No, you can't :V

I'll get the Diplo-

EDIT: Wait, Gnu is above me. Intrigue it is.
Post-Roll: Double Death? Okay~
Vocalend threw 1 100-faced dice. Reason: INTRIGUE Total: 44
44 44
 
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>Diplomacy: 10
>Piety: 2
>Random Event Roll: 20

i think @Random Member is either going to be extremely pleased or mad that this is how

>Martial: 92

someone fairly important gets the start to their career as a dog of the Royal Family.
 
Guess that's why there's a recruitment as the crown's royal legbreaker. That and whatever the 92 for martial gets us in terms of adventurers. Particularly scary groups of rogues?
 
:wtf:

I go to bed and this is what I wake up to? This just proves that you can't leave the Revolution to other people.

Since you people lack sufficient revolutionary spirit, I'll be taking over all rolls from now on.
 
CASE: BREWING SUSPICION MONTH 5
Martial:
Putting Out Odd Jobs
DC: 17. Roll: 17 + 9.2 = 26.2

Diplomacy:
The Low Rumors
DC: 20. Roll: 20 + 1.0 = 21.

Piety:
The Spirit of Justice
DC: 25. Roll: 20 + 0.2 = 20.2

Random Event Roll
20

The July Days

In hindsight, there were signs that you should have paid closer attention to. Signs like the hot summer, the upcoming loan repayment date, and the rising prices you had noticed but initially dismissed as seasonal fluctuation. You can't help but wonder whether the lengthening backlog of court cases was also a sign, a repression that Justice must have been offended by.

Maybe if you noticed, you could have done something. Maybe not have told Tekla to go stir the masses against the Count, to disseminate how the Count had brutalized the city of Gorlin and stole the money that the city-dwellers were owed. Maybe not have prayed for Justice to take such a close eye on the situation, before it decided that justice was to gather in a mob and demand to enact justice on the Count themselves!

You thank whatever spirit is watching over you that you prudently decided to hire adventurers as your first course of action, and managed to hire the spear-wielder standing before you on the stone bridge between the city and the Count's prison. Scruffy, armored, and lightly swinging around a staff, he seemed an ill-fit for his moniker:

The King's Pillar.

Intellectually, you understood that Antonin Perrier was Oskaria's premier cavalry commander, the vanguard of the vanguard. But until you saw him casually stand on that bridge before the wall of the bloodthirsty thousands and refuse to budge, you couldn't fathom what the title meant.

Then, he opened his mouth, and you felt more than you heard his presence, knowing that it too was backed by its own Justice.

He promised the crowd that to tear apart the Count's body was to merely visit an empty justice upon the Count, allowing him and his to escape true recompense for their crimes. Agueda, behind him, was hard