
Fear the Mouse |

Sounds like using Loremouse to aid there.
The raven looks around sharply from its preening, and doesn't notice as Ingrid snatches the mailbag and steals back down to her injured tenderpaw. They untie the rope and climb back down with their prize!
Success! This twist is over. I'm almost disappointed—Ingrid gave me a great opportunity for a twist or condition with that rain there. Oh, well.
The patrol makes its way back to the path. The time they had planned to spend resting was dashed by the pursuit of the raven, and they will have to plod through the night. Gilpledge can't be far, anyways, and there are surely warm beds and friendly mice there to welcome them.
We'll continue on to Gilpledge (and the final challenge of the GM's Turn) shortly, but I'll let the mice take a moment to roleplay.

Robin of Barkstone |

Robin favors one leg as she makes her way across the branch and down the rope. "Rrgh. Took a nasty fall on that branch there. I think something's broken," she mutters, avoiding putting any weight on it.
"Splint me up, I can keep going," she says, seating herself on a nearby rock and holding her foot out to Ingrid hopefully.

Fear the Mouse |

A temporary splint is fashioned for Robin, and the patrol continues its journey. The sun is just starting to rise when they see the remote settlement of Gilpledge.
Nestled in the cracks of an old landslide, Gilpledge is right along the border of the Mouse Territories. During the Winter War of 1149, neighboring settlements like Woodruff's Grove and Walnutpeck were conquered by the weasels, and Gilpledge contains many refugees from Walnutpeck in particular.
The leader of Gilpledge, a plump old barkeep named Gale, gratefully accepts the patrol's delivery, and promises them all free meals and rooms at her inn.
It is on their way back from the center of town that they are accosted by a gray-furred mouse. The tools of a carpenter jangle at his belt. "Excuse me, Guards. I must speak with you!"

Fear the Mouse |

"I am Martin the Carpenter," the mouse says. "An' I come from Walnutpeck. I need your help."
The carpenter goes on to explain his problem as he takes the patrol back to his home. They see multiple carvings of tremendous quality decorating the tidy building. "You see," he says, "my daughter recently got engaged. It's a good match—a politician's daughter from Ironwood, very ambitious, very fortuitous." He picks up a carving of a porcupine and examines it sadly. "I've a very special wedding present in mind for them. Sad thing is...well..."
The oldfur carpenter walks over to a small backpack resting by the door. "I'd want t'include in her dowry a family heirloom that was lost when Walnutpeck fell. I'm goin' out there now. You lot being guardsmice, I figured ye might be willin' to help."
The mice know of the fate of Walnutpeck. When the weasels of Darkheather invaded, seeking to enslave the Mouse Territories like living larders, several settlements were lost before the Territories were able to repel them.
Now, the region is empty. But beneath, the tunnels of Darkheather linger. That way is weasel territory, and it is no place for any guard or common mouse.
Map of the Mouse Territories.
Earlier, outdated map in non-cursive (note that it still shows Walnutpeck as being intact).

Fear the Mouse |

Alright, it's an Argument Conflict. Dain, roll me some Disposition. For an Argument, you test Persuasion and add the total Successes to your base Will score to get your Disposition total. Assume the other three are all aiding you and just roll 3d6 extra (don't wait for them to roll individually this time).
Martin's Disposition (Beginner's Luck): 2d6 ⇒ (3, 6) = 9 Total Disposition: 5
Also, give me your conflict goal.
Martin's Goal: Persuade them to help me journey to Walnutpeck to recover my grandmother's rocking chair.
Just as weapons exist in fights, "weapons of wit" exist for arguments. In an argument conflict, though, these are often much more intangible. They include:
Intimidation or Deception: +1s (one success) to a successful Feint or Maneuver (meaning, if you already succeed on the roll, this lets you succeed by that much more).
Evidence: +1s to a successful Attack. If you have pre-established evidence to support your side, you can display it and explain it on your Attack action to gain the benefit. Again, it only benefits you if you already succeeded.
Roleplay: Once per conflict, you can add +1D to a single roll. The team as a whole only gets to use this for one action.
Promises: +1D to Defend. If you make promises to the other side, you can gain this benefit. The promises aren't binding, unless they come back to haunt you in the compromise.
Repeating Yourself: Repeating old points gives you a -1D penalty to any action.
Sidenote: If your character disagrees with the rest of the patrol for whatever reason, you can choose to either sit the conflict out or take Martin's side. Just letting you know that's an option.

