Bry: 0/2 ~ Peiter: 4/8
Seyth the Eternally Grumpy wrote:
Lost this one in the shuffle. Brian nods, looking distraught. "I'd swear it on my mother's ashes. I just can't bear the thought that I've been involved not knowing."On the bright side, Sally and Satchel are the voices that will matter in the morning. Take your time. Once you're ready, it's either a Scout vs Scout roll or a chase Conflict to see how long Peiter has with Bry at their destination.
Bry: 0/2 ~ Peiter: 4/8
Your choice, I suppose. "Listen here, jumper. You're talkin' like you've got it all figured out, and I know you feel you think a few words and 'ironclad' points are going to bring me to your side, or shut me up, or make your night less of an afterthought in your Patrol's eyes, but I have no interest in the girl dying. You can think what you want of me, but Brian came knocking on my door, acting like he and his haven't gotten where they are by slitting throats. That mink of Dug's doesn't subsist on berries and mushrooms." "I take them out there, I'm trading lives. That's your Seyth's Guard at work. If I take you, there might at least be a net gain. Trust me or not. You could be helping her, and you're not." Deceiver + Cunning + RP + MouseGuard-wise: 4d6 + 3d6 ⇒ (6, 6, 5, 3) + (4, 2, 6) = 32
Bry: 0/2 ~ Peiter: 4/8
That's it, but you did squeek out that half way point. So whatever we decide, Bry will give Peiter an opening to escape, but Bry gets something he wants too. "Oh? Have I piqued your interest? I can't afford to have Seyth and adventure lad sniffing around, but I can take you to her..."
Bry: 0/2 ~ Peiter: 4/8
Pieter doesn't respond immediately. He gives Bry enough time to consider the matter settled. Then, he sighs. "Yes... You know healing better than I. You would probably know exactly how long a mouse can go without water. Do you remember when they said that Loremouse disappeared? All the time we're wasting here, that mouse spends alone and dehydrated..." Persuader + Cunning: 3d6 + 1d6 ⇒ (6, 3, 6) + (5) = 20 You can also roll +1D for RP
Bry: 0/2 ~ Peiter: 4/8
I mean, if you can land a success while he destroys your inner child, you would get a concession. Gotta take what you can get. Choose your first three actions. Defend will be pure Will so it's your strongest option (albeit a little fruitless) but Attack, Feint, and Maneuver would take Persuader or Deceiver, which you don't have, making this a great chance to learn something new. At any point you may roll Nature, but it will tax by the margin of failure, because you're using it to argue, which isn't part of mouse nature. If it's taxed below 0, it reduces your max by one, but resets your current nature to max. Otherwise, you can use Beginner's Luck to learn the skill, taking your Will, plus whatever you wises, rp, and help you can get, and divide the total in half. Either way, you'll gain a check toward learning that skill.
Bry: 0/2 ~ Peiter: 4/8
Not enough of an audience for Orator. It might just be Will+Will if you're just trying to get him to give up. If you last long enough, you might open Persuader/Haggler/Deceiver during the conflict. Peiter will be trying to bait you into doing something irrational. In his mind that's either injuring him or leaving the room. I'll ask you what than means when we get there. Something you might lobby for is information, but Bry might not think of that as an objective.
Bry: 0/2 ~ Peiter: 4/8
Peiter looks puzzled, but complies. "I've had the leg off." He indicates the carved wooden leg. "I know what you're thinking, you'd never tell. Smith I knew put a metal bow in it. Fine piece of work, that one..." If rumors are true, Peiter was once a Guard Mouse. Given his age, he could have taken part in the Weasel War. Close examination reveals multiple battlescars from blade wounds and bites. He looks like he's been taking care of himself since then. He's even got a thick felt sock to pad his leg. "You're wasted with the guard, you know. They'll drag you this way and that, and cause most of the injury they would have you heal. They'll say you're lucky that the war is behind you, but the war is all around and underneath you. Underneath Lockhaven's standing army. You should be healing the sick, not staunching the careless wounds of Gwendolyn's Guard." I'd like to know if Barton is here or with Seyth, but I'm thinking we're headed into conflict territory. Unless you'd really like to face Pieter's Deceiver(4) in a single roll.
Bry: 0/2 ~ Peiter: 4/8
Peitre's room:
Peitre remains silent until he’s left in the room with Frie and the help. “You’re looking worse for wear, Frie old boy.”
