The fellow in the corner doesn't look best pleased at being disturbed but he doesn't outright tell you to go away either and so you press on. You introduce yourself and hold out your hand, which is returned with a cold, clammy and limp shake. He tells you his name is Godfrey Charmer (you inwardly chuckle at the contradiction) and that he is a fishmonger. He has heard about Goodfellow's death, he says, everyone round-abouts has. News travels fast in a small community, especially news as strange as this. Strange? Strange in what way, you ask. 'Well, I...I..I dunna rightly know,' he stutters. It is obvious he feels he has said too much. Then he goes on the offensive, 'Who be you to come round ere askin all them queshuns?' Come now, who are 'ee? You inna local for a start, thart's plain as the nose on yer face.'
Do you tell him you have no connection to Goodfellow and are just curious?
Do you tell him you are a friend of Goodfellow and want to know what happened to him?
Do you tell him you are an investigator and want to get to the bottom of what is going on?
Post by marionarsis on Jan 21, 2017 10:26:33 GMT -5
"Well, you're right about that, Mr. Charmer. I'm not a local." Black gibes himself: I wonder if my American accent gave me away. "But see, Goodfellow was a friend of mine, and I've been getting the cold shoulder about what happened--no one wants to say anything, not even the simple truth. Just tryin' to get to the bottom of this for an old friend, so I can tell his family something."
Black glances at the man's drink. "Want a refill?"
Charmer pushes his glass across to you and eyes you suspiciously.
Make a L2 CHARISMA roll.
(6 + 5 + 11 CHR = 22 = FAIL. +22APs)
The twisted little man accepts the pint of mild, but says nothing further on the subject of Goodfellow's death. He looks around furtively and is obviously nervous about been seen talking to you. You are about to give up when a young, hansom looking woman opens the door. She does not come in, but upon catching your eye she beckons you to follow her.
Post by marionarsis on Jan 22, 2017 11:01:22 GMT -5
Black was hoping his generosity, and the alcohol, would loosen Charmer's tongue, but it was to no avail. Try as he might he couldn't solicit further information from the fish vendor. He was thinking of his next course of action when the door opened and a living doll appeared on the threshold of the Red Lion. He figured she gets stared at a lot, so he didn't mind adding his name to the long list.
He was thrown a curve when something happened that usually doesn't--a pretty girl gestured for him to follow her. So without further ado, he stood up from the table. "Have a good day, Mr. Charmer. It was a pleasure." He plopped his hat on his head, and walked out of the Red Lion.
(Not sure if you're looking for a playtester, and thus a playtester's comments, but I was hoping for an Elocution SR with Charmer. It might've been more appropriate than a straight CHR SR. Given the roll, would've missed it anyway. If you'd like me to shut up and just play, say the word. Character sheet updated.)
[you're quite right, you should have had a bonus for elocution, I missed that. Yes, I am very grateful for any and all feedback you can give. I'm not sure if I will do anything with this solo afterwards, but I may if it goes well, even if I don't I always want feedback so I can improve my solo writing generally.]
The woman is in her 20s and while she doesn't fit the conventional description of pretty, she is certainly striking. You can't take your eyes off her as you leave the room, from her long shapely legs to her thick blonde curly hair. As you reach the door she draws back into the shadows of a corner. It is obvious that she too is scared witless, what the hell is going on here?
'You are a friend of Goodfellow's?'
'And you want to find out what happened to him?'
You nod again.
'He died a horrible death. If you have any sense you will leave. Tonight. Get your bags and catch the next train out of here. If you stay though, if you really want to know...I can help you. I can't say any more here, I daren't. But meet me tomorrow, half ten at the buttercross.' And with that she turns and starts to leave.
Do you let her go?
Do you catch hold of her, to try and get more information before she leaves?
Post by marionarsis on Jan 23, 2017 10:43:37 GMT -5
Should he stop her and get more information, or let her vanish into the murkiness of this little town that was becoming increasingly odd by the moment? What exactly is Buttercross? Being an out-of-towner, he didn't know.
She seemed overwhelmingly concerned about prying eyes seeing her here, so he let her go, not wanting to endanger her. He would just have to find out what this Buttercross is on his own or from one of the locals.
(Okay. I'll wait till the game's over, and send you any thoughts I have in a PM.)
Post by marionarsis on Jan 24, 2017 10:21:52 GMT -5
As the woman walked away, Black realized this was one of the longer relationships he'd had--the woman had actually talked to him. He turned back into the Red Lion and considered his next action.
Everyone seemed to be making moves to leave, except the lady that worked here, behind the counter. There had to be something he could find out from her about all of this, but what to ask her? He quickly ruled out asking her about the woman outside. She didn't want to be seen, so why bring attention to her? Goodfellow...hmm, maybe. The problem was Artemis Black had never heard the word "Buttercross" in his life. What was it, a tavern, a restaurant, some other business? And where was it, exactly?
He walked to the counter. "Pardon me, madam. Could you direct me to a place called Buttercross?"
