[OOC] Death & Taxes
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So that would be 5XP
+1 divine: 10XP
+1 charm: 10XP
Lucky Strike lv2: +10xp Just double checking, Willpower is a characteristic so if I choose it I can add 4 damage to my spells by using one story point right?
XP wise I've spent it as follows:
15 xp Talent: T3 Natural (Arcana, Knowledge (Forbidden)) (160)
15 xp Skill Increase-Arcana 2-3 (175)
5 xp Talent: T1 Knack for It (Knowledge (Forbidden)) (180)
Banking 5 xp
Thinking I might start dabbling in Mask spells from the EPG but not really interested in Predict at the moment (thinking that would be more in Nekurr's wheel house if anything)
So I've been thinking Hildar would start looking into crafting another Wand but wanted to run through it first (it's also probably out of his budget at the moment). Book price for a Hazel Wand would be 600 (400 for the wand and 200 for it being made from Hazel) with a Rarity of 8 - based on the Rarity it would be a Daunting Mechanics check (difficulty half the Rarity) and would take 5 days to make in addition to time spent locating suitable materials which would cost 300 if I'm reading things right. The book also mentions needing tools to do it but leaves things somewhat vague as to costs etc so I'm thinking his first task at the moment would be to locate those in the downtime we've got unless there are some suitable tools lying around HQ
I'll check over everything so far tomorrow or the next day. I'm flying home tomorrow, but we have a sick kiddo, so things are a bit hectic.
I think I should buy some Dwarvern leather armor for extra protection (2x 50 price, +2 rarity for a total of 5), would that equal only 100 or would there be extra cost associated?
Should also sale my padded armor (35 silver).
Please bear with me a bit longer as I deal with a sick kid who's gotten the rest of the family sick. Hopefully I'll get y'all an update before day's end.
15 xp Talent: T3 Natural (Arcana, Knowledge (Forbidden)) (160)
15 xp Skill Increase-Arcana 2-3 (175)
5 xp Talent: T1 Knack for It (Knowledge (Forbidden)) (180)
Banking 5 xp
Thinking I might start dabbling in Mask spells from the EPG but not really interested in Predict at the moment (thinking that would be more in Nekurr's wheel house if anything)
If you still want to go the crafting route, the tools are likely to be fairly simple for a wand; maybe just a whittling knife, which we can say is already at HQ.
So that would be 5XP
+1 divine: 10XP
+1 charm: 10XP
Lucky Strike lv2: +10xp Just double checking, Willpower is a characteristic so if I choose it I can add 4 damage to my spells by using one story point right?
Maybe we treat it like Genesys treats ammunition in other settings. If you roll enough Threat on the spell, it means you've run out of cards and have to buy more next time you find a shop. That way we avoid having to keep a detailed log of how many cards you have and what they are.
Let's say a deck of card costs 25 silver and has a Rarity of 2, making it on par with an extra clip for a gun in other settings.
Regarding Lucky Strike: Yes, that's right. With Willpower 4, you'd do +4 damage to your combat check. Note that attack spells are combat checks, so you can use the talent with Divine.
I think I should buy some Dwarvern leather armor for extra protection (2x 50 price, +2 rarity for a total of 5), would that equal only 100 or would there be extra cost associated?
Should also sale my padded armor (35 silver).
Elven craftsmanship would also cost 100 silver (total) for leather, and let you remove 1 Setback from Stealth checks. No extra Defense or Soak, though.
Finding items is a Negotiation check versus the Rarity. As Nornholt residents, you all add a boost die to these checks. Nekurr and Tronus both have YGG in Negotiation, so either can roll for these things for the party if they wish. With the reduction, rolls are only necessary for items of Rarity 3 or more. The roll covers both finding the item and haggling for the price. So far, folks have asked for:
Deck of Cards (25 silver, Effective Rarity 1): No roll.
Hazel Wand (200 silver, Effective Rarity 7): Hard (PPP).
Padded Armor (selling, Effective Rarity 1): Just make a Simple roll (no difficulty) to see how much of the original price you can get.
Somebox might want better armor, but let's wait till we decide on Dwarven or Elvish or something else.
Also, the gambling thread is locked ;)
(I think I got the rules now, just need to look at the dice 🎲)
Also, the gambling thread is locked ;)
(I think I got the rules now, just need to look at the dice 🎲)
Also, the gambling thread is locked ;)
(I think I got the rules now, just need to look at the dice 🎲)
Gambling thread is unlocked now! Sorry about that.
Current list of what folks are looking for (remember: Add a boost for familiarity with Nornholt, and a second boost if a pair of you go out to look for stuff):
Deck of Cards (25 silver, Effective Rarity 1): No roll.
Padded Armor (selling, Effective Rarity 1): Just make a Simple roll (no difficulty) to see how much of the original price you can get.
Elven Leather Armor (100 silver; Effective Rarity 5): Average roll (PP).
Backpack, Rarity 3, Price 50
Bedroll, Rarity 1, Price 15
Trail Rations, Rarity 10, Price 2 each, want 10
Given the locale do I need to roll for any of that? What would I be looking at for a small tent as well?
Going to hold fire on the wand for now and just save what cash I have
I'd suggest Nekurr and Tronus do the shopping, as they're the best Negotiators. Maybe the two of them split up, each taking a buddy to help. Lets you roll YGGBB versus the various difficulties I've listed above. We can continue to do this if folks come up with stuff they want to buy.
Rolls
Padded Armor
5 Success
Total: 5 Success
Elven Leather Armor
1 Success, 4 Advantage, 1 Failure, 2 Threat
Total: 2 Advantage
To be honest, I'm a bit wary of Component Casting, since it seems to add an element of bean-counting that I'd rather avoid. But I do like the idea that Nekurr might draw cards while casting, sort of like Gambit and and Tarot-card reader rolled into one! You want to roll with that?
Maybe we treat it like Genesys treats ammunition in other settings. If you roll enough Threat on the spell, it means you've run out of cards and have to buy more next time you find a shop. That way we avoid having to keep a detailed log of how many cards you have and what they are.
Let's say a deck of card costs 25 silver and has a Rarity of 2, making it on par with an extra clip for a gun in other settings.
Is there an online reference for items to look for? I didn't see any dwarven/elven mentioned in the plink provided :(
Somebox, any idea what 2 advantage might mean there? Would Nera be willing to accept just regular-old leather? Same stats as your padded, but you get a hard point to play with.
Or you get a lead on a smith somewhere en route to Buzzards' Ford (allowing for a second, but more difficult roll when on the road)?
CESN, I linked the "Equipment Encyclopedia," didn't I? There are stats for a sling in there. For reference, it costs 20 silver, does 4 damage, crits on 4 advantage, uses the Ranged skill, and can Disorient the target for 2 rounds (giving them a black die) for 2 advantage. It has the Prepare 1 quality, meaning you have to spend a maneuver to put a rock in it to use it each turn. A single Threat can cause it to run out of ammo, but getting more stones isn't that hard.
Ancient: Cost x 20, Rarity 10. For armor, Soak and Defense go up by 1. Armor is Reinforced (can't be damaged), but it has 1 fewer Hard Point.
For weapons, the damage goes up by 1 and the crit reduces by 1. Weapon is Reinforced (can't be damaged), but it has 1 fewer Hard Point (for customization).
Dwarven: Cost x 2, Rarity +2
Armor has Encumbrance +1 and Hard Point +1.
Weapon has Encumbrance +1 and Damage +1.
Elven: Cost x 2, Rarity +3
Armor has Encumbrance -2 and wearer removes 1 Setback from Stealth checks.
Weapon has Damage -1 but also Crit rating goes down 1.
I'll try to post something today or tomorrow, but I'll be away next week as well, so I was considering if Nekurr could go to the big city check what the clerics know while you guess move on (just to take him out of picture for a week or so, I should be back fully around the 10th).
I'll try to post something today or tomorrow, but I'll be away next week as well, so I was considering if Nekurr could go to the big city check what the clerics know while you guess move on (just to take him out of picture for a week or so, I should be back fully around the 10th).
Safe travels!
No worries mate.
Will be banking since that's easier for now
Nera is ranged and good at hiding so she could set up a backup position on a tree, while either Bruv or Tronus stay with Hildar by the crate and Nekurr (Charm YYG and negotiation YGG) would take the other bodyguard to the lizard. Basically, the party would be setting up a 3-point ambush if needed.
Alternatively, the two cats may go, since Nera as the lizard armour...
That said, I believe in player agency, and I'm happy to continue improvising Lizardfolk stuff is that's what you want to pursue (and as long as we eventually get to Buzzards' Ford, where the real adventure lies). So far, I've tried to give you opportunities to take the "back door" to the village (with the hunters), but you seemed not too happy with that plan. Then you said you might want to make contact with some Lizardfolk to get information from them, and I told you it would be hard, but doable, and that's where we're at now.
