[IC] Death & Taxes (Session 4)

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Sep 17, 2020 12:24 pm
OOC:
Rolls
OOC:
GM edit: Unskilled assistance from Bruv.

Rolls

Avg Vig check w/2 setback

4 Success, 1 Failure, 3 Threat

Total: 3 Success, 3 Threat

boost

1 Success

Total: 1 Success

Sep 17, 2020 1:54 pm
[ +- ] Bruv & Tronus's view
Bruv and Tronus get at the edge of the corn, its tall stalks harsh against their exposed skin. No sooner do they arrive at the edge of the mayor's yard when they see three figures start to flee. The figures wear dark robes and seem to have long beaks or probosces of some kind. They run off into the corn field that runs north over the mayor's house.
OOC:
3 threat - does the guard notice you? Boost since there are two of you (easier to notice), and setbacks for darkness, swamp sounds, and distance.

Rolls

Guard Vigilance

1 Success, 1 Advantage, 6 Threat

Total: 1 Success, 5 Threat

Sep 17, 2020 1:59 pm
Meanwhile, the Dwarf and Orc notice someone tramping over from the mayor's front door. One of the village guards comes into view, a man Tronus recognizes from his confrontation at the weaver's house. He seems to be muttering to himself, heading directly for where Bruv and Tronus are standing.
OOC:
So, he's noticed you. Whether he knows it's you and not some other disturbance is not yet determined. 5 Threat is a lot, though. How would you like to use it?
Sep 17, 2020 2:24 pm
SavageBob says:
5 Threat is a lot, though. How would you like to use it?
OOC:
He shall: 1) trip on his effigy, 2) pass out, 3) losse his memory, 4) be kidnapped by alien spiders 5) Become spider-village-man :)

maybe just the first part... Does he know of the mayor's naughty plans as to assume Tronus/Bruv are also part of the masked men?
Alrernatively, could he be so scared of Tronus/Nera that he prefers to just "forget" he saw anything?
Nekurr, convinced the mayor is not inside, actually opens the door to confirm it before going upstairs.
Last edited September 17, 2020 4:59 pm
Sep 17, 2020 3:43 pm
Nera isn't sure who those masked weirdos are, but she's pretty sure the rest of the party will need help if things get violent. "Yes chase, looks like trouble. Or stay here and keep the door locked, and pull up the bedsheet til I'm back." Not wanting to waste anymore time Nera practically leaps out the window, sliding down the bedsheets and landing with a silent roll.
OOC:
Knack for it on stealth. Wowie. Can I use the advantage to let someone else sneak down for free?
Last edited September 17, 2020 3:47 pm

Rolls

Stealth

5 Success, 4 Advantage, 1 Triumph, 1 Failure, 4 Threat

Total: 4 Success, 1 Triumph

Athletics

2 Success, 1 Threat

Total: 2 Success, 1 Threat

Sep 17, 2020 3:55 pm
OOC:
It's Tronus' threats but I'll propose something... Could we spend the Threats to 1) have him also notice the large group of weirdo plague doctors - i.e. just too much to single in on us unless it's by chance, and 2) not have him identify us?
Not really caring about the guard, Bruh looks to Tronus and says quietly as possible but still be heard, "We gotta catch one of dem... c'mon!", and he begins to cast a spell takes off after one of them...
OOC:
decided not to cast the spell when I realized my Strain level...
Incidental: speak
Action: pursue the nearest masked figure.
Maneuver : pursue the nearest masked figure.
Last edited September 17, 2020 3:57 pm
Sep 17, 2020 4:39 pm
OOC:
More later, but quick answers: Yes, another character can slip down the rope for no Athletics roll thanks to Nera's triumph (presumably Hildar, as Nekurr is downstairs). And Bruv and Tronus can both make Discipline or Cool checks for strain recovery, as this is technically a different encounter from their escape from the Galbernost farm.
Sep 17, 2020 5:00 pm
OOC:
Discipline

Rolls

Discipline, Simple

2 Success, 1 Advantage, 1 Triumph

Total: 2 Success, 1 Advantage, 1 Triumph

Sep 17, 2020 7:07 pm
Hildar pauses for a few moments, seriously considering going back to bed before he sighs and awkwardly climbs out of the window and starts to shimmy down the ‘rope’
Sep 17, 2020 7:40 pm
Thinking on her feet Nera quickly assists Hildar's descent. When he's safely on the ground she has a single finger of her paw milliliters away from his lips. "If we get caught I do the talking, we're chasing after he masked people who we think are poachers. No noise unless you are in danger. Go." Her instructions complete she hurries after the ambiguous individuals.
Sep 18, 2020 12:31 am
OOC:
Em, feel free to bump up to full Strain if that roll didn't do it on its own. I usually house rule Triumphs on strain recover as +5 or so.

I'll roll with a sort of combination of the ideas: the guard notices the weirdos and basically "trips" since he's frozen in dread.
SavageBob sent a note to CESN,SavageBob
The guard keeps tramping toward Tronus and Bruv's hiding place, but then he notices the robed figures. He freezes in place and drops his sickle to the dirt. "Night creepers..." he says, almost under his breath. "It's n-n-night creepers..."

Hildar and Nera slip out the window with no trouble. As Nera finishes her directive, the pair see Bruv and Tronus take off after the "night creepers" while the guard stands still in fright. The Catwalk and Elf take off after them.
OOC:
The figures were at long range to everyone, so with full-on movement, you'd be able to close to medium in one turn. After that, we should roll Cool for initiative, except Nekurr, who rolls Vigilance...

