[IC] Death & Taxes (Session 1)
Nera - will shadow the client OR scout out some gambling dens? (Or both if time permits?)
Nekurr - will visit St. Durvin's, I presume?
Hildar: Poring over the ledger.
Bruv: Heading to the Nornholt libary for some research.
Tronus: Looking for any merchants familiar with the area shown on the map.
Hildar
Hildar remains in the headquarters to check over the ledger. The document is rather dry, so Hildar has to struggle to interpret the strange phrasings.


Bruv

Finally, Tronus tries to find a merchant who may have some knowledge of the area near the Blackwing Swamp. He considers a couple of ways to go about this: First, he could follow Nekurr up to the Upper City and consult the people in the Trade Guild Office. This approach is more straightforward, but many of the guild masters there have been fairly established in Nornholt for decades, meaning they don't travel much. Alternatively, he could canvas the marketplaces to see if he can find a merchant familiar with the area. It's a bit less sure, but he's more likely to find someone who travels the area between Nornholt and Tamalir (and by the swamp).
Rolls
Stealth (+ Knack for it)
4 Success, 3 Advantage, 1 Failure
Total: 3 Success, 3 Advantage
Adding 2 x Boost die to the roll due to Flash of Insight Talent
So net 1 x Success, 1 x Triumph, 5 x Advantages
Suggestions for the triumph and Advantages:
Gain more detailed knowledge on the area of the village (some notes in a margin perhaps)
Any inconsistencies in the accounts
Info that would allow me to bank boosts/upgrades on any future checks
If they don't work then I'll take whatever you think best for them
Activation: Passive
Ranked: No
When your character generates a Triumph on a knowledge skill check, roll 2 x Boost Dice and add the results to the check, in addition to spending the Triumph as usual.
Rolls
Knowledge (Lore)
2 Success, 3 Advantage, 1 Triumph, 2 Failure
Total: 3 Advantage, 1 Triumph
Flash of Insight
1 Success, 2 Advantage
Total: 1 Success, 2 Advantage
Rolls
Daunting Negotiation
4 Success, 3 Advantage, 1 Triumph, 1 Failure, 4 Threat
Total: 3 Success, 1 Threat, 1 Triumph
And leading into it, I'd like to try to use Augment to buff his Intellect.
Diff for something like that? I'll go ahead and roll the Augment.
Also, might I say, I think this is a really clever approach to research and I'm totally gonna steal it for my games. :P
Rolls
Primal, Augment
3 Success, 2 Advantage, 2 Failure, 1 Threat
Total: 1 Success, 1 Advantage

Along the way, Nera notes that the woman walks quickly, faster than most non-Catfolk anyway. She seems hurried and nervous, like she doesn't want anyone to know she's in town.
If Nera wants to announce her presence to get the promised writ, now would be the time to do so.
Adding 2 x Boost die to the roll due to Flash of Insight Talent
So net 1 x Success, 1 x Triumph, 5 x Advantages
Suggestions for the triumph and Advantages:
Gain more detailed knowledge on the area of the village (some notes in a margin perhaps)
Any inconsistencies in the accounts
Info that would allow me to bank boosts/upgrades on any future checks
If they don't work then I'll take whatever you think best for them
The book itself has some scrape marks down the leather cover consistent with falling behind a shelf, as the client suggested. As he's thumbing through the volume, a small slip of parchment falls out. On it, Hildar finds that someone has sketched out a rough map of the village. What a lucky find! A few locations are even labeled. There's no indication of when the map was made, however.

And leading into it, I'd like to try to use Augment to buff his Intellect.
Diff for something like that? I'll go ahead and roll the Augment.
He drew upon the essence of the place, the ancient air, and earthy smells of the bindings and shelving, and he centered himself with his magicks and hoped he'd find something good.
What an... interesting roll. I'll recovery the Strain I earned casting with 1 of those, and the others... Learn about something related?
Rolls
Lore, Average
6 Advantage, 1 Threat
Total: 5 Advantage
The Gnome—having chased the street kit off—reveals that he does business with Lizardman tribes living in the Blackwing Swamp. He prefers to go all the way to Zanaga, though, as the goods there are of higher quality than the stuff Terrinoth's Lizardmen make. Pressed about Buzzards' Ford, the Gnome says that he tried to do business there once, about fifteen years back, but all they had to offer were pumpkins, razorwing meat, and unfriendly scowls. Much more lucrative to deal with the Lizardmen, or to just go all the way to Zanaga. His last trip to the swamp was about five years ago, but he didn't even bother with Buzzards' Ford at that time.
All the while, Mal-Dun repeatedly presses Tronus to make a purchase. His goods, he explains, are of the finest Zanagan craftsmanship: Good for hot, muggy climates. Good for people who favor a fast, rapid-strike attacks.
The Mahkim have honed their crafting techniques through centuries of life in the brutal jungles of Zanaga. Such wares are generally intended to allow four-armed Mahkim hunters and warriors to stalk through the jungles undetected. Nevertheless, some Mahkim lend their talents to the needs of two-armed clients. While these wares look odd to outsiders, they offer an edge in hot, steamy environments where evading detection is important.
Armor: Reduce the armor's encumbrance value by 2, to a minus of 0. In addition, the Unwieldy quality of any weapon your character wields while wearing this armor is reduced by 2, to a minimum of 0. Your character also removes [Setback] from Stealth checks they make, as well as [Setback][Setback] added to checks they make due to hot or wet conditions.
Weapon: Increase the weapon's Unwieldy rating by 2 (to a maximum of 4) and its Linked rating by 1.
Price: Cost x 3
Rarity: +5.