
Fear the Mouse |

Attack: 2d6 + 2d6 ⇒ (2, 3) + (2, 3) = 10
Martin's momentary gain doesn't even phase Dain, and this leaves Martin frustrated. "What would you know about what is and isn't worth dying for? What about legacy? What about family?"
Success: Martin's Disposition is reduced by 1.
He pauses. "Maybe I've overestimated you all. Maybe the Mouse Guard ain't what I thought it was. You, young house! Robin, wasn't it? You look like a canny lass. What would you say is the Guard's chief duty?"
Robin is up, and must Attack. Martin is attempting to Feint, but against an Attack, a Feint is canceled out. You therefore get to inflict as much damage to his Disposition as you roll successes.
Due to your injury, Robin only gets to roll 1d6 for her turn, barring acting with her Nature, Persona Points (if she hasn't spent hers yet) and Fate Points. This is the product of her Will (2) plus the teamwork (2), halved (4/2=2), minus the injury (2-1=1). Any traits or weapon dice you add are also halved, so they'll only have an effect if the total normal increase would be at least +2d6.
If you choose to Act With Your Nature, you don't halve anything.

Robin of Barkstone |

Robin falters a moment from the intense gaze of the older mouse. Clearing her throat, she straightens her back and squares her shoulders. "The Guard's chief duty is to ensure the safety and security of everymouse we can, without resorting to dishonorable tactics or dirty deeds!" she says, as bravely as she can.
Acting with my Nature allows me to roll 4d6 and then I take a -1 to my Nature pool, yes? If I don't understand it correctly, just take the first die of my roll.
Nature: 4d6 ⇒ (1, 2, 3, 1) = 7

Fear the Mouse |

Failure: Robin's Nature is taxed by 1, and Martin is unswayed.
Ingrid must now use her Persuader or Manipulator to deliver a Maneuver. Martin chose to Feint this round, so this is another Independent test—if you get at least 1 Successes, you can hamper Martin (-1d6 to his next roll), if you get at least 2 Successes, you can gain some ground (+2d6 to your next roll), and if you get at least 3 Successes, you can do both.
"I don't know why I bother listening to your insults," Martin snaps at Baron. "Ye clearly don't give a damn for my fate. Why don't ye all just go back to your Lockhaven?"
He grabs his backpack. "I'm goin'. Any of ye lot that wish to follow may do so. I'm done wastin' my time. But know this: I've seen some harsh times. Gone hungry more often than not. Ye think I weigh this little by choice? I know how to survive. An' there ben't enough years left in me for it to much matter. Stay here if ye must, but I shan't wait any longer. On this much we agree: Weary indeed I am of trading barbs."
[dice=Feint (WEAPON: threat and invoking his "Skinny" trait for a halved +2d6)]2d6+1d6[/dice]
The patrol loses one point of Disposition.

Macario the Mouse |

"It's not a question of survival. Consider that you are staking your entire life on your family tradition. Noble, admirable even, and I can see just how much you love your daughter. Are you really willing to risk never seeing her again and going through with this?"
Manipulator: 2d6 ⇒ (4, 6) = 10
Helping: 2d6 ⇒ (6, 4) = 10

Fear the Mouse |

Martin frowns, seeming caught off-guard by the question. "I..."
Success! Martin is Impeded, and you Gain Ground: +2d6 to Ingrid's next roll. And good thing, because like Baron said, Martin has held on stubbornly and the patrol is running out of things to say.
Defend
Attack
Dain, assign three more actions—Ingrid cannot go first, and Baron must get a turn this time.

Fear the Mouse |

Attack: 1d6 ⇒ 2
Baron must counter with his Persuader to Attack, and will inflict as many points as he rolls Successes. He gets +2d6 from gaining ground the last turn. Sorry, I got mixed up. That 2d6 is only for when Ingrid goes.
Martin furrows his brow. "...Now, see 'ere. Way I see it, ye have a choice. Take some chances with weasels helpin' me or let an oldfur go off alone. I don't know if any of ye remember the Winter War. I do. I starved. I ran. I bled. If I ain't afraid, why are you?"

Fear the Mouse |

Hahaha those are terrible rolls but they're good enough.
Martin stops as he's turning for the doorway, hearing Baron's mocking remark. He seems to hesitate. Robin, nearest him, sees something flash through his eyes.
His shoulders slump.
VICTORY! However, since you took 2 points to your own Disposition, it is time to choose your Minor Compromise. He needs to get part of his goal, or you all need to take on some conditions—Angry or Tired, for instance.

Fear the Mouse |

And with that, we enter the Player's Turn. This is your chance to wrap up personal goals, flesh out characters, go shopping, try to get rid of conditions, do miscellaneous tasks, and pursue loose ends (for instance, had you lost to Martin, you would have to spend a check to head into weasel territory).
Each of you gets a single free check, and since I don't believe anybody played any traits against themselves, that's all you have. This does rather limit your options. You can use this check to get a single test (or potentially even initiate a conflict).
We'll go in order of "who posts first". What do you want to do in Gilpledge?

Fear the Mouse |

Everybody has Resources and Circles. Circles is to find particular mice. Resources represents how easy it is for you to acquire things—it's a combination of how much various mice owe you, how good your credit is, and, of course, what you can trade. Resources is largely irrelevant unless you want to get some medical gear to gain a +1d6. Circles is what you could use to track down a healer.
This is an Obstacle 3 test. You all are free to aid each other if you have a relevant skill (Scientist, for instance, or, of course, Healer).

Fear the Mouse |

Despite Dain's best efforts, and the efforts of those assisting him, he's unable to fully mend the injury. It looks like the journey has been hard on this ankle. The most he can do is bandage it and fashion a splint, but he knows that Robin will be feeling this injury for seasons to come.
Dain fails his test. Robin heals her injury, but permanently lowers a single skill or ability—in this case, I'll choose Fighter, which lowers to 1. Dain gains a single failure to his Healer (so he will need two successes to level up in it)
Who wants to go next?

Fear the Mouse |

You can seek out a chance to use the skill, which will advance it. Basic practice won't, however (or it might, but like any other test, you have the chance to fail, thus getting conditions or twists—you exercise so long you end up Tired, for instance).
The alternative is that you can use Instructor to give another the chance to train a skill (though you or a helper must have the skill higher than the student). This does not subject the student to conditions or twists—you can just automatically give them a Pass or Fail. You remain subject to the effects of a failed Instructor attept, of course.

Fear the Mouse |

This is the Player's Turn! What does Dain do? Does he pick a fight at the bar? I should point out that if it's not a mouse, it's either a weasel or Hunter does just as well as Fighter (Hunter is for animals, Fighter is for everyone).
Come up with something in particular Dain can do, and if you can, come up with some sort of goal to determine consequences of success or failure.

Baron von Hammersmark |

This is an old trick. Works really good when one of my older daughters sneaks in late from gadz-knows-wheres.
Baron stands in the open square. He cracks his neck. He stares at well in the center of the square. Then he hollars: I saw you, weasel spy. I know you are there. I've been watchin' you since we got in to town. That's the worst mouse costume I've ever seen. Come on over here. You've been addressed by an officer of the Mouseguard. Take off your disguise.
Baron listens as the crowd gasps.
Baron thinks to himself: If there is a weasel spy I'll catch his #$$. If not, the worst can happen is I'll look stupid. But all mice will know the Mouseguard has it's eyes wide open...