Dain Fine |

Dain doesn't have persuasion... Does his Rational Trait helps?
His will score is 4.
About the help rolls:
Baron, Ingrid and Robin's help: 3d6 ⇒ (4, 6, 5) = 15
So I guess our initial disposition is 7
Our goal: Persuade Martin to make a new heirloom for the wedding, and not go looking for the old one.

Fear the Mouse |

If you don't have the skill, you need to use Beginner's Luck—use your Will, add those 3d6, and halve it all. That means you roll 4d6+3d6/2=3d6.
Using the 3d6 you just rolled, that indeed puts you at 7 Disposition.
Now, choose three actions. You use the standard abstracted array, and they have the exact same effects—just with different flavor.
Defend
Maneuver

Fear the Mouse |

Alright, we'll have Baron be the first to go, just to move this along.
"This heirloom," Martin says, bowing his head, "was carved by my grandmother. She taught my mother her trade, an' she taught me in my own turn. I've always meant to pass the chair on t' my own child."
Defend vs. Attack.
Defend: 2d6 ⇒ (6, 5) = 11
Martin gets a Defend of 2. Baron must roll his Persuader to Attack against Martin's Defense. For every point by which you exceed 2, you score one point against his Disposition.

Baron von Hammersmark |

It's because weasels don't care about heirlooms. See this scar here? Baron shows the old mouse the royal gash upon his left flank. That's what happened to me the last time I went in to weasel country. Come now, old Mouse, be reasonable! beginners luck: 2d6 ⇒ (3, 6) = 9 FAIL!!!

Fear the Mouse |

Failure (due to Beginner's Luck halving the total dice): Martin gains +1 to his Disposition.
Martin shakes his head, seeming to have assured himself further. "I just need your help getting to Walnutpeck. I know exactly where the chair is. It'll be quick and simple."
Martin's Defend: 2d6 ⇒ (2, 2) = 4
Martin gets zero Successes. That means he'll take as much damage to his Disposition as Ingrid can roll.
Because of how Beginner's Luck works, don't bother rolling teamwork dice separately. Include the +2d6 when you halve the dice to roll.
As a sidenote, extra dice from Persona Points and tapping your nature are not halved by Beginner's Luck. That's moot here, though, since Ingrid already spent her Persona Point (and Fate Point) stealing back the mailbag.
You can also try acting with your Nature skill, though it will go against.

Macario the Mouse |

"What if it isn't? Have you seriously considered the consequences of what you're endeavoring? Chances are that it's already been turned to kindling right now. Your time is better spent here, with your daughter, forging new traditions."
Beginner's luck: 4d6 ⇒ (5, 3, 1, 5) = 14

Fear the Mouse |

Remember, Beginner's Luck halves your total dice. So that's 4d6 from Will, +2d6 from help, halved to 3d6.
Success: You reduce Martin's Disposition by 1.
Martin flinches, looking unsure.
Martin Maneuver: 2d6 ⇒ (5, 1) = 6
Martin is going to try to Maneuver. I'll post what he says after seeing how you do opposing him! He got a 1, so Dain needs to get at least a 2 to inflict any "damage"!

Dain Fine |

Dain takes his spectacles off, and looks at Martin in the eye.
"Walnutpeck is gone. Lost. But your life, and the life of your family endures. You have a new home now. It is time to let go, and make a new living, new heirlooms, here and now."
Dain Attack: 3d6 ⇒ (5, 3, 1) = 9
No go... Anyone has that "persuader" skill? Can Dain try to use his "survivalist" one?

Fear the Mouse |
1 person marked this as a favorite. |

No, it has to be Persuader or, for Feints and Maneuvers, Manipulator. Survivalist works for aiding, though.
You could choose to tap Nature. It would cost one Persona point and tax your Nature, but it lets you add all your Nature dice, unhalved. You could also spend a Persona point to just add +1d6 and avoid any taxing.
You could also invoke a trait in your favor. Or invoke one against you to break the tie against yourself, accepting a loss but gaining a Check.