"I don't rightly know much about the place. It were built back in istory sometime, a market, fer sellin butter i spect. Not much to see there really."
The landlady makes it obvious she wants to close up for the night, and so you head up to your room. It is slightly damp (like most of England) but otherwise comfortable enough. The rain beats incessantly against the window, and whether it is this or not, you sleep only fitfully.
Make a L1 LUCK and L1 INTELLIGENCE roll (Ambush/Silent Movement).
Luck - 4 + 3 + 14 LK = 21 = PASS, AP 7
Intelligence - 3 + 1 + 11 INT + 1 A/SM = 16 = FAIL, AP 4 + 50 in Ambush
You are lying awake, it is somewhere around 3 in the morning. The case, though you know precious little yet, is spinning around your head. Suddenly there is a pair of hands around your throat, someone has snook into your room undetected and is now trying to strangle you. You can make out nothing about your assailant, they are just a dark figure in the shadows. But when they see you are awake they draw a knife.
You can not get to any of your weapons in the darkness.
You may fight in the normal manner or you may try and over power your opponent. To do this you must first win 1 combat round, you may then make an opposed STRENGTH roll (roll for your opponent as well). If you pass you have successfully overpowered your opponent. If you fail you must make a L1 LUCK or DEXTERITY roll or receive a knife in the ribs (take 2D+1 damage). If you reduce your opponent to 5 or fewer CONSTITUTION then he will try and flee.
Do you overpower your assailant? Do you fall to 0 CONSTITUTION? Do you reduce your opponent to 5 or fewer CONSTITUTION? Do you reduce your opponent to 0 CONSTITUTION? (With out it falling to 5 or less first)
Post by marionarsis on Jan 26, 2017 21:00:27 GMT -5
Black stifled a choke when we awoke, finding some dark figure in his room, strangling him. Getting his bearings, the tough Bostonian clocked the figure with a hard right fist, but that's when the shiny blade of a knife was brought to bear on him.
The two struggled from the bed, to the floor, up against the walls, and throughout the room. Twice, the tough guy from Boston slammed fists into the face of his foe, and twice he attempted to overpower the man but it was of no use.
Fists were no good against a knife. After seven bloody rounds, Black was overcome.
20:14, Today: Artemis Black rolled 7 using 1d6+3 with rolls of 4. Combat Round 1 20:14, Today: Shadowy Assailant rolled 6 using 2d6+1 with rolls of 1,4. Combat Round 1
Assailant takes 1 hit (CON-9)
Black attempts to overpower Shadowy Assailant
20:15, Today: Artemis Black rolled 9 using 2d6 with rolls of 4,5. Opposed Roll - Black 20:15, Today: Shadowy Assailant rolled 8 using 2d6 with rolls of 2,6. Opposed Roll - Shadowy Assailant
Black rolls over his STR of 8, failing the opposed check.
L1SR-LK to avoid knife damage: 20:15, Today: Artemis Black rolled 10 using 2d6 with rolls of 6,4. L1SR-Lk to avoid Knife. Successful
20:16, Today: Artemis Black rolled 9 using 1d6+3 with rolls of 6. Combat Round 2. 20:16, Today: Shadowy Assailant rolled 11 using 2d6+1 with rolls of 5,5. Combat Round 2.
Black takes 2 hits (CON-8)
20:16, Today: Artemis Black rolled 8 using 1d6+3 with rolls of 5. Combat Round 3. 20:16, Today: Shadowy Assailant rolled 9 using 2d6+1 with rolls of 4,4. Combat Round 3.
Black takes 1 hit (CON-7)
20:17, Today: Artemis Black rolled 7 using 1d6+3 with rolls of 4. Combat Round 4. 20:17, Today: Shadowy Assailant rolled 6 using 2d6+1 with rolls of 4,1. Combat Round 4
Assailant takes 1 hit (CON-8)
Black attempts to overpower Shadowy Assailant
20:17, Today: Artemis Black rolled 7 using 2d6 with rolls of 6,1. Opposed Roll - Black 20:17, Today: Shadowy Assailant rolled 12 using 2d6 with rolls of 6,6. Opposed Roll - Shadowy Assailant
L1SR-LK to avoid knife damage: 20:18, Today: Artemis Black rolled 7 using 2d6 with rolls of 4,3. L1SR-Lk to avoid Knife. Successful
20:18, Today: Artemis Black rolled 8 using 1d6+3 with rolls of 5. Combat Round 5. 20:18, Today: Shadowy Assailant rolled 9 using 2d6+1 with rolls of 3,5. Combat Round 5.
Black takes 1 hit (CON-6)
20:19, Today: Artemis Black rolled 9 using 1d6+3 with rolls of 6. Combat Round 6. 20:19, Today: Shadowy Assailant rolled 11 using 2d6+1 with rolls of 5,5. Combat Round 6.
Black take 2 hits (CON-4)
20:20, Today: Artemis Black rolled 4 using 1d6+3 with rolls of 1. Combat Round 7. 20:20, Today: Shadowy Assailant rolled 9 using 2d6+1 with rolls of 4,4. Combat Round 7.