But if the plan is to continue forward to the Lizardfolk village (where this guy is was cast out from), it raises a few problems. First, what are you planning to do with the horse cart and the horses? I don't want to continue into what will be an involved swamp sub-adventure if half or more of the players are forced to hang back and guard the horses. So I think you need to decide if you're going to abandon them and just apologize profusely to Lady Argus down the road? Or take the extra time it will take to return to the Cailn Crossroads and leave them with Tronus's friend (paying her for her services)? But trying to take the swamp and rivers into the village means the horses don't come with you unless you can come up with some plan to move large animals through the swamp.
Second, if we're going to try to get to the Lizardfolk village, I want everyone to participate. So if you deal with the horse problem somehow, we can go that route with everyone along for the ride. But by doing that, you'll have to figure out how to get into the village's good graces when you're 1) foreigners and "civilized people" they won't like, and 2) hanging out with someone they've cast out from their village. Maybe the wine will be enough? Maybe it won't. It's also a big detour that will cost you a couple days of travel.
To be clear, I'm not trying to dissuade you from any course of action. I just want to make sure that the downside of further swamp exploration is crystal clear. I'll do my best to make sure it pays off somehow, but the adventure was never designed to involve Lizardfolk at all. This is all improv at this point. :)
Also, I think the idea is to get that promised "surprising the villagers" bonus so I don’t think we’re looking for the lizard village at the moment. We found our guide, so now we can learn more about what is going on around here and at buzzard’s as we go through the swamp (I admit I failed to read the "by the regular roads" part :(
Also LOL at this whole scene.
(We're also nearing the end of a session, which will be worth another +15 XP, if that helps you make a decision on what you'd like to do.)
+05XP Aug XP Monthly Allotment
+05XP Sep XP Monthly Allotment
+20XP Completion of Session 1
+05XP Oct XP Monthly Allotment
+05XP Nov XP Monthly Allotment
+05XP Dec XP Monthly Allotment
+30 xp end of mission
+05XP Jan XP Monthly Allotment
+05XP Feb XP Monthly Allotment
+05XP Mar XP Monthly Allotment
As usual, give me a head's up on what new things you're buying with it. Several of you should be due an upgrade on your Heroic Ability, too, if you haven't achieved one already. It's a new upgrade for every 50 earned XP.
In fact, I have you at 105 earned XP, which is worth two upgrades. (Some upgrades require two "Ability Points," and I think some of you were banking for that -- now's your chance!)
I guess, since we also earned 105 XP since the beginning... that would be me either way :D
Using 20 for (banking 5)
Apothacary T1 -5xp
Inspiring Rheoteric Impr T3 -15XP
Update: using on to take Story upgrade and banking the other since I need 2 two purchase.
Talent:
Ranged 2->3 (15xp)
Cool 0->1 (5xp)
Heroic Upgrade:
Diminish - While the ability is active, enemies within short range add setback die to their skill checks.
I still have to check my numbers and i’m A bit busy at work, so this may take some time :(
10 xp Talent: T2 Brilliant Casting (190)
15 xp Talent: T3 Natural (Arcana, Knowledge (Forbidden) (205)
5 xp Skill Increase-Knowledge (Adventuring) 0-1 (210)
I'll try to sort out my XP in the mean time
I may buy bob's worse nightmare: You owe me one (15XP)... bad habit was a close second given the name :D
Given this one also costs story points, I may actually buy STORY Cost to make the heroic ability cheaper...
I'm a bit confused with Laugh it off T3 talent. When your character is targeted by a social check that they may use this talent to spend or 3 threats or 1 despair to reduce any strain the check inflicts by a number equal to their ranks in Charm. If they do, the character who targeted them suffers an amount of strain equal to the amount of strain reduced
This means we can use NPCs bad rolls to make them worse right?
I may buy bob's worse nightmare: You owe me one (15XP)... bad habit was a close second given the name :D
Given this one also costs story points, I may actually buy STORY Cost to make the heroic ability cheaper...
I'm a bit confused with Laugh it off T3 talent. When your character is targeted by a social check that they may use this talent to spend or 3 threats or 1 despair to reduce any strain the check inflicts by a number equal to their ranks in Charm. If they do, the character who targeted them suffers an amount of strain equal to the amount of strain reduced
This means we can use NPCs bad rolls to make them worse right?
As for Laugh It Off, you're right: It basically means that if an NPC tries to target you with a social check, you can use their rolled Threat or Despair against them to harm their strain threshold instead. It basically acts as a "social parry" by letting you reduce the harm of incoming social checks against you.
Discipline is YYGG, Cool YYG and Vigilance GGGG so it's not bad at all ;)
In addition, it can be used with Clever Retort to add 2 threats and push the NPC over to the joke side :)
Bad habit (like making decisions based on a coin toss) will heal 2 strain per turn which is basically free spells... The cost is a "permanent" at setback from being disoriented... which makes a lot of in game sense ;)
Plus, those free spells may happen to be an augment or two, which would compensate with an extra G.
"His conviction that it is Luck, not Fate, Purpose or Skill, that drives the world", so he may have developed the bad habit to rely more on luck than skill
Rope in paw, retractable claws on her feet out, Nera begins to scale the wooden wall.

The other wrinkle in this is that the player-facing option—if you think they're lying, you roll Vigilance—eliminates the NPCs' ability to do "damage" in social combat with Deception.
So I'm not sure how best to handle a Deception-focused NPC in a social "combat" encounter. I need to review the rules on those (and the suggestions in the Expanded Player's Guide). But as I see it, the rules seem to imply a system where one PC or NPC makes a social check targeting one other PC or NPC, doing strain damage on a success. But what if an NPC is lying to/coercing/charming/commanding an entire group of PCs or vice-versa? Do all of the targets take the strain damage? Do you designate a "leader" for each group, and when they surpass strain threshold, their side loses? Like I said, I need to reread those rules and make sure I'm not missing something. But I'm wondering if it might make sense to treat social combats as united fronts, with the PCs and NPCs targeting a pool of the other side's strain rather than each individual character.
Please let me know what you've done with the wine, and whether you are going to go about the village armed or not. Doing so will get setbacks on social checks versus the villagers, so that's the tradeoff. If you've decided to leave weapons behind, have you left them at the farmhouse or are you leaving them here?
I believe you and Bruv are teaming up to go to the trading post, and he's got his cestus, which basically looks like big, metal-studded gloves, so you two should be fine. If Tronus is going to the manor, he can probably keep his weapons with him. Nera, too, with her bow. Those are the two most obvious weapons that would merit the setbacks, aside from Nekurr's dagger.
Since they're instrumental in reading the documents in the mayor's house, let's give them a bit more time. If I haven't heard from them by Monday, we can assume their characters read over the two documents Nera found and go from there. But hopefully they find their ways back!
In the meantime, I'm happy to let Bruv and Nekurr keep hitting the gravel around the village. We're in no rush, but it's good to maintain a bit of forward momentum.
I forgot to add: Somebox, feel free to have Nera poke around in another part of the manor if you wish. We can assume she alerts Tronus and Hildar to the books she found, so no need for you to be paralyzed waiting for that line of inquiry to progress.
5 xp Talent: T1 Toughened (R1) (200)
10 xp Talent: Tier 2: Knack for It (Knowledge (Lore), Knowledge (Adventuring)) (210)
I know Nekurr and Bruv have several potential locations they could investigate: the abandoned place near the mayor's, the ruined church, the ferryman. You two could presumably split up, but that's a lot of GM labor to run another separate search, so I'd ask you only do that if one of you plans to visit a location that won't entail social interaction (like the ruined church or abandoned building).
The folks in the house have left several rooms unexplored, too. The house group could presumably look at multiple locations, but remember that your hosts are due any minute now and may have questions if you're, say, poking around in a bedroom or something.
I guess once the party is together we can assume the spider cult drove off whatever church was here before and that the haunted house may hold new clues about it, so even OOC I'd say leave those for later.
Lets see what emsquared thinks :D
That said, feel free to wrap up your current scenes however you see fit. Bruv and Nekurr may have more questions for the ferryman, for instance.
In the meantime, you should also come up with a game plan for the festival. Are all of you going to go? Or will one or two of you use the opportunity to snoop around the village while others are occupied? (Your absence will be noticed, of course, but how people react to your absence is an open question).
Will you be staying the night at the manor? Or the Galbernost barn? Or in your own tents somewhere?
Will you be bringing your weapons to the festival, even though it's likely to spook people? (Only Tronus and Nera have weapons that would be conspicuous, really.)
Anything else?
