The Sacrifice Camp (OOC)

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Aug 4, 2023 6:51 am
My preference is just to roleplay saving him and see where that takes us.
Aug 4, 2023 6:53 am
That works. The rolls that happen during that will dictate what happens.
Aug 4, 2023 11:17 am
Olden's got Tinker as an ability. Does that entitle him to a free albeit RPed pass at the lock?
Aug 4, 2023 11:29 am
palemantle says:
Olden's got Tinker as an ability. Does that entitle him to a free albeit RPed pass at the lock?
Not 'free', no. But it does two things. It means that he has a fictional justification for trying to open the lock (without it it might be unreasonable to even suggest trying such things (outside of 'hit lock with rock')), and the Rules Mechanics of Skills is that 'you can't fail' on their rolls, so you will be able to get the locks open, the question is only about what it costs you (time or noise or something, based on the fiction).

Given that I seldom use 'failure' and mostly tend to offer a 'success at a cost' in all games, the power of Skills in this game is a bit diminished, but you can at least be sure those rare 'complete failures' are not a thing you need to worry about when you are doing something you are Skilled at.
palemantle says:
... RPed pass at the lock?
(When I run something like FKR, we usually assume competence and that you succeed at what you describe your character doing, and we only roll for 'costs and complications'.)
Aug 5, 2023 2:37 am
Thanks @vagueGM. That makes perfect sense. I'm going to take a few and then post something in the RP thread.
Aug 5, 2023 8:22 am
@palemantle, note that lockpicks are one of the types of Tools (as listed in the Equipment section), Tools cost 5s Each. I am happy for you guys to say "oh, yes, my character would obviously have had < such-and-such > on them" and add reasonable things on the fly (being a Tinker means you would have all sorts of Tools), that way you don't have to worry upfront about what gear you will take, so subtract 5s from the 30s on your sheet for the lockpicks.
Aug 5, 2023 10:56 am
Great roll, palemantle! :)
Aug 6, 2023 3:05 pm
@palemantle, the chances of find the exact right plant [ref] in this exact part of the forest is slim. Given enough time you could probably do it, but there is still a good chance there just is none around (6-).

If you want to put effort into looking for Alewort, describe it and roll. This sounds like a roll with INT to know where to look and what signs to look for. The more you show your knowledge of how and where the plant grows the quicker the whole process will take (succeed or fail).

On a 6- you waste time looking and can't find the plant.
On a 7-9 it takes a long time or you give up after a shorter while.
On a 10+ it takes a little while or you can give up after a very short search and try something else.
On a 12+ you find the plants you are seeking fairly quickly.
Aug 8, 2023 11:11 am
Got it chief. Posted something and, to be clear, the associated roll is an attempt to get help locating the Alewort leaves

Olden hasn't tried treating Theo's wound yet and won't without Theo's friends' say so
Aug 8, 2023 11:18 am
@palemantle: I am not sure what you were doing with that roll. Be aware that 'nothing never happens' so you got a 6- and now 'a bad thing has to happen', but I don't know what that would be since I don't know what you are actually doing.

Rolling always has an effect on the story.

We now have two misses (6-) on looking for this herb, as mentioned above, a 6- could mean you don't find anything that helps and run out of time. That still feels like the appropriate outcome, yeah?
Aug 8, 2023 11:25 am
That roll was an attempt to see if he could find the herb or help others locate the same. In hindsight, the double 6- was a disaster so maybe time's run out thanks to Olden.

That likely makes the rest of that RP post irrelevant or troublesome so treat that as appropriate please
Aug 8, 2023 11:34 am
palemantle says:
... That roll was an attempt to see if he could find the herb ...
OK. I thought it might be, but there was no mention in the included fiction of Olden actually doing any looking. Knowing the intent, we can assume it happened and I can include it in my description of what comes next.
palemantle says:
... That likely makes the rest of that RP post irrelevant or troublesome ...
Nah, it's not a problem. We can cope with it.
Aug 11, 2023 9:38 am
I'm thinking of getting closer trying to stay out of sight for as long as possible. Attempting to spot the leader. Then 'arrest' her. (Sword to throat)
Aug 11, 2023 9:44 am
OK. That is feasible. But it will require a few rolls from those involved: at least some rolls to get close without being noticed; then maybe some to pick out the leader; then definitely something to deal with how you get close enough to put a sword to her throat, and how you deal with all the people in the way.

Describe where you go to get a look.

Remember that there is little time left after you went for Theo first. It sounds like the ceremony has started.
Aug 11, 2023 9:48 am
We can always crash the party if we see there is no time left. Let's say of they start tying up the girl
Aug 11, 2023 9:50 am
Indeed. That may depend on how the initial rolls go.
Aug 11, 2023 10:53 am
Should I already go ahead with Albert's actions? I was waiting to see what the others will do, but maybe that's not needed.
Aug 11, 2023 10:59 am
Go ahead.

Waiting is definitely not needed if Albert is separating from the party. If someone else decides they are staying with Albert, then we can work them in as it becomes relevant.
Aug 11, 2023 11:27 am
Raynor has really been pulling his weight the past few weeks :D
Aug 11, 2023 11:35 am
TheGenerator says:
Raynor has really been pulling his weight the past few weeks :D
No kidding.
A 10 is not a 12, else I would for sure bring Lady into the fold after witnessing the miracle.

On a 10, I will offer you a choice. You can either bring Theo up full strong (though not 'empowered' like Daryl was) and have him able to help as much as any NPC could; or you can stabilise him and make him comfortable and 'safe' from further degradation and impress Lady enough --as she feels the real power that is available-- to bring her fully onto your side.

Theo has been in a cage, away from the camp, so he does not really know anything that can directly help you, while Lady has been in the camp and knows people in there, but is not all that bright.

What do you want to do?
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