Fear the Mouse |

Simple! You started out with one this session. Now, you have zero.
Dain's measured and calm response seems to affect Martin greatly, and all-but dissolves a point he was about to make. "But...I always promised her this chair," he manages. He himself seems to realize how weak this sounds, and the master carpenter grimaces.
Success: You scored 3 Successes, reducing his Disposition by 2.
Round 2!
Attack
Defend
Dain, assign your actions! Remember, no mouse can act twice before everyone's gone once—make sure to give Robin the first turn this round.

Fear the Mouse |

Alright, Robin, roll a Feint. This will be either your Manipulator or Persuader (just Beginner's Luck either way, but it depends on which you want to start learning). Factor in the -1d6 from your injury before halving.
Martin Feint: 2d6 ⇒ (1, 1) = 2
Martin gets a 0 for his own Feint. I'll roleplay that once we see how Robin does. For every point you get, he loses one Disposition.

Robin of Barkstone |

What about Orator? I'm apparently a very good speaker, could that help?
Feint: 1d6 ⇒ 2
Orator dice, if applicable: 2d6 ⇒ (6, 5) = 11
"Listen, Martin," the young mouse starts, having been quiet throughout this conversation so far.
"I understand your desire to keep your initial promise, and provide your initial gift. But you have to understand that for the two lucky mice that are getting married, your safety is far more important than any heirloom. Weasels are dangerous. I think your daughter would rather have no gift at all than to risk losing her father over an old chair, no matter the sentimental value."

Fear the Mouse |

What about Orator? I'm apparently a very good speaker, could that help?
"Listen, Martin," the young mouse starts, having been quiet throughout this conversation so far.
"I understand your desire to keep your initial promise, and provide your initial gift. But you have to understand that for the two lucky mice that are getting married, your safety is far more important than any heirloom. Weasels are dangerous. I think your daughter would rather have no gift at all than to risk losing her father over an old chair, no matter the sentimental value."
Persuader or Manipulator. Orator is for addressing crowds.
Martin snorts. "I didn't know you guardmice were so afraid of the weasels."
It's a tie—both sides get zero successes. Unless you want to break the tie in Martin's favor with a trait, it is Baron's turn to Attack.
Martin Attack: 2d6 ⇒ (1, 4) = 5
"You four should be ashamed of yourselves," the carpenter snaps, fists clenching. "Well, cower here, if you like! If you won't help me, I'll just go alone."
Baron must now counter Martin's Attack with his own. This is an independent test. You score as many points against him as you get with your Persuader test.
Your Disposition is decreased by 1 by Martin's Attack.

Baron von Hammersmark |

Beginners Luck again for PERSUASION plus 1d6 for COMPASSIONATE trait: 3d6 ⇒ (2, 1, 2) = 5 Here now good Sir, let calmer heads prevail. I understand your desire to keep your promises. I myself try never to break a promise. Perhapse you will go in to weasel country on your own. Or perhapse we will accompany you to protect you. But in either case, can't we talk about it over a drink? Frothy ale sounds so good about now, no?

Fear the Mouse |

Martin arches an eyebrow. "Now you start showing some manners."
Martin Maneuver: 2d6 ⇒ (5, 5) = 10
Finally, Martin is going to try a Maneuver. Ingrid must counter with her Persuader (meaning act with Nature or use Beginner's Luck). Her Attack will inflict damage to Martin's Disposition if it exceeds 2 successes.

Fear the Mouse |

Again, you halve the helping dice when using Beginner's Luck. Regardless, that's a loss.
"Well..." Martin seems to consider it. "Maybe there're benefits that outweigh the risks. There were supplies in Walnutpeck that was abandoned when the town was conquered. Maybe they're still there. Ye must admit, it'd be a feather in your caps."
In truth, Martin doubts that anything remains, but it's certainly possible. The maneuver gains him some ground, as the patrol struggles to immediately disprove his compelling claim.
+2d6 to his next roll.
Next round: Dain, assign three more actions.
Feint
Feint