As it stands, Nekuur will join the festival with no weapons, but may crash at Galbernost's. I'm curious about that haunted place and it may be easier to sneak out of a barn :D
I guess there is the possibility that someone "wasn't feeling well", maybe due to the swamp/mosquitos and snoop around without raising much questions
15 Second Wind, rank 3
20 Enduring
XP spent, I had 5 banked so have spent to total as follows:
5 xp Talent: Tier 1: Dark Insight (215)
10 xp Talent: Tier 2: Grit (Rank 2) (225)
10 xp Skill: Knowledge (Forbidden) 1-2 (235)
15 xp- Precise Archery Tier 3 - no more upgraded archery checks when enemies are engaged with companions.
10 xp: Deceptions 1 -> 2
Think I should hold off on combat stuff for a bit now.
* T3 laugh it off talent -> 240 XP spent
* raise charm to lv3 -> 255 XP spent
That should sort it :D
You can try further Lore checks (on the lady's rhyme, say), but I'll say that this approach is only likely to reaffirm what you already know, that this village's view of Aris is idiosyncratic (though not anathema to how the goddess is venerated elsewhere).
You can try Forbidden checks to cross reference these Aris rites and ceremonies against what you can remember about Arachne or Harridan, the two Zanagan gods associated with the book from the mayor's shelf. Any such check is going to be Formidable (PPPPP + K) with the setback for the isolation of this village (since its customs are all so weird anyway). This is steep, I know, but the clergy of the two Zanagan gods you're thinking of are highly secretive, so knowing what their rites are or are not is a tough proposition without access to research materials.
Finally, determining any particular villager's sincerity is a simple Vigilance check versus their Deception (whether they are actively lying or not). This shopkeeper woman is a decent BSer, so Vigilance versus her is RRP.
There may be other avenues, as well (including magic). These are merely suggestions.

Man... that felt good. lol
That little misogynistic Malfoy-looking punk 😂
But as I've had time to reflect on it, like, if it's generally known to be frowned upon in the world to use magic within city limits, it was probably a little out of character for him to have done that... Although his weaknesses is anger/having a short fuse.
I'm prepared to accept the consequences, but just wanted to say, if that's gonna be disruptive I'll accept those consequences without disrupting the story further. Sorry 😬
I was like, "I can do that."
😖
In the meantime, it's July! Here's your +5 XP monthly award. Feel free to bank it, but let me know what you spend it on if you do.
Will probably have reduced activity levels, see ya on the flip side!
As a reminder, you all have the impression that there's a strong expectation that you'll stay, and folks have intimated that you'll even be expected to help judge the pageant. Leaving now (whether to pursue the matter with the weaver, or under some other excuse) is going to raise eyebrows.
This isn't me saying not to do it, of course! Go where you think the case is leading you. I just want to set expectations right that leaving now will require some extra legwork.
Emsquared's on vacation, so we can by default leave Bruv at the festival unless em gets a chance to say otherwise.
Hopefully I'll get a post in before I leave tomorrow morning.
In the meantime, it's August! +5 XP to everyone. Let me know if you buy anything new.
Tier 3: Heroic Will (Intellect, Willpower)
I haven't gotten the impression that Nekurr or Hildar is as cautious about the villagers as Bruv seems to be. So far, the spiders are associated with three things: The pig, the owner of the pig (the weaver), and a book on the mayor's shelf that was not as dusty as other books found there. You have no idea if the mayor has even read it; maybe he invited the weaver over for tea, and she stuck it there and said "hey read this later." (Just saying that y'all have jumped to some conclusions that may not bear out. Or they may. That's the fun of an investigation. :) )
If you think Nekurr would respond to Bruv's warning, though, he could drop his current augment and put up a Barrier. It'd be Hard (PPP) for one that covers all three of you, Formidable (PPPPP) if you want to add the Sanctuary effect (so that anyone antithetical to your faith gets repelled). Or Hard (PPP) for a repel spell that only affects Nekurr. All of these would get +3 setbacks if you try to cast without speech or gesture.
But a word of caution: Theoretically, let's say you put up a divine barrier and suddenly, all the villagers are repelled from you as worshippers of a dark god. What do you do? Slaughter the whole lot of them, men, women, and children? They'll suddenly know you're a magic-user who is actively opposing the biggest event of their calendar, and they likely won't take kindly to that fact. (All this is theoretical. Y'all don't have enough information to conclude that anyone here is actively evil or following a dark god, even if you might suspect it.)
What you absolutely know at this point is that there is a sleep-inducing substance in some of the food and drink that Hildar and Nekurr have consumed, so it's not a spoiler to say that a Resilience check is coming up. If you drop the Augment, that check becomes harder.
At the end of the day, do what you think your PCs would do. Would they go along for the ride and try to glean more information about the villagers and their religious beliefs? Or would they go on the offensive based on what clues they've gathered so far and disrupt a public festival? No judgment, just wanted to lay out the possible ramifications of each approach.
Tl;dr: Cautious approach would be for one or more of you to put up a Counterspell maneuver to gum up a theoretical spell coming your way. Let the pageant participants recite their lines, then analyze what they say with Knowledge (Lore) or Knowledge (Forbidden). Nuclear option would be to try to put a Barrier-reflect against theoretical bad guys, possibly repelling them, and causing a huge scene.
His current standing is he's not going to cast anything straight out but he would be ready. Who knows, the ritual could cast a spell that protects the village from the spiders and the Weaver is trying to disrupt it for some reason (i.e. they are the only spider cultist) so us countering it could play into her hands
1) I don't want to deprive Nera of a chance to sneak around. Somebox, with Nera aware that the festival is likely nearing its completion, what were you planning to have her do? Maybe we can let her do some minor roguishness while the others walk back to bed.
2) Everyone else: Where are you sleeping? Tronus seems to have conked out in the barn. Are the rest of you doing the same? Assume that the mayor is walking back from the festival with you, and he will try to talk you into using his spare rooms, as you're distinguished guests. He might see it as an indication that you don't trust him if you stay in the barn. (And you may not trust him. But sleeping in the barn will tip your hand that you don't trust him.) Just let me know, as I'll need to know where you are when we pick up the final chapter of the adventure.
it looks like I have 25 XP banked now, so that's 15XP for a lv 3 skill + 10 for a T2 talent.
I was thinking level up divine to 3 and add a signature spell:
* Augment seems like useful particularly with easier additional targets, but it is PPP for 2 targets and already PPPPP for 3
* Healing (wounds and strain!), which I never used, scales much better with 3 PCs healed for just PP, with an extra P to add range :D
As for the XP I'm spending it on a third purchase of the Grit talent. It also takes me over the threshold for another Heroic Ability Point which I've used to take the Duration add on again (means Paragon lasts for 3 of my turns now)
I shall update my character, will look through my options.
As for the XP I'm spending it on a third purchase of the Grit talent. It also takes me over the threshold for another Heroic Ability Point which I've used to take the Duration add on again (means Paragon lasts for 3 of my turns now)
I shall update my character, will look through my options.
XP to spend: 35
Stealth 2->3 (15xp)
Talent: Natural (Tier 3) - Stealth/Perception
I have 2 upgrade points I'll spend on upgrading paragon to the improved version.
Emsquared, does Bruv have two ranks of Dodge (Tier 3 and Tier 4)? Just checking over your pyramid and trying to visualize it.
ETA: I also think we may have gotten wires crossed somewhere on XP. I just revisited my calculations in this thread, and I think you should still be about 15 XP short of a Tier-5 talent. It's possible I gave you the wrong XP amount when you started, since you came in after 3/4 of a session had been played. But everyone should be at 160 earned XP. Getting a Tier 5 takes 175 XP, assuming you haven't spent anything on skill ranks.
Make sense?
I've corrected my character sheet.
Just waiting on Tronus's Coerction check to see if the one remaining weirdo responds to a more forceful approach after his friends have been beaten and all have been disarmed.
3) Where are you leaving the people you aren't taking? In the manor? In the field? At Galbernost's place? And are you tying them up?
1) Are the creeper and the spider pig related?
2) Is the winner girl in danger?
3) Was the tax man caught up in this creep stuff
4) Are they ready just going out for a night drink in a dark, suspicious cave?
5) Are those dark god involved in this celebration?
I definitely think we need the vials/herbs in can we also get whammied by poisoned blades.
Zymph besides giving the location has worn out the slack on his rope. Galbernost being told to watch people tied up that threatened suicide and might be part of a group sacrifice by outsiders at most I think would remain neutral until he say something either way.
Now suspect: If 'everyone' is suppose to be breathing in this junk and having nice dreams it's suspect people are out and about doing shady stuff that.
I'm ok with throwing out we have the suspicion of Dark Magics being used which is a napalm option to tell the higher ups.
Even in a drunk state they opted for immediate threat of suicide when caught which doesn't sit right with the story stated of just being goofballs doing goofy things. Once we have an antidote that works, maybe check on one of the sleepers (that attacked us they aren't innocent civilians) we should use on Nekurr to get him back to his normal level of being him, once we know the location we can always stab Zymph with a laced sickle to shut him up (Tronus will volunteer since it's not very neighborly of a thing to do).
