
George the mouse |

I didn't refresh so didn't see the post. Sorry
All right. Are you sure you can make it across lass? If so, tie one end of the rope to the bridge, and I'm going to toss it across with this here grappling hook. That's both going to help you climb up that slope and reel the bridge in. Cut off pieces of it if you need it to repair the bridge
He takes out the grappling hook and ties it to the rope handing her the other end.
Oh, and, don't drown on me, you hear?

Vivian Gooseberry |

Slight concern flashes over Vivian's face. This early in the spring, that water is going to be ice cold. She then straightens out her shoulders. "I'll come out alright, sir!" she proclaims. Walking up to the water's edge, she takes a few deep breaths. No time like the present.
*OOC nod at GM*

Thom Red |
Thom grows worried at the thought of the young tenderpaw being sent down there. It's not a task he'd wish upon himself, no doubt. He remembered being a tenderpaw, and the eagerness to please your seniors. Not all those memories were pleasant. He still had the occasional night-terror.
"I'll help as much as I can, Viv. Good luck down there. If it gets too dangerous, don't be afraid to give up! No shame in that. We can pull you back up. Right, sir?"

Fear the Mouse |

Alright, this is an Obstacle 4 Health test. Roll a number of d6s equal to your Health score, +1 for the tool. Thom and George can add 1d6 each to your roll as well if they give a means of assisting. Every result of 4 or better is a Success. Any result of 3 or lower is a Snake—it doesn't count. In this case, if you get at least four successes, you succeed with no hitches.

Vivian Gooseberry |

Health 6 + Tool 1 (+ Thom 1 + George 1): 6d6 + 1d6 + 1d6 + 1d6 ⇒ (1, 2, 3, 1, 2, 4) + (1) + (3) + (4) = 21
Wow, the dice hate me. One success, or two if I get help from George. Either way, I fail.
Despite mentally preparing herself, the shock of the icy, rapid water still catches Vivan off-guard.

Fear the Mouse |

The meltwater hits Vivian like a punch in the gut. She grabs onto the remnants of the bridge and ties, her legs kicking frantically to remain afloat, her paws suddenly clumsy from numbness. When the knot is done, she kicks off the eastern bank and swims with all her little might. Adrenaline gives the spry tenderpaw extra strength, and though a few times she is nearly knocked off her course, George's end of the rope always keeps her from being totally swept off.
Her vision is blurry and fading when Vivian finally feels something hard in front of her. Praying it's the bank, the tenderpaw begins to climb. On the other side, George hurls the rope. The rope hooks on a bit of brier, but it's too far from Vivian to be of use.
At last, she reaches the top. She lies on the bank there for a moment, shivering and gasping for breath, then gets up and scrambles over to reel the bridge in.
Ultimately, the patrol makes it across. Having done so, however, they realize that Vivian is chilled to the bone.
The mice hurry on and make it to Barkstone before nightfall. Vivian, however, is still shivering and sniffling by the time they arrive. They get a room at the local inn. That night, the patrol shares a large bowl of hot broth and considers its situation.
Failure: You achieve your goal, but Vivian acquires the Sick condition, and George and Thom each gain the Angry condition because of this.
Being Sick imposes a -1D penalty to Nature, Will, Health and skill tests. This penalty is not applied to Resources and Circles tests, nor to will and Health tests for recovery. You will have a chance to try to recover in the Player's Turn later.
Angry
Being Angry subtracts 1 from your disposition for any conflict that uses Will as its base.
We can take a brief pause for roleplay here, and because George intended to explain more to Thom about the mission now.

Thom Red |
Thom's mood was sour since Vivian had struggled in the stream. He felt incredibly guilty for not volunteering in her place, and it didn't feel right that she was the one who had to suffer.
"So, what are our orders?" Thom asked quietly at the table of the inn. He also gestured at one of the innkeeper staff member, and said "maybe we can try and get some extra blankets for Viv?"

