob2. Details are ob3. She's been a Governor before, but not in relation to Dughlass. She was probably a governor while Dug was still a pinky. (She's older than she looks, and Dug is really young.) You tell me how The Guard ran in to her last, help yourself with Guardwise, and I'll tell you how it went that time. You're testing against ob3 if you were there personally, ob2 if it was another Patrol Leader.


so, It went like this:

a few guardsmice, 7 or 8 years back, were in Port Sumac when a storm hit. the storm of the decade, at least. A couple of fishing vessels were caught in it,a dn wen it cleared, many of those mice were clinging for dear life on driftwood.

guards, led by patrol leader Ingrid, tried to get a vessel to go out and rescue the mice in peril. Peigi's shi was eventually the one used

that work?

goveror-wise + guard wise FoRK: 3d6 ⇒ (2, 4, 6) = 12


Bry: 0/2 ~ Peiter: 4/8

That was the Swan Song's last run.

When Ingrid started asking around for a boat, no one would put their life and livelyhood on the line by risking the high waters after such a storm. The weather watchers said another storm was on the winds. Peigi was the loudest of those protestors.

Not logic, nor empathy, nor promises of gold would budge her, and hers was Port Sumac's only suitable rescue craft. If she didn't go, no one would. Ingrid had given up hope when reports flew in of mink activity. Ingrid got an earful for 'misrepresenting the severity of the situation.'

Apparently she had a mink hunting contraption she wanted to test.

Peigi is a weather watcher first, and a scientist second. The build-a-better-moose-trap kind of scientist. If you're going to sell this bill, you'll have to find a way to downplay or outright lie about how it protects Port Sumac from predator attacks... or come up with a reason why she should back a tax bill. Also, be wary. What she lacks in social skills she makes up for with a high Will. In a conflict, she's most likely to Defend.


Are we gonna DoW this, or resolve it withh a vs. test?


Bry: 0/2 ~ Peiter: 4/8

If you don't have a clever argument, you might have an easier time with a Conflict, even if you don't have Deceiver. A failure on a test here will put you into a different sort of Conflict anyway.


I have an argument, but Bry is knocking out teeth cleanly.


Bry: 0/2 ~ Peiter: 4/8

I don't have a problem with players discussing ideas before we make a roll, but you're right, Bry is occupied during this scene. A fact for which he'll no doubt gain Fate/Persona for. His help will be missed.


Then let's do a conflict. Do I at least have Barton?


Bry: 0/2 ~ Peiter: 4/8

In the interest of full disclosure, she'll have you drink some absynth before she'll talk. It's a Health test to choke it down when you expect it, and it can mess with your head when you don't.


My argument, if Bry wasn't occupied, is that the tax does actually help Port Sumac. I understand on paper to many people it looks like a massive expense, and in some of the inner territories a tax for the scent border seems worthless, because they aren't that close to the danger. But The Guard are like FO4's minutemen in a sense. Its their job to protect the territories even at the cost of their lives. Bry himself might be against the idea of this tax because he joined to make a difference but he doesn't see the value of a bureaucracy, or laws that don't help people (as previously demonstrated way back when). But logically if the guard had some funding there would be more mice available for everyone defense as an indirect result in the increased funds for the scent border.


I think we need to go with deceiver. specifically, she's a science-mouse. maybe tell her that, if she comes up with an effective way to deal with predators, she might claim some of this fund.


Of course you'll have Barton!


Bry: 0/2 ~ Peiter: 4/8

Do you want to approach, get the introductions and Health tests out of the way, and decide if you want to do the conflict from there?


Bry can't drink, he is knocking out teeth. But the alcohol might disinfect Fries mouth...


I made my approach like 10 posts ago (i forgot about it, until I checked) how does she respond to it?


Bry: 0/2 ~ Peiter: 4/8

"Hey, look fellas! It's the rat patrol!" Laughing, Peigi slides the glass across the table and sets about preparing two more.

She stops when Bry begins his surgery, looks between the little Healer and Seyth, then shrugs, gesturing toward an occupied section of the lounge. "Siddown, pops. Have a drink! I'm feeling..." Peigi looks for a moment like she's searching for an especially awful, unusually long word. "gratuitous."

As the patrol approaches to sit, she continues. "I dunno what guff you got into with Dughlass, but I don't have a habit of making other mice's problems my own. S'long as the skies are clear, it's none of my business. Haven't got anything else to do around here."


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Bry clearly hates her to the core of his being but needs to focus on his patient.


Bry: 0/2 ~ Peiter: 4/8

(poke) Drinking the absynth anise drink is an ob3 Health test. Anyone included in the conflict will need to drink.


My Bad. I thought Seyth alone was drinking. I hope I remember how this works
Bottoms up: 6d6 ⇒ (6, 6, 2, 1, 6, 6) = 27
Is there a benefit to exceeding the ob for this challenge? If so I’ll blow those sixes up


Bry: 0/2 ~ Peiter: 4/8

Barton quaffs the dainty drink and slides the glass back under the ornate spigot. Peigi smiles, and begins preparing a second glass.

The drink is warm and foamy, and the experience is like having one's sinuses pulled out through one's ears. The taste, once Barton can feel the back of his eyes again, is sickly sweet and woody.

If Barton can reach 6 successes, Peigi won't be too offended if Seyth would prefer not to partake. Failing this roll would make a mouse Sick, which would mean -1D on all tests other than Recovery.

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