1) Bring the three costumed figures to the mayor's manor and secure them.
2) Grab the medical items from the pantry.
3) Fetch Farmer Galbernost to keep watch over the trio, explaining to him the events of the evening and the suspicions you've developed. (But Tronus and Bruv would remember that the young pageant loser, Melchic Grimbly, is at the Galbernost house, too.)
4) Head to the hootenanny/potential dark ceremony with the guard as your guide.
Just a couple of thoughts: Unless the guard is in on all of this, Zymph and his associates are your only source of information for where the party is being held. Thus, even if you don't take Zymph as your guide, you're still likely walking into some sort of trap, since the guard is clueless. Again, unless the guard is lying and is secretly allied with Zymph and the other Night Creepers.
Second, the poison has been established to be a strong soporific. So they didn't try to commit suicide so much as they played possum by putting themselves to sleep.
If I'm outlining the nascent plan correctly, any of those Fortuna questions might be able to clarify your plans; you can always get more specific, but at a risk. E.g., "Is anyone in danger at this night party?" is a different question from "Is the pageant winner in danger at this night party?"
Emquared and Somebox seem to be away at the moment, but let's hear from mcneils5 and hopefully refine the plan today. Then we can do the prep stuff as more of a montage rather than playing it though blow by blow.
Just a couple of thoughts: Unless the guard is in on all of this, Zymph and his associates are your only source of information for where the party is being held. Thus, even if you don't take Zymph as your guide, you're still likely walking into some sort of trap, since the guard is clueless. Again, unless the guard is lying and is secretly allied with Zymph and the other Night Creepers.

They're more likely to turn on us/help they're own than help us.
I'd say take Skeeter to the shin dig. Maybe swing by Jacey's on the way? Turn the other two over to the guard to do with what he will. We know where they all live, as it were...
I think the question should be...
Is there a dangerous secret about this founder's night the villagers are hidding?
(give or take)
Second, Somebox, I'd hate to see you leave, but I do appreciate your letting us know. So many people ghost on PbP, it's always refreshing when someone bows out with class. But if you need to make this a temporary exit, I'd be happy to honor that. You're a delight to GM for, so let me know if you think you really need to cut completely.
Finally, I'll update the game very soon. We're headed for the final part of the adventure, so things should be interesting!
The alternative is to treat this as a standard dungeon crawl and try to avoid any potential dangers (like the woman), storm or sneak through this house in the hopes of finding physical clues, and try to determine what's going on that way. That's valid, too, but the answers you get may not be as helpful, and there's no opportunity to ask follow-up questions of, say, a piece of physical evidence.
Third option, I suppose, is to storm through, find the hootenanny, kill everyone, and sort it out afterward. That way will likely have consequences from your boss, though. :P
We know (or, at least, I think):
1. We intercepted 3 cultists from coming here, and took their place.
2. We can reasonably expect the rest of the Hootenanny is probably expecting those 3. Time pressure.
3. We were told that anyone here likely knows we're here now, cuz of the noise we made. Increased time pressure. And an awareness pressure/an expectation from anyone here to perform as the 3 missing cultists would.
4. Presumably that expectation is to return to the Hootenanny. Now we know maybe/probably with the boy.
So, hanging around out here, questioning Anzila, could seem odd to those waiting. Cuz:
1. It's taking too long.
2. Why would 3 cultists who know what's going on need to sit and talk with the prisoner?
3. It's extremely risky, because our ignorance would almost surely tip off Anzila that were intruders.
4. Who knows what else is going on? They could have Jacey on an altar ready to sacrifice. They could be performing a ritual to summon some unfriendly force as a part of the Hootenanny.
It doesn't seem, to Bruv, like there's any room for investigation at the moment...
I don't think splitting up so far as/distant from each other to go get Melchic is wise at this point.
My $0.02
Also, I'll note that NOT responding to the weaver about the boy is going to set off her alarm bells. Whether she can do anything about it in her present state is another question.
Meta: Weaver being in the cage for any reason either the screw up of being related with the pig spider incident or something else isn't something we 'have' to know or figure out. She's not an innocent though so if we're keeping someone here so she doesn't start alerting others from her cage I'm just as soon to knock her out either through blunt force or poison. Speculation on what we don't know is just that though until we see something to verify. Oddly enough we have jurisdiction to wage war in my opinion on the possibility of use of forbidden or dark magic. Religious freedom excuse for sacrificing people for a good reason also gets a dwarf fist to the face. If they want to squabble legally after the fact I think it'd be interesting since that doesn't seem part of the MO for a 'normal' village.
Short version: Disable Weaver's Consciousness lets press on
Now, putting her to sleep is a good way, specially since we have the point. We can make it look like she overdosed. There is the risk someone comes in and doesn't buy it, which could be a problem (specially with the mayor later on when he finds out).
I agree we have to open the door and find out what is happenign on the other side. However, we have to keep in mind that Zymph was ok wirth teeling about this place, so there are some chances nothing is going on here (we may have been played).
Additionally, I just though that 3 could go in (because we are replacing a party of 3) and one could pretent to be on the weaver's side and gain her trust.
1) Put the weaver to sleep somehow. (If this is the plan, please all roll Cool for initiative and we'll resolve.)
2) Leave Tronus and Nera in the room with her as lookouts.
3) Check out the rest of the house. (It's a small farmhouse, so no worries about keeping Tronus and Hildar within short range of one another.) So, which room first? Junk room, crawlspace, or door opposite the entrance?
We literally have no way to not kill her besides me, I'm assuming? Or does anyone have Stun weapons?
Is it too late to retcon my spell to not be Non-lethal, Bob? I don't care about the extra Difficulty die. Take the roll as is, but just have it do Wounds?
At this point, bringing her down below strain threshold is inevitable. It's the despairs and threats you roll in the process that you have to watch out for!
1. Our job/authority is to find the taxes and the taxman.
2. We found the Taxman murdered, may or may not yet find the taxes.
3. Immediate priority becomes securing all suspects in the murder, so that someone with authority to try suspects for murder can do that. Basically, we need to take suspects back to the Baron, right? Which our suspects for murderer and accomplices are the cultists and anyone who knows about this place; Skeeter, the two townsfolk who were with him, Anzilla, and now clearly the Mayor, who knew she was imprisoned here and is likely somehow involved in all this.
4. Once all suspects are secured, we gather more evidence, interrogate, whatever.
It's not our job to sort all this out, and carry out a trial here, UNLESS anyone is unwilling to cooperate with our legal authority (which is again, to find the taxes, and now to secure suspects), in which case it seems like we're good to forcibly secure them, and even kill them if they fight back.
That's where I'm at.
1) the mayor seems trustworthy due to previous checks so Hildar is willing to at the very least just give him the benefit of the doubt.
2) the weaver is obviously guilty of something hence why she is locked up but whether that something is directly related to our investigations/the fate of the taxman remains to be seen (seem likely that she is spider-momma though)
3) unless we find something concrete linking the mayor to the murder of the taxman he still has the legal authority to decide what happens to the townsfolk here abouts and we would be on very dicey ground even detaining people for questioning without his permission.
4) if we can prove who killed the taxman we should be able to press the case that we can take them back with us to answer to the baron. Beyond that we can at least take the account of his fate back and report in and leave it to the baron to decide and enact any punitive measures.
To be fair we don't even have the authority of the baron here. One of his staff sent us to investigate on the quiet as (from the way I read it) she didn't want it to be known she had sent the taxman here to collect a large amount of taxes that he seemingly absconded with as she would probably be on the hook for it. I doubt the baron even knows we are here....or who we are at all for that matter.
Well, as far as the impending fight goes, we'd already put Skeeter (and the other Creepers) out in the course of our investigation, so if/since they're attacking us for something we've already done, Bruv's gonna defend himself.
Or is it just considered a knockout?
Or is it just considered a knockout?
... I suppose that would be the social conflict :D
... I suppose that would be the social conflict :D
1) Did the mayor and his Night Creepers hear Bruv call out about the animated scarecrows? Have they heard the fighting between Bruv and the other Night Creepers out front?
I was operating under the assumption that they did not hear the warning called out, as they were just coming in the door and being surprised at finding the lot of you inside. However, Tronus and the other inquisitors would have heard it, as they were already inside and not adjusting to a completely surprising situation.
Then, judging by the narrative emsquared gave, Bruv was using fisticuffs to put the Night Creepers down, so I was assuming muted noises from that altercation that the mayor probably wouldn't have noticed due to being presented with the body of Kellis Isle -- a much more important development for him than some fighting outside. (Important to note here is that Skeeter was not left on the porch, but rather "near the porch," so close or far enough for the fighting to be heard (or not) depending on narrative necessity).