George the mouse |

Our orders are to meet our contact inside Pebblebrook, and get informed on her assessment of the situation and the town's disposition towards the rest of the land and the Guard in particular. We're to send that report immediately back to the guard via this little fella.
He points to the jar from whence a faint buzzing is issuing, and remembering something, he takes out the pouch the apiarist gave him, gently lifts the mesh and sprinkles its contents inside the jar. He then carefully replaces the mesh.
He stands up and grabs the apprentice by the arm Bring the girl a little mulled wine, please, and do you know of anyone who is good with healing herbs and works this late at night?

Vivian Gooseberry |

Vivian takes the extra blankets and tightly swaddles herself. "Th-thank you." She exhales sharply, and starts taking deliberate spoonfuls of broth as they talk. "Yes, George, let's fill Thom in. The conversation would be a nice distraction."
I'm interested in RPing a bit, anyway. My weekends are generally too hectic for me to check the game more than once a day, so any heavy roleplay is difficult, but I'm normally present throughout the week.

Vivian Gooseberry |

Damn George, ninja'd me. :)
Vivian shifts in her seat, trying to get comfortable. She speaks with a similar hush, "The word reaching Lockhaven says their food supplies are running low, but it's hearsay. Folk might be desperate if its true." She sneaks a glance to George before continuing, "We're also up against the scent border, so we have to watch our backs. The skies too, for that matter."

Fear the Mouse |

Nobody who could come by at such short notice," the apprentice says, grimacing. "Um...perhaps if you could wait until tomorrow, the herbalist could come by at noon."
George knows that the patrol can't afford such delays, especially since the actual treatment could take all day. Lockhaven is perpetually understaffed and needs its mice on the move. The mission is supposed to take priority.

Fear the Mouse |

Sorry, guys. An important aspect of the Mouse Guard RPG is that the mission has to come first. The mice can entertain the possibility of delaying the mission, but it's not an actual option within the narrative. That's the nature of the GM's Turn.
Within the story, Vivian's sickness isn't debilitating, and the patrol can't spare a member—Gwendolyn has already stated your patrol is smaller than it should be for the mission. You could conceivably leave her behind—the problem being, of course, that this excludes her player from the rest of the GM's Turn. That's a bit rough.

Vivian Gooseberry |

Yeah same. I had gotten that impression from your previous post - for my part as well, I was just furthering the roleplay. :-D
Vivian slowly nods her head. "Yes. I'm touched by your concern, George, but if what we've heard is true, then more lives than mine are at stake here. Mice need to know they can count on the Guard." She twitches her nose, trying to break up some of the congestion. "Beyond the help we provide in times of need, we're a symbol of hope."
As Thom starts getting up, Vivian avoids eye contact with either of them, gazing into her broth. I know in my heart that our words were true... but it feels wrong to challenge George like this. Shouldn't I be learning from him? Listening to him?

George the mouse |

George frowns angrily and looks at the ceiling exasperated. He starts waving his head as in a 'no' gesture and then gives the other two mice a mournfull look.
So many good mice dead because DUTY, because the guard comes first. Because we don't have enough bloody resources to have normal patrols, bloody hell
All right. You're right, of course, the mission comes first. But before we go, tomorrow, I'm going to find the damn herbalist and get some salves and poultices for you. We're going to heal you on the way lass. Now, off to bed.
He gives Thom a meaningful look. So you're a mapmaker right? I have this old map that could use some corrections. Care to stay a wee bit and help me with it?

Fear the Mouse |

The mice do their best to sort out their map, but they're both too tired to stay up too late. The patrol sleeps lightly.
The next morning, the patrol sets out once more from Barkstone—this time on the road to Pebblebrook. This leg of the journey is much easier, and the day is pleasant and warm, giving Vivian some respite from her chills.
As the patrol is roughly three-quarters of the way to their destination, by Thom's approximation, the mice notice something unusual.
Beside the path is a large mass of thorny briers. Inside, they can see the body of a large bird tangled up, clearly dead. Thorns have impaled it in places, and its wings are twisted as though it died in the midst of a ferocious struggle. It looks like it was some sort of bird of prey, but it's rather difficult to tell, as the entire head is missing.
What could do this? Something very dangerous to mice, perhaps. Investigation is required.
Obstacle: Determine what killed the bird. This is most likely a test of beast knowledge, unless you guys think of something totally out of left field. Who will step forward to lead the attempt?