Frie’s head lolls to one side and he moans. “I had hoped the Guard would recover from the barbarism of the war by now. I’d rather you didn’t touch the face. A scar or two can be attractive, but at a certain point there are diminishing returns…” Peiter eyes Bry from head to toe. “You look t’ be the type who only leaves the scars he chooses to. One of Tiegh’s mice?”
Brian's room: Will: 3d6 ⇒ (4, 4, 2) = 10
Brian squirms, glancing nervously at the window. “I’m sorry, mister Seyth, sir. I’m just a simple Boatcrafter. I’ll help all I can with what I know, but I’m kept around for my size and my skills. Dug’s never shown me where he keeps his beastie, and I don’t have a clue where that beetle’s arse is keeping Lyosha. I just know he was arguing with Dug about her. Pietre said she was a liability. I wouldn’t put it past him to have had a hand in Julian’s goin’ missing. He’s got hands in everyone’s coffer. Knows just the way to control each and every mouse, it seems. Don’t let him out of your sight. -don’t let me out of your sight. He doesn’t suffer obstacles long, and I wouldn’t trust him in a funeral pyre.” The Boatcrafter sags in his chair. “He’ll have found a way to look blameless, mister Seyth. Used one mouse to press another, have us all doing his dirty deeds... you’ll have all of Port in chains, and he’ll be the only one to talk his way free.”
Bry: 0/2 ~ Peiter: 4/8
Not saying you're wrong, or that putting a stop to some of the things going on in Port Sumac isn't a good thing, just making sure you folks know ahead of time that things might not go smoothly. Think of Peiter as a mob boss. You can't be sure who he's got strings on. We'll have an end of session overnight, I'll post a little scene at Lockhaven, and you'll have a Player Turn to try and sort this out before we return to the mission. (You'll have like 8 Checks between the three of you.) For now, figure out how you want to keep Peiter and Brian secure for the night.
Bry: 0/2 ~ Peiter: 4/8
Peiter shrugs and complies with Barton's binding. "Confession of murder? That's a new one. What evidence were you planing to plant for that one? We aren't in Lockhaven anymore, Seyth. Port Sumac doesn't jump because a mouse with a cloak cries weasel. Did you hear any confession of murder, Brian?" Brian becomes incredibly interested in his hindpaws. "No."
Bry: 0/2 ~ Peiter: 4/8
The knife drops to the dock, and the mouse steps back into the light. Peiter, as this could be no other mouse, has grey fur and keen eyes under the brim of a black tricorn hat. His carved wooden leg taps lightly against the dock. He raises his paws with a dry laugh. "I suppose that nixes my beauty rest." He eyes Seyth up and down. "To what do I owe the pleasure, Patrol Leader Seyth?" Brian relaxes, and raises his paws. He's looking from Seyth to Peiter with apprehension.
Bry: 0/2 ~ Peiter: 4/8
Rolloff: 6d6 ⇒ (4, 6, 2, 5, 1, 6) = 24
The docks go dead quiet as the two mice stand their ground. Each watches the other, looking for an opening. In the distance, Frie cries out in pain, and everything begins to move.
Bry: 0/2 ~ Peiter: 4/8
Tough is good, but the book says this: A deceiver uses lies, half-truths, ugly truth, soothing platitudes and intimidation to get what he wants, and a persuader convinces another mouse to do what he wants in a friendly manner. A persuader shows you why it’s in your own best interest to help him out. Here, let me show you. The mouse in the shadows slides forward and pulls Brian into a hold, blade flashing against the fur of his neck. "See kid? Hang first, ask questions later. Fortunately, I believe they would rather I didn't open you up here, and as we've previously discussed, I have no such interest in your foolish hide."
"Make way, Seyth. Taking me in now is a waste of time... and life." Will: 3d6 ⇒ (5, 6, 3) = 14
Brian is ready to cooperate, but our Deceiver has 4 successes. Right now, Barton isn't involved in the consequences of this test. He might be able to circle around and get the drop on him if you fail here. Fair warning: This character has 1 Fate, and 1 Persona.
Bry: 0/2 ~ Peiter: 4/8
page 128: "To treat an injury, the Healer must make an Ob 3 skill test. If the healer test is successful, the penalty is removed and the condition alleviated. If the healer fails his test, the Injury condition is removed, however the Injury permanently reduces one ability or a skill." Frie's Health is reduced from 2 to 1. On the plus side, the bone is set correctly. All he needs now is months of physical therapy.