From a meta-gaming perspective, I was trying to leave the door open to you to parley with the mayor some if you wanted to. I've been trying to give you opportunities to interrogate folks to get more information on what's going on, so I didn't want to foreclose that possibility prematurely. But this leads to...
2) What does the evidence point to (or not point to ) so far?
So, you have all ascertained that there's a secret meeting going on behind this old house. You have determined that the way this village worships the goddess Aris (a nature goddess represented by a dove) is strange. However, idiosyncratic worship practices are not unheard of in isolated backwaters like this, so on its face, it means nothing that they think of Aris as a blackbird or crow. Nevertheless, you have also determined that black birds and the dark side of nature are associated with a dark goddess called Harridan. So maybe there's Harridan worship being hidden under Aris worship. If that's the case, it's possible that only the folks at this gathering know of the truth.
You know that Harridan is sometimes allied with a spider goddess called Arachne.
You know that the pig had spiders in it, the mayor was upset about it, the weaver was put under house arrest afterward, the local spirits indicate there's an internal rift happening among the people who meet at this house, and that at some point Anzila was brought to this house, where the mayor plans to execute her. You assume she killed your man, Kellis Isle, but you don't know whether the mayor knew that or not. He claims to have not known.
So now he comes in with some Night Creepers brandishing weapons. Tronus takes that as a provocation to fight. However (and perhaps I didn't explain this well narratively), those weapons were not necessarily meant for you. They were legitimately surprised to find you in the house. They sensed y'all doing magic (due to a despair) and assumed Anzila had gotten free. So to find y'all instead was actually something of a relief. So, let's not be mistaken - the mayor is not pleased you're up, around, and snooping. He made it clear you were to sleep through the night, and he'd pay your your back taxes in the morning. But finding you in the house instead of a freed, magic-using weaver, he has extended an olive branch (albeit one that you perhaps don't want) and asked for your help bringing the weaver to justice (albeit as they are defining justice).
Now, it sounds like Tronus's aggression was due to misreading the weapons as being intended for you, coupled with Wayland's anger at seeing you out and about. I perhaps didn't make it clear enough that he was asking for help (whether sincerely or not) and not attacking you. That was intended as an opportunity for you to, potentially, play along to get a better understanding of what you're up against. Does he have more people somewhere? Is anyone else in danger? What is the beef between him and Anzila? That's why I asked for a Coercion check -- to see if you could cow him into backing away from executing Anzila, at least enough to reveal more of his plans.
It's possible you would still want to attack him and try to get into a position where you could interrogate him after a fight, though. And that's fine.
3) Are you doing something wrong? Am I doing something wrong as GM?
Short answer: no, but our expectations may not be aligning completely. That's fine, but it's also not a bad idea to bring the misalignment to light.
Meta-rumination: Y'all have a tendency to punch first and ask questions later (or not to ask questions at all). I'm not sure if that's just the fact that you all prefer to lean into the fantasy, sword-and-sorcery bits more than the investigation bits that interest me more. But there have now been several points in the story when you could have tried to get a clearer picture of what's going on but instead chose to avoid talking to people. Perhaps this tendency is due to a sense that talking can be dangerous. Well, yes, it can be. But on the other hand, being in the dark brings its own dangers. And as a fantasy-Cthulhu mashup, the interpersonal bits are just as important as the magic-and-blades bits, or I've intended for them to be.
Narrative-wise, you're broadly right that a dark cult is at work in this village. But there's a lot more to it, and I don't want it to seem like a "punishment" if, for instance, we do a big scenario-ending fight here with the mayor and then you learn that something really bad has happened because you didn't try to get a bit more information before you attacked him.
That said, we can still make it work, and make it feel satisfying, I think. We can totally fight the mayor here. So if that's the plan, let's get those remaining initiative rolls. Ultimately, it's your story, so it's my job to give you what will hopefully be a satisfying conclusion!
The only difference might be in the meta-rumination part.
I kind of fall where Remnant did: there's clearly something dark and evil going on here, the more we obey the procedure and laws of "polite society" (which the dark and evil things clearly do not) the more we're putting ourselves and others at risk.
We could have just went to sleep, gotten the taxes the next day, and walked away with or mission technically accomplished. That's where following the letter of the law, and just doing out job, would have taken us.
But I don't think that's particularly fun or interesting in this case. So where we're at is, to use a term of your own Bob, we have to be the Big Damn Heroes if we really want to do GOOD here. And that means doing what it takes to make sure no one else gets hurt.
I feel like we've done a ton of investigation, and gotten all the information we need to know that something far beyond a dry legal tax situation is going on here. So if we continue to try to pretend like we're just addressing a dry legal tax situation, we're seriously endangering or ability to prevent the dark and evil stuff from continuing to disappear people.
If this ends with the cabal of Creepers dead, and Bruv imprisoned because he didn't follow the law when preventing dark, evil cultists from continuing to look people? I'm ok with that.
2) I'll skip the religious side of things since judgement from Tronus would look to someone like Hildar who'd make an educated guess.
Pig incident she's put on house arrest and the pageant must go on lets not look at it too much is the feeling I got at of the event at the time. She went from house arrest to being in the sticks to be judged and executed for her 'crimes' of doing creepy pig stuff and killing Ilse. I don't assume she killed Isle, why put someone in a cage a few feet away from the area where she offed someone by way of hungry baby spider. So without knowing all the facts another interpretation is she got caught and she's a scapegoat. Immediately saying she's the one at fault and she needs to be immediately executed by his authority, legally, etc. Seems suspect in the moment which is why he's going to get maimed. He mentioned our job was to get the backtaxes or find out what happened to Isle and his whereabouts if it was paid. He said it was paid. He was the last one to see him alive (unless the village who isn't cunning or deceptive was purposely let on or coached to tell us that, but I don't think that's the case). If they were paid and he left the place he's now dead and found so that's why the taxes for ten years hasn't been delivered. It looks suspicious and him pinning blame on the spot.
Update: Also Nekurr is picking the story apart... Nekurr (we all know the Tronus n Nekurr situation if he's making sense to Tronus... well good luck bud)
I took the provocation to fight since from what you posted they pulled weapons after finding out Aniza is secure and he (the mayor) needs to see what has happened in the next room. I'm not sure how you want to have me interprete that differently either we're lying about her being secure or they're for us specifically.
They should be surprised we're up we should all be knocked out by now.
Mayor not pleased we're up, around, and snooping. Tronus would counter he's pissed the thought of giving us a sedative poison we didn't ask for or agree to take, being attacked when we see suspicious people that if they were on the up and up he would have stated before the fact if he transparent about things. It's customary to snoop when someone with no cards to play after being caught still attack those trying to bind wounds or threaten suicide. That isn't normal behavior, even for a scared villager out in the sticks, unless you got something to hide.
I don't see it as an olive branch from how it was portrayed so far. What your describing as 'justice' is conjecture and it's on us to say that's legit due to proof or call pig poop legalese no?
I don't think Tronus is a sly type of fellow he doesn't do very cunning things, the most of it was stating something and purposely looking another way because Nera 'might' do something in the gray or illegal. That said it's possibly for someone charming to smooth things over but that's never been Tronus in the group is he going to be prone to violence? That's a lot of things that don't add up and he's from his perspective still being given the run around and someone is at leas to him lying to his face. Is it a religious order form his God to kill her or his duties as an official?
3) I don't think it's really Y'all but certain people like me but I'm not playing a talking sly charming or cunning guy it's on the up and up. If that doesn't work there's other options. This one honestly sounds more like you're only prefer so much play agency in certain situations which if that's true honestly just say 'only solve this obstacle with the following skill sets'. It's a fantasy setting eating something could possibly give us the trots and we're honestly rolling vigilance checks to not go fetal from dehydration and strain damage to our systems of pooping for days.
We only know what we know in the game. I'm under the impression there's good people in town but also people that when injured try to lash out and threat suicide if their demands aren't meet which doesn't seem okay or normal. I'm also under the impression the guy blowing smoke up my butt in front of me should be given a pass from what you're saying or those good people in town might end up dead or something worse. If you're going to go soft meta threat honestly just say don't do something and we can edit or if you like if people aren't playing the way you want ask them to leave. No hard feeling if it's me bud. Players, at least me, are going to play a character, you're going to play the story. That doesn't always gel but I think that's okay if you just want players that are going to play on a track for a script that's fine let us know.
This one thing boils down to this: To get a clear idea of what's going on, you have to talk to dangerous people.
That's really it. Everything else is just details.
You are all right to suspect something really bad is happening. But it's more complicated than "mayor's up to no good." You're at the part of the Bond movie where the villain spills his evil plan. But you have to get him talking to get him to do that.
My intention with this conversation was simply to clear the air, not to chastise you as players. (You're all great.) Let's get to the fight. It should be fun, so let's get to it!
ETA: Still lots of ways you can still "talk to dangerous people" if you fight the mayor, so we can preserve the option to "win" the adventure even if you take him out. E.g., keep him alive so you can talk to him afterward (actually quite genre appropriate), resuscitate Anzila to interrogate her, keep one of his cronies alive so you can interrogate them, resuscitate Zymph so you can interrogate him after the fight, send Nera off to scout the larger area, use your narrative symbols to learn more about what's going on (triumps, etc.)... Just throwing out possibilities.
To get a clear idea I'd counter we need to get what we can and come to a conclusion with all the evidence gathered we might be wrong since we missed something and that might bit us in the end but we can only get what we get through gut feelings, blatant things, and clue we actually find through rolls that may or may not be actually helpful. depending on who says it multiple people can say that other person is the bad guy and/or at fault it's not me.
But I'd say we can talk things out ICly with a cup of tea later when Bruv at least is in a safe place and before Nekurr drops something else important in a poop patty.
Otherwise, we can go into combat. (Again, I'm not miffed at anyone!) In that case, consider using narrative symbols to get him to spill more information about his plan if you'd like. Or keep him alive to interrogate after the fight. :)
Finally, Happy New Year! I realize I completely let December pass by without XP, so please take +10 for the New Year.
For no particular reason before we kick things off Hildar is dropping 20 XP to pick up the T4 Talent 'Teleport' from the EPG lol
Oh and happy new year to everyone too! Hope you've all had a good one!
So, the roll, as I see it, needs to reflect the things that have been said:
Tronus: You're doing dark and forbidden things, so stop or we'll stop you by force.
Nekurr: Better listen to him.
Hildar: We insist you let the baron's courts handle this. And what's up with this Harridan worship?
Maybe the best thing to do is to let the roll stand as is -- technically Tronus could have improved Hildar's roll by contrbuting Presence 3 and Leadership 2, but the Dwarf's approach was more threatening, so I'm inclined to consider it worth a boost, but not a full skilled assist. (There's stuff in the Expanded Player's Guide about what to do when PCs use conflicting social approaches on the same target in the same encounter—I need to check that again, but let's go with this for now.)
mcneils5: I reread Teleportation, and I think it should be OK. It's very powerful, but also very, very dangerous, especially if Hildar wants to bring friends along. I think I'll ask you to assume a Story Point upgrade anytime it's used.
Otherwise, I'll boost the talents I usually forget about to get T3: Natural (vigilance/charm) and T4:Can’t we talk about this for 15+20XP right?
It looks to me like he ran and dropped a snake outside, to Nekurr you just go out, expose himself to an attack and cast a spell. If the door is closed, then it's probably wiser to re-group, kill the scarecrows and release bruv, and then run after him. We have the witch and the boat man who can explain what is going on
It looks to me like he ran and dropped a snake outside, to Nekurr you just go out, expose himself to an attack and cast a spell. If the door is closed, then it's probably wiser to re-group, kill the scarecrows and release bruv, and then run after him. We have the witch and the boat man who can explain what is going on
Again, you can get a shot off at him, but you'll need to get outside to do so, and that requires dealing with the monster he dropped there, which is guarding the door.
Can we get the result of his turn adjudicated?
Also, I would add there's nothing in the rules that say you can't fire or move past an enemy, that I'm aware of, that's kind of just stone-walling our efforts...
This isn't D&D where the enemy takes up a 5'square...
I could see the summons having to use it's turn to shut the door and try to keep it shut.
But just saying it's in the way isn't very cool, IMO.
So, by this point, the door is closed, and the mayor has moved halfway to long range (still technically medium range, but now through a closed door and with a monster summoned just behind the door). So for Nekurr or anyone to get another shot at him, they have to engage the door (maneuver), open the door (maneuver), and fire. But now there's a monster in the way. That fact should affect the roll in some way to my mind.
That said, I'm not trying to cheat or to be frustrating here. My goal is to give you a thrilling encounter, and just wailing on the mayor seemed like it might be boring. So what if we let Nekurr get his spell off, but it's automatically upgraded?
Field Commander maneuver to get through door and then move and attack or move twice to be close enough to see if he had any gum in his pocket then spend an action to lick his face or something more dangerous.
If we have a new house rule now a spell summon can lead block out of turn that's ok but that's also something we can do from now one I figure if they block line of sight mind you I can get that but that's for a stationary target casting and not moving before casting no?
If I was him, I know I would go for help. That's what I/Bruv assumed he's doing. If he was just moving the fight to a different "arena", maybe with more cultists or something, where this could be concluded with more challenge but without changing the "color" of "the victory"? I'm fine with that sort of thing, and I think there's tools to do that and make it clear that's the intent of his flight (explicit expositive narrative and Story Points). "The Mayor is running away from town into the fields and swamp. Like the prey he's become, he's heading for his last hope and final stand. Yada yada..." In which case I wouldn't necessarily be so dead set on stopping his immediate escape immediately.
But entangling more, and potentially more innocent, people in this does not equate to thrilling for me. That starts getting painful.
We started by talking. He made a power-play out of it to take control of the situation, we made a power-play back. He didn't like it (granted within the bounds of law), and he chose to engage us in combat. Between everything that we've learned and the fact that the Mayor knew what's going on here and resisted our power-play, I/Bruv would rather do GOOD here (so much as we've been able to discern it) than follow the law, and I/Bruv have no troubles seeing that turn off events as he's clearly the bad guy now, and responsible for his own death and those of the Cultists.
If he was innocent he could have easily been more accommodating to our attempt to attain an understanding.
Getting more townsfolk and the guard involved, who may not actually know or be responsible for what's going on here? I/Bruv do not want at any cost. Because then we have to start killing innocents, and that's not fun or thrilling for me.
That's all highly meta obviously, and is a level of discussion that wasn't going on (probably because that level of discussion can dampen the thrill too) and so in retrospect may have little value, but where we end up at without that is where we are: we still just want control of the situation like we tried to get in the first place by talking.
For the record, I have found it all very thrilling anyway. When a pbp game gets your blood pumping irl, you know it's a good game, IMO. And that's what this story has done, even without being pushed to our very limits with combat.
Field Commander maneuver to get through door and then move and attack or move twice to be close enough to see if he had any gum in his pocket then spend an action to lick his face or something more dangerous.
If we have a new house rule now a spell summon can lead block out of turn that's ok but that's also something we can do from now one I figure if they block line of sight mind you I can get that but that's for a stationary target casting and not moving before casting no?
And incidentally, yeah, if y'all are ever in a situation where you want to block someone from entering or exiting through a door, Conjure is a good way to do that. In fact, plain Conjure could theoretically summon an actual wall! In this case, Divine doesn't allow summoning, but the mayor had a special ability that let him summon scarecrow monsters.
I let him get his shot off anyway, as the mayor was just on the other side of the door, so narratively I said the door was still swinging shut.
If I was him, I know I would go for help. That's what I/Bruv assumed he's doing. If he was just moving the fight to a different "arena", maybe with more cultists or something, where this could be concluded with more challenge but without changing the "color" of "the victory"? I'm fine with that sort of thing, and I think there's tools to do that and make it clear that's the intent of his flight (explicit expositive narrative and Story Points). "The Mayor is running away from town into the fields and swamp. Like the prey he's become, he's heading for his last hope and final stand. Yada yada..." In which case I wouldn't necessarily be so dead set on stopping his immediate escape immediately.
We started by talking. He made a power-play out of it to take control of the situation, we made a power-play back. He didn't like it (granted within the bounds of law), and he chose to engage us in combat. Between everything that we've learned and the fact that the Mayor knew what's going on here and resisted our power-play, I/Bruv would rather do GOOD here (so much as we've been able to discern it) than follow the law, and I/Bruv have no troubles seeing that turn off events as he's clearly the bad guy now, and responsible for his own death and those of the Cultists.
If he was innocent he could have easily been more accommodating to our attempt to attain an understanding.
Getting more townsfolk and the guard involved, who may not actually know or be responsible for what's going on here? I/Bruv do not want at any cost. Because then we have to start killing innocents, and that's not fun or thrilling for me.
For the record, I have found it all very thrilling anyway. When a pbp game gets your blood pumping irl, you know it's a good game, IMO. And that's what this story has done, even without being pushed to our very limits with combat.
So, Nekurr runs to the door, carefully opens it and then cires like "a little girl" (casting) when he sees the scarecrow, and then turns into an bad big tiger man :D
I guess Bruv is our only hope to help the mayor get back to his feet (so Tronus can beat him down with the "non-lethal" power of the law)
Forgot I was immobilized, can't Aim, so that meets a Threat.[/ooc] Still bound to the frame Bruv unleashes a blast of primal energies at the scarecrow!
Not as low profile as the quest giver was thinking 😂
Plus...
