[IC] Death & Taxes (Session 3)

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Aug 14, 2020 5:05 pm
Bruv moves in close to his allies as they walk and speaks low, "Olroight, well, Oi tink we need ta keep an eye on da goings on in da village t'noight...

Our man disappeared in da noight, wit dese effigies burnin'. Maybe da past pageant winners who "left town"after deir victory left in da noight too?

Anyway, our day ain't ovuh yet.

You lads ready?
"
Aug 14, 2020 7:48 pm
Hildar tries and fails to stifle another yawn "Yes....I’m ready"
Aug 17, 2020 5:30 pm
Nera heads toward the dining room (J4). At least she thinks it's for dining. The back exit seems almost too easy, she leans against it, listening for any grumbling guards.
Aug 18, 2020 12:26 am
OOC:
Somebox, why don't we abstract this a bit just so you get a chance to do some recon but we also get the group back together and start Session 4? Let's break this into four rolls:

1) Stealth (to get past the house guards): RP (I'll upgrade with a SP) + 1 boost for darkness
2) Stealth (to sneak up to the weaver's house undetected): RPP (also upgraded with a SP) + 2 setbacks (for darkness and the crowd) + 1 boost for darkness (you can't see well, but they can't see you either)
3) Perception (to see what you can see from outside the weaver's house): RRPP + 2 setbacks (for darkness)
4) Stealth (to get back to the house): PPP + 1 boost for darkness + 1 setback for darkness (they can't see you, but you can't see where you're going)

If at any point you get a failure or despair, stop. But if you get advantage, decide how to use it, and if you get threat, I'll adjudicate at the end of the chain of rolls.
Aug 18, 2020 11:05 am
OOC:
Nera goes on a fun sneak mission....With the knack for it talent. Also using stealth paragon for second check which has empowered (boost to all skills while active) which I added to all subsequent rolls just in case, and diminish (enemies in short range add setback die to rolls), not sure how diminish will play into this.

Wow very nice results!

House stealth results: Use the advantage to book it, we're on a time limit here.

Weaver house Stealth: Paragon to remove first purple die and give me 1 advantage, maybe try to find a small detail on the approach to the house?

Perception: Overhear someone let some info slip while spying on them?

Sneak back home: Cover her tracks, find an object or overhear a conversation from villagers leaving the festival (if the time syncs up) which gives her a great cover story?

Okay I think I'm finished. WAIT I reread heroic ability rules and it only lasts one turn, so subsequent boosts should be ignored, I think I still get some advantage at least. Guess you're supposed to upgrade the duration...
Last edited August 18, 2020 11:33 am

Rolls

House Guards

3 Success, 5 Advantage, 1 Failure, 2 Threat

Total: 2 Success, 3 Advantage

Weaver house stealth

4 Success, 2 Advantage, 3 Failure, 2 Threat

Total: 1 Success

Perception

3 Success, 4 Advantage, 2 Failure, 2 Threat

Total: 1 Success, 2 Advantage

Sneak back to house

6 Success, 4 Advantage, 2 Failure, 1 Threat

Total: 4 Success, 3 Advantage

Aug 19, 2020 1:19 am
OOC:
You did so well already that you likely don't need the extra dice, but I would suggest that the "extra boost" and "extra setback" of empowered and diminish should probably both get applied on opposed checks, especially since I'm trying to make the rolls as player-facing as possible. In other words, if you're rolling Stealth versus Vigilance, that's a player-facing roll and would by RAW get the boost, but there's no setback since the enemy isn't actively rolling. But I'm cool with saying that the enemy setback should probably flip over to become a boost to you, as well. So I'll roll those to Perception roll. (Not the Stealth checks, as you wouldn't need to get to short range of the guards to sneak by.)

Oh, wait, but thanks for reminding me about the one-turn thing for the Heroic Ability. I had already written my post when I read your addendum, so take this GM freebie! :) It's not a bad thing that y'all know the mayor and the weaver aren't exactly buddy-buddy.
Child's play. Nera slips past the mayor's house guards with no trouble at all, finding them sitting on the front steps chatting mindlessly. It's a simple enough matter to just pad along behind the house and then slip right back to the center of town by the path she just came in on. In fact, the familiarity saves Nera a good amount of time she might otherwise have spent wandering around.

With the moon hidden behind clouds, Nera glides through the darkness in the village square. Flickering candlelight spill from the slats in the weaver's shutters. As she nears the cottage, Nera notices the guards there have erected one of those buzzard dolls, but they haven't lit it yet. Maybe they're waiting on permission from the mayor?

At the cottage, the Catfolk slinks under the wooden slats in the fence and then over to the side of the house. She flattens herself against the wall for a moment to make sure the guards (or the weaver) haven't noticed her approach.

SavageBob sent a note to somebox
This seems like something the others should know. Nera slips back under the fence and heads back toward the mayor's manor. As she nears the bridge near the festival area, she can see torchlight moving her way, so she quickly returns to the back door and slips back into the manor.

Rolls

adding boost to Perception check on the weaver's house

1 Success

Total: 1 Success

Aug 19, 2020 8:48 am
SavageBob says:

This seems like something the others should know.
OOC:
Talking of which, I guess it's not nearly as relevant but I'll just put it here before I forget to share it. Nekurr will mention this when he wakes up :D
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