Bry: 0/2 ~ Peiter: 4/8
Bry, you get 1 additional die from your extra success breaking the leg, but you need two more successes. (One if we want to take the RP die. We'll talk if it's needed.) I think you're also out of persona. Things look dire. But yeah, you do need some failures if you're going to reach 5...
Bry: 0/2 ~ Peiter: 4/8
When you don't have a skill, you can either roll Nature (which would tax it in this case, so I don't recommend it) or start learning it with Beginner's Luck. Because Fighter is a physical skill, we start with Health, which is six. You add any dice from tools, wises, and help, then divide the pool by half. So, 3d6. You've got a good chance of success.
Bry: 0/2 ~ Peiter: 4/8
Seyth and Barton: The two of you scale the crates and follow from above, keeping the freight between yourselves and the fighting mice.
"-how did you think you got to where you are so fast? Luck?" through the darkness you make out a distinctive folded hat and the sound of a wooden leg on the dock. "My boat. The leviathans. The biggest haul of fish we've ever seen?" "-and you still would never have made it without my help, unsavory as you might find it. None of you kids sees the harsh realities of our position. I never should have let you lot convince me. I knew that mink was more trouble than she was worth." "Nobody asked you to feed her mice!" Brian sends another column of crates tumbling into the water. "They we're in the way. It was us or them." You have moments before this becomes a fight, and Barton sees the glint of a knife clear a scabard. You're close enough to drop in on them without a Chase.
Bry: 0/2 ~ Peiter: 4/8
It will be an ob1 Fighter test to rebreak Frie's leg, margin of success will be help dice added to Bry's ob3 Healer test to fix the Injury. It's a Scout vs Scout/Nature to approach the duo unseen. It's Health vs Nature to run them down if you're spotted. This might become a Chase Conflict, or even a Fight. We are passing into threat of injury territory. -or you might be able to de-escalate things, I dunno. What's Barton doing?
Bry: 0/2 ~ Peiter: 4/8
It's getting dark when you finally find Brian shouting down another mouse in among some stacked crates on the western dock. "I'm not going to let you keep her locked up in the hold, let alone try to feed her to that thing. Not for all the gold in the territories." MouseGuard-wise: 3d6 ⇒ (5, 6, 3) = 14
"That doesn't excuse murder." Brian punches a crate, sending the stack tumbling into the water. The other mouse takes a step back, deeper into the shadows. "I don't know what rock you've been under, but we crossed that line ages ago." "Who? -when!?" Brian advances, furious. The two mice are getting further away, and further into the tall stacks of shipping crates and barrels. What's the plan?
Bry: 0/2 ~ Peiter: 4/8
Brian hasn't been a Governor before, ob4 to know much of anything about him, but he's the buff chocolate mouse who said you could stick around and warned you about Pieter. Circles ob3 to find him, +1D as an ally. "Right away, sir." Rolland gives a formal salute. "I'll be back in Lockhaven before sunset." He turns with a flutter of his cloak, and scampers up a nearby building toward where his mount is roosting.
Bry: 0/2 ~ Peiter: 4/8
Frie is back upright, but a little shaken. He won't be able to speak for awhile on account of a mouth full of moss and wadded linen. Bry's out of moss, and running low on cloth. He still has Salve for Injuries, and Elixir as a healing tool, as long as he uses it responsibly. Barton, meanwhile, feels warm and fuzzy, but not like, mouse-fuzzy. Fuzzy like an angora bunny. Have you ever slept on a bunny, Seyth? I'll bet it's like sleeping on a cloud. Not a cloud in the sky though. Barton is by no means inhibited by the drink, but he might be a little loopy until he gets some food drink or rest. It's not impossible to have Dughlass taken in, and his position re-filled. Especially if you have Rolly report to Tiegh. You're confident you could word a report that would guarantee an order to arrest. You could have it back by morning if you tell them all that's what's in the way of getting the border up next spring.
Bry: 0/2 ~ Peiter: 4/8
Will: 5d6 ⇒ (6, 4, 3, 4, 2) = 19
Bry: 0/2 ~ Peiter: 4/8
Barton throws back the second drink without pause (he does use his paws though) and Peigi's smile broadens. She glances at the large reservoir of green drink and shrugs. "So what brings you to my booth, boys? Tucking in for the night? Looking for a warm bed?" She's no longer intent on seeing the older mouse drink. In fact, she's mostly watching Barton.
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.
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."
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.
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.
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.
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.
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.
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