As we know, the victors of a war get to write the history of it's battlers, so... I think we're good.
So, I'm hearing that one or two of you will sneak up directly behind Jacey Tabbins, then Nekurr comes out claiming to be some sort of swamp god. Then the folks behind Tabbins nab her in the ensuing chaos?
For 4 advantage you can move two people behind the girl. Then Nekurr reveals himself. That leaves at least one other person on the high ground in the case a fight breaks out. Hildar and/or Bruv probably make sense, since they can cast ranged spells and take advantage of the elevation.
Am I understanding the plan right?
Base difficulty would be Easy (1xP) with a Size and Realism additional effects (2xP) would make it a Sil 2 image and look more convincing - would Hildar get any boosts or anything due to his studies of these strange foreign gods?
The other idea would be to make him look like a giant bird or a giant spider, depending on what kind of reaction you want (awe or terror). In that case, no Forbidden check is needed, and I'm happy to grant a couple of boosts for previous knowledge to the Arcana check.
If the idea is to awe them into worshipful submission, masking Nekurr to look like a giant buzzard is probably more appropriate.
You can get that effect with three of the rolls passing, as well, of course. It's just easier for 3 groups to oppose 4 than it is for 1 to oppose 6 in a religious schism.
Fright checks are incoming, as well, so some of the threats can be used to impose setbacks on those if you wish.
The advantage option would be to roll another check (say, an attack or Coercion or whatever) and use 3+ advantage to have the mask fall off.
I’ll just eat them and try to figure out from the taste 😅
Is there "damaging materials" guidance that you based the 10 and 3 off of? I ask because this earthen dome is the equivalent of a Silhouette 3 structure. A tractor trailer, a fighter jet... pretty big compared to people. It would seem to me that planetary scale/Armor and Hull Trauma might almost be more appropriate... Or at the very least it should require Sunder damage steps (so, Crits from someone without a weapon with the Sunder quality?) instead of "simple" Wounds equivalent to a Rival? Or at least draw the Soak and Wounds from some analogous Sil 3 Monster if there is something out there (an elemental?)?
I like the idea of basing it on a comparable elemental-type creature, though. Maybe the Dimora? It's the Terrinoth equivalent of an earth elemental. 18 Wounds, Soak 6. Pretty damn tough, but not impossible for someone to break through eventually.
But was also just thinking of like, if it's something structural like a Conjured bridge that we were using to cross a chasm, it would make me really sad if an enemy could destroy it with one or two blows, which I think something like an Empowered attack spell or the right melee or range build could dish out at 10/3.
And the Sunder idea was just cuz that's about the only "damaging inanimate objects" model we have in the system.
The dimora basis seems like a good compromise tho.
Thanks for hearing me out.
but I only "gently" pushed them out of the way to help the dead one 😈
Maybe an opposed Athletics check of Tronus versus the guy fleeing east to see if he makes it to the center of town before he's apprehended? Difficulty would be PPPP.
The guy at the house is another loose end, but I don't know any of you can catch up to him at this point. Maybe if he makes his Discipline check to calm his fear?
OK, so let me do the two Discipline checks for the Rivals and at least see if they are able to act in their right minds yet. Then we can decide whether to continue or just say the encounter's been won.
The first rival is headed back toward the clearing and no longer afraid.
Update: Also this is the second adventure wrapping up with Tronus chasing someone down to beat their legs until they don't work...
I don't think we are actually sure why he was killed
A third way may be possible, but it will have to be fodder for another adventure that takes place after Anzila either is or isn't sacrificed.
Our job is to get the money and find Isle. If Anzila killed him, then her death is justifiable. Demons and so on can be reported to the Barony, and solved later. Nekurr, on the other hand:
* Joined Argus Inquiries for the privileges, so as long as he is paid, its not his problem.
* He is afraid to run out of luck, and pissing off demons is a short-cut to that
* He thinks everyone should care less because, you know... cats
* He opts for the tried-and-true approaches. We know what will happen if the sacrifice goes on, but definitely not if we stop it.
So basically, all his motivations fit burning the witch. Unless we grab a dying villager and go with that one :D
Not sure how fortuna feels about that accordingly the Lore though
Also Tronus for ripping the bandaid off now.
Would Hildar or Nekurr like to say anything in character?
Bruh would really love to know how the hundreds would die.
Also, how long is it until morning?
I suspect Nera would side with killing the witch if it makes any difference. :P
At any rate, I should note that if we play one more adventure after this one, this will be your down-note Empire Strikes Back, so there's still an upbeat Return of the Jedi on the horizon if you'd like. (No pressure. We've been playing a long time, so we could also wrap up on this downbeat if folks aren't keen for one more case.)
Nekurr wouldn’t feel strongly about stopping the ritual as well, though hildar’s warning creeps him out.
We probably listen to the elf ;)
I'm not proposing PvP, and have no intent to attack or harm group members. But he's not just gonna stand by and watch ppl knowingly and willingly worship and empower an evil god. He's gonna try to prevent the sacrifice from happening.
If the group wants to put him down for doing that, that's ok with me as a Player. So, feel free to attack him gang. But as a player, I don't want this character's story to be that he did what the Evil wanted him to do because it was less work.
Cool/tough choice presented to us here, Bob. Well done! Look forward to seeing how it plays out :)
I was thinking to try something but it would potentially affect everyone in the group so I'm not sure whether to pull the trigger on it or not as it would take other players agency away from them.
Oh, and if it does come to throwing down if Hildar was the one to get taken down then that cool by me as a player too. As long as it fits the narrative then it's good by me
My plan was to take out all the remaining cultists, so that if the sacrifice is gonna happen one of you will have to do it yourselves. So again, I'm not planning on attacking any party members.
Just want to try to make you do the dirty work up close and personal if it's gonna be done, if you really believe that's what should be done.
This might be a question to pose to the Night Creepers or the witch.
By the way, is Hildar still maintaining the mask over Nekurr?
Anzila shall be submitted to the ultimate trial by ordeal... the coin toss 🪙
So if me trying to even indirectly stop the sacrifice is too much, I understand.
Could we just flip 2 Story Points, no roll, Bruv gets zapped with a paralyze, and we can move on? It would probably logically mean the end of Bruv being in the group afterward, but I could roll up a new PC for the Return of the Jedi?
:P
Anyway, I have no ill will here no matter what happens, I think it's a nice dramatic peak, and I enjoy the rp and moral dilemma.
I'm as equally happy for Hildar to take Bruv down and then retire him afterwards if you wanted to carry on with him in the group - it largely depends I think on where the rest of the party is sitting over this. If they are on 'team Bruv' then we can play it as Hildar forcing matters and then going his own way, if they are on 'team Hildar' then we can go the other way.
I also have no bad feelings about this, am enjoying the dilemma immensely :)
So, this could also be an easy out for me in that regard.
Anzila shall be submitted to the ultimate trial by ordeal... the coin toss 🪙
So, this could also be an easy out for me in that regard.
Case #3 would hopefully be more streamlined, as well. I admit I made some mistakes with this adventure—tacking on that whole first session that was basically travel, having the mayor show up in the house instead of one of his lieutenants, maybe other stuff. So I would hope Adventure 3 would be wrapped in a "session" or two tops.
But I'm not offended if folks are ready to end the campaign here, either. I have an idea for another game I want to run, and you'd all be invited for that one.
So, yeah: Happy to do one more (shorter) adventure to wrap things up in a bow, but if this is the campaign ender, let her rip! :)
In metagaming terms, we can even just drop a random NPCs finishing the ritual. This way things are done Hildar's way but Bruv is not guilty because he could have not stoped it (this time). Though act 3 will be much more interesting if evil mage Hildar did kill everyone and was on his way to lichdom... just saying :D
Did any of them clear the area, Bob, after Bruv's "processing" and warning? How many are around still, and at what range are they to Bruv? Also, can/would I still be able to target any of them as a group?
Addendum, I would also view playing this out IC to be agreeable. As mentioned, I won't be using attacks that cause Wounds or Strain against any PCs. And I am fine with other PCs attacking Bruv with any force they seem necessary, to prevent/stop his actions.
I'm playing this very open handed and meta because I don't want anyone coming away upset. So if any other single person (including GM) doesn't want any PVP we need to come to an OOC agreement before IC talk and actions continue.
So I don't know that Bruv needs to bust any heads. These folks are docile and cooperative. They're trying to convince you to let them kill the witch, but they won't do so if they think you'll attack them for doing so (even only one of you).
At the time, Bruv was just trying to ensure the situation remained de-escalated by clearing the area, because getting the trouble makers to leave is how law enforcement stops mobs from trouble making.
But if none of them would leave the area, cuz they are still hoping to complete the sacrifice, then ok.
However at this point now, Bruv doesn't care how docile they are, if the spectre of completing the sacrifice remains, he now wants them out of the equation by any means necessary, and is gonna start putting any cultists to sleep who still remain.