Vivian Gooseberry |

Vivian shrugs. "You might be the best we've got, Thom. I could tell you if it's good for eating, but that's about it." She chuckles weakly at the joke. The warm day has improved her spirits if nothing else. Noting Thom's guarded body language, she adds, "Meanwhile, George and I could stand watch, in case what ever did this comes back."
GM, do we have any sense of how long it's been here - any signs of decomposition or at least rigor mortis? Or is that all going to be rolled into our check?

Fear the Mouse |

Examining the injuries is an Obstacle 4 Heal check.
Wises can be used in three different ways. First, you can use a Wise in place of aiding—this grants the same +1D benefit, but insulates you from conditions taken on from failure. Obviously, this usage doesn't help you here.
Second, you can spend a fate point to reroll any single failed die on your test related to your wise by invoking a Deeper Understanding.
Third, you can invoke "Of Course!" to spend a persona point and reroll all failed dice on your test related to your wise.
Other ways to boost your roll include:
1. Acting with your Nature (you get to use your Nature score), but as this is outside your Nature, you run the risk of taxing your Nature by the margin of failure.
2. You can use some sort of tool you come up with to gain +1D to the roll.
3. You can Tap Nature by spending a persona point (add all your Nature dice to the normal roll), but this will tax your Nature whether you succeed or not.
4. Finally, you can spend a fate point to reroll any sixes you get, rendering them "exploding dice".

Thom Red |
So I'd roll using Healer (3) and do something to boost my roll. Regarding persona, do we start each adventure with a set amount and regain them upon completion of the adventure? Same goes with fate points, they're slightly confusing.
Regarding the potential tool, could it be something like using my sword to poke around in the wounds of the bird?
Sorry, just need some hand holding as to my options, the persona/fate point/nature taxing stuff is rather daunting

Vivian Gooseberry |

Thom, regaining fate and persona are tied to playing to your traits and beliefs, and yes, the opportunity to regain them comes at the end of the session. That assumes it works similarly to the Burning Wheel, anyway - and Nature has me as lost as you. I imagine our GM can break it down in better detail for us. :-)
GM, can I help with my Legends of the Guard wise? See if I can remember any tales about decapitated birds of prey, or of creatures that would kill a bird like this but leave the meat?

Fear the Mouse |

Thanks, Vivian, for fielding that information—I've been kept busy all day. You start the game with 1 persona point and 1 fate point.
Loremouse and Hunter work. That sounds like a justifiable use of your Legends of the Guard-wise.
I probably wouldn't let the sword serve as the tool. It's okay if you can't think of a tool—obstacles in Mouse Guard, as you've probably noticed, are not binary "pass/fail" rolls. Failure does not mean the story stops, it means the story changes. Sometimes there is no clear tool for a task.

Fear the Mouse |

1d6 ⇒ 2
Thom advances to examine the bird's corpse. Looking closer, he recognizes that the head has been twisted clean off. This squares with something George recalls about a large, dangerous, clever omnivore called a "raccoon".
But Thom has gotten slightly too close in his inspection, and as he hears a sudden hiss, he regrets that oversight. A large garter snake, attracted by the smell of something to eat and having just awoken from its hibernation, rears up from within the brier patch!
Failure: Twist! You get your information, but now you have to handle the hungry snake you've startled.[ooc]
[ooc]This is a Conflict—a more complex and high-stakes Obstacle, essentially. First off, you need a Team Leader. Thom is the one who initiated the conflict, so we'll go with him.
The Team Leader, Thom, must choose a conflict goal (though I encourage anyone to pitch in suggestions). This is what you hope to accomplish in this scene. Depending on how well or poorly you do, you may be able to accomplish part, all or none of it. What your Goal is will also help us determine what sort of conflict this is—a Fight Animal conflict, a Chase conflict, etc.[/ooc]
The snake has its own goal, but you don't know exactly what it is yet. An example, very simple goal for the mice would be, "Drive off the snake".

Fear the Mouse |

Alright, this is a Fight Animal conflict. Next, Thom must roll Disposition. This will determine how long you can stay in the fight—it's basically your "Team HP". Test your Hunter or Fighter (your choice) and add it to your Health score. Assume the other two are offering aid automatically.