Rolls

Night Creepers Vigilance

1 Success, 2 Advantage

Total: 1 Success, 2 Advantage

Guard Vigilance

3 Success, 1 Advantage

Total: 3 Success, 1 Advantage

Sep 18, 2020 8:38 am
OOC:
Mayor by day, creep by night
"This window looks much safer than Nera's..." Nekurr tells himself as he jumps out just in time to notice a little barrel man and a big green man.
OOC:
Could advantage rally the villager? Maybe something like staying with Nekurr as a "guide" or have him say something about the religious meaning of the masked people?
Last edited September 18, 2020 8:40 am

Rolls

Vigilance

2 Success, 4 Advantage, 2 Threat

Total: 2 Success, 2 Advantage

Sep 18, 2020 1:33 pm
CESN says:
OOC:
Could advantage rally the villager? Maybe something like staying with Nekurr as a "guide" or have him say something about the religious meaning of the masked people?
OOC:
In this case, no. This is just to determine initiative order, so no difficulty dice added, and advantages are merely used as tie breakers. Once the chase begins, though, you could always try to rally him on your turn. He does know the lay of the land, which you all don't.
Sep 18, 2020 3:09 pm
Hildar simply nods taking the instruction to be quiet to heart before hurrying after Nera

Rolls

Cool

2 Success

Total: 2 Success

Sep 18, 2020 3:39 pm
Rattled by the creepy figures, and their illicit situation, Bruv plods after them through the field.

Rolls

(Not) Cool

1 Success

Total: 1 Success

Sep 18, 2020 5:26 pm
OOC:
Rolls

Rolls

cool

2 Success, 4 Advantage

Total: 2 Success, 4 Advantage

Sep 18, 2020 10:05 pm
Nera starts pulling out her bow...
Last edited September 18, 2020 10:06 pm

Rolls

Vigilance

1 Success, 1 Advantage

Total: 1 Success, 1 Advantage

Sep 22, 2020 1:45 am
The "night creepers" disappear into the high corn, hidden from view almost immediately. You hear them bashing their way through the corn, the shaking tops of the cornstalks betraying their location, but probably not for long...
OOC:
OK, so chase time! All of you are at long range to these guys, basically at opposite ends of a big open area surrounded by corn, which they have moved into now.

The corn constitutes Difficult Terrain. This means movement costs are doubled once you enter the corn. (You are all at medium range to the edge of the corn where they entered, so that's going to mean one move to get to the edge of the corn, and TWO to move into it, so this will take 2 turns. UNLESS...

1) You have the Swift talent. (Tier 1) For the Triumph the night creepers rolled, we assume they are going to be making good time through the corn now.

2) You make an Average (PP) Athletics (pushing corn over) or Coordination (zipping through the stalks) check once you reach the corn, 2 setbacks for darkness. Let's say that you can ignore the effects of the difficult terrain for one turn per uncanceled success.

3) Magic? There's an upgrade to Augment that lets you ignore difficult terrain.

One thing to keep in mind: Chases are taxing. They drain your Strain by forcing you to make lots of maneuvers. Our spellcasters should keep this in mind. Nera and Nekurr are in better shape to chase them, as they get a free Move maneuver each turn. But my goal isn't to drain you of strain, but you need to be smart with your goals here. If you don't want to be terribly winded, you might decide to stalk these guys rather than chase them, for instance.
OOC:
3 PCs are up!
[ +- ] Initiative

Rolls

Athletics

4 Success, 2 Advantage, 1 Triumph, 2 Failure, 2 Threat

Total: 2 Success, 1 Triumph

Sep 22, 2020 8:10 am
OOC:
can i go now? If I cast augment I need to use a manoeuvre for that, right?
"What is going on now? Fortuna, why do you punish me with a sleepless night" Nekurr runs up to the villager, grabs him and asks where those word is are going
OOC:
i’ll replace my last augment and have nera be super fast.

Triumph to get the villager to guide the least able PCs around the field?.
Last edited September 22, 2020 8:14 am

Rolls

Augment + terrain on both cats

5 Success, 2 Advantage, 1 Triumph, 1 Failure, 5 Threat

Total: 4 Success, 3 Threat, 1 Triumph

Sep 22, 2020 2:00 pm
OOC:
OK, so for that roll, it looks like you have Augmented Nera. To do that, you'll need to Move to Nera's position (she was around the corner of the house from you), cast the spell, and you can make the second Move to reach the villager for free (as a Half-Catfolk, you save the 2 strain. Neat.) Just working this out for myself more than anything. Rallying the villager for the Triumph...
As Nekurr lays his paw on Nera's shoulder and and speaks a few words, she has to blink to make sure she's not seeing things: A steady wind picks up and seems to blow the corn stalks in a way that opens up a path? Could that be it? Do the others see this?
OOC:
Nera now has +1 G to all rolls, and she has the ability to move through difficult terrain at no penalty as long as Nekurr maintains the spell for a maneuver each turn hereafter. That means that she can close to Medium range of the Night Creepers on this turn, but she won't be able to draw her bow if she wants to keep closing with them...

We're also left with the predicament of now having two parties (chaser and chasees) who can make two Moves per turn with no strain cost. That's fine if Nera just wants to follow them to wherever they're going. But if she actually wants to catch them, let's say she can try an Easy (P) Coordination or Athletics check on her turn (2 setbacks for darkness). Success means she closes the gap a range band.
Meanwhile, Nekurr's touch snaps the villager out of his fright. "Please! Just let them go! It's better that way!"
OOC:
2 more PCs are up, then the guard. If someone has a trick up their sleeve to slow these guys down, they should go next before Nera takes her turn.
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