Does this sound about right? I can post a narrative post about all this and kind of give you a gist of what the ferryman and Anzila say. Then we can make a final decision about whether to kill the witch or risk the rest of the village dying.
Also, completely forgot about the Predict power in the EPG but this seems like a perfect time to use it.
RE: securing the captives, Anzila says she'll take her chances with the swamp? Zap her unconscious and grant her her wish. See what Zymph wants to do after that?


I think we can abstract out the rest of the evacuation with a few rolls, but I need to know the general plan first.
First, those of you with magic are free to Augment up if you please, and we can start after that.
At that point, we'll do three rounds. You each take a turn (no initiative order, just whoever wants to go): Just say what you're doing to help evacuate the village. I'll give you a difficulty and any modifiers, and you roll the appropriate skill up. We spend symbols normally. Then the next person goes, etc. No two people can try the same activity in a row (so we use a bunch of different skills).
Let's say that getting yourselves out of Buzzard's Ford is going to require 20 uncanceled successes. Failure to obtain that will cost you something (wounds, lost gear, etc.). If you hit 20 successes, every uncanceled success beyond that after 3 rounds will net you a household's worth of villagers who you've managed to also save. Saving the entire village is doable, but would require 40 total successes (20-ish households). Advantages and Triumphs and the like may be used to help secure prisoners or to have other creative effects.*
After 3 rounds, the village will be fully flooded and otherwise inaccessible.
*I am very new to skill challenges, so it's possible these numbers are skewed toward the easy or hard range. Apologies in advance if you either blow this out of the water, or it proves impossible!
I mean we have the opportunity to play to our strengths/best skills. But we also must average more than 3 successes on every single check.
Definitely a very tall order. Statistically, probably bordering on impossible, depending on Difficulties, to save everyone, but that's probably narratively appropriate.
Anything else before we begin?
Plus, you have Story Points on your side, and I'm allowing you to try to augment up if you'd like. I'd be surprised if you didn't hit 20 successes. Finally, if things seem too skewed against you (you all roll terribly, say), we can bring Nera in as a pinch hitter.
So, yeah -- let's see what happens! It's not my intention to punish you, but I also don't want to play through the evacuation blow-by-blow, as that will take us another two or three months of play time. Go for it!
Hildar/Nekurr, you want some augmentation?
With the increased Difficulty of additional targets, I frankly don't want to risk losing my own. The Augmentation may have to be on Tronus...
So, if instead of trying to make a HUGE barrier with a really high Difficulty to cast, you can just skin it as making a small barrier in a central canal with a lower Dif to cast, and you'll get more success out of it... That's what you want to do.
As I read it, Barrier only affects one human-sized target. Making something to cover the whole village would be impossible, since you can't add enough additional targets. You could spin this as Hildar casting Barrier on himself with the max number of additional targets he can muster; we'd then rule that the targets vary depending on where he is, as he escorts people to higher ground.
Alternatively, Conjure might be more appropriate, but then you're limited to levees or raised ground of silhouette 3 max. In this case, though, the levees or dinghies or what have you could move along with Hildar.
Both sound cool, so go for it! High risk, but potentially high reward with the success multiplier.
Let's say Hildar tries to make barriers (instead of a massive one), he can roll against PP and then how much he manages to protect depends on the overall successes of the party. Maybe he makes just enough barriers before the village sinks, maybe he doesn't. I think this is a good spot to focus on the narrative (though Nekurr can only grunt and push)
As for multiplying successes based on difficulty my thoughts would be that would be better handled by Boost or Setback dice - if the proposed action is going to be really helpful in the situation then adding a few Boosts to the check would probably balance out if the person trying it doesn't have a great dice pool for it, conversely if someone wants to do something that they have a really good pool at but would be a really hard fit for it being terribly useful in the situation then perhaps they roll with a few Setbacks to represent trying to square peg the round hole?
If we don't hear from Remnant before the end of the day, I'll have Tronus try the augment spell, then the Supreme Inspiring Rhetoric. Then we can get rolling.
I don't think me using SIR is useable for a Skill Challenge (rounds of the challenege are abstract montage time turns vs second by second based turns) plus if I use divine magic Nekurr or anyone else can't.
And Nekurr can't cast Divine, as he's in were-form. So no worries there. (Plus the augments don't count against your allowed rolls.)
I thought one could pass 1 Boost to the next Ally for 1 Advantage. But any subsequent passed Boosts cost 2 per, as they had to go by the "any Ally" rate.
Also, I will throw it out there that Boost die have a 1 in 3 chance of getting a success.
So in this challenge, trading successes that you already have, for 2, 33% chances for someone to later get a Boost may not be a great deal.
To emsquared's point, yes, 1 advantage = 1 boost to your ally; 2 advantages = 1 boost to any specific person in the group. That means you can pass 2 boosts to any one specific person for 3 advantages (next ally + "specific" ally who happens to be next ally). SIR's effects stack onto this, of course.
In the olden days of Star Wars, people often interpreted the "pass 1 boost to the next person" as something you could choose multiple times, but I believe the devs have stated that it's only possible to choose that one time in Genesys to avoid the dice-snowball effect.
Beyond that, hope everyone had a nice restful holiday if you're in a place that observed it.
CESN, what's were-Nekurr doing to help evacuate the town?
Also... since everyone is dead, can't we just blame it all on Anzila, who actually escaped and should be captured?
I mean, we stoped an evil ritual worshiping dark gods. The mayor/villagers dying wasn't us, but Anzila's plotting?
Argus Inquiries' did nothing wrong :D
So. since we're talking OOC I'd say we don't have to hide the reason for or justify the Mayor's death. He was sacrificing ppl, every year, for all of his adult life. He was evil. He tried to stop us from unearthing that. He died for it.
Yeah he was trying to flee and died in his attempted escape. We certainly are being honest in the fact that we were trying to bring him back to face judgement but these things happen.
Just to give everyone a heads up I'll be on holiday next week so posting from my side will be a tad reduced (has been a bit slow this week as well I'm afraid as works been a tad taxing). Still hoping to get time to post every so often but will be spending most of the week doing family stuff :)
That's the way I'm thinking to play it at the moment, if it really bothers anyone though Hildar keeping it back just shout out and I'm sure we can work something out. Just given how things went with the ritual Hildar would assume if he revealed the book there might be calls from the other party members to hand it over to church/Barron's people or just to destroy it and he would definitely want chance to study the tome before doing anything with it. He would be telling himself it's for the best and the more he knows about this kind of stuff the better he can help the rest of the party fight against it later.....at least that what he tries to keep telling himself :)
The adventure we played was modified from Feast of Ravenmore, a Pathfinder one-shot. It took us much longer to get through it than I anticipated! I hope it didn't lag too much for you all. You threw me quite a few curveballs, and I hope the moral dilemma at the end was exciting rather than frustrating. It's a difficult balance, high fantasy-meets-cosmic-horror.
My original intention was to do one more case, one that would wrap things up and perhaps have the potential for a happy ending. That was before this adventure ended up taking 4 months-long sessions, though! We're down to three players, but are you all interested in the final chapter? I'm happy to run it, but I also have some other ideas in the hopper that I might go to if the Buzzard's Ford episode ends up being our final adventure. If we run the third adventure, I'll endeavor to keep it shorter (hopefully only a couple of "sessions." And I think we can stick with just the three of you at a potentially slower posting rate.
At any rate, let me know what you think. I'm flexible. You're a great and reliable group, and that's not something that comes easily in PbP. Thanks for brining it this adventure!
As I think you know, I really enjoyed the moral dilemma :P One of the more satisfying character arcs I've ever had.
Thanks for running, Bob.
Good gaming with all the rest of you! I'm sure we'll see you all around the forums!
I mean, there was that strange tree, but he is not entirely sure where it came from
Same here. I think this went well and the dilemma managed to split the party killing the game, which is not an easy feat in PbP from my experience. I should reduce the number of games I'm in but I can do another 4 months :D
Give me a few days to work up the opening of the next adventure, which will take place a few months after the conclusion of Death & Taxes.
No, it's similar to what you played more or less. You're a band of adventurers who get hired to track down a missing tax man in a creepy, isolated, Lovecraftian village. The main difference is that the mayor's the only big bad, and there's no internal schism in the cult. I added that bit in when you all were so fixated on Anzila as the villain; I thought it would be interesting to make the mayor at least more sympathetic and to offer the option of "executing" Anzila, thereby satisfying your client and the mayor, albeit at the price of allowing their cult to go on for the time being. The original adventure is much more: investigate the town, figure out there's something going on at the abandoned house, disrupt the ritual. No moral dilemma to speak of. ;)
I can get Chapter 3 off the ground as soon as Mcneils5 is back. I believe they're on holiday at the moment.