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Friday, November 20, 2009

Impromptu solo playtest: 2

from 1B (Christian)

The merchant is a tough nut to crack. Make a L1 SR on CHR. (I rolled for you and rolled poorly (a 4 on 2d6) - sorry...) So, you make some faltering attempts at conversation, but he insists you remain silent and watch the hilltops - "Just keep your eyes open..."

Do you
A) Keep your eyes to the hilltops
B) Insist the merchant explain himself or the situation better
C) Strike up a (quiet) conversation with another of the guards
D) Scout ahead
E) Keep a cursory watch and try to get an eye into the merchant's cargo
X) Something else

from 1D (Timeshadows)

Reaching the top of the next rise of the road, you survey the area. The hills here 'ruled' from Toor's Hall are regarded lawless, the current lord of the castle given to excesses of drink. Make a L1 SR on IQ. (I rolled for you and got 8, so you succeed). Goblins? No - but you have the advantage what appears to be two likely brigands dozing in a cleft of rock, safe from casual observation.

Do you
A) Return to gather other guards
B) Dismount and attack them
X) Something else


Timeshadows said...

Thank you for running. :)

X: I hope to enlist them to help me seize the caravan goods and personnel, and establish a more meaningful operation from the keep. I will, of course, fight dirty with any of them who do not recognise my authority in this matter. :)

Off to read Christian's prompt...

Ragnorakk said...

Timeshadows: cool idea! how does this sound as a way to implement this option:

First round starts with a SR on Charisma. If successful, the brigands think your idea a good one from the start - if not you'll have to fight them - and each round that you damage them, you make the Charisma SR again.

Timeshadows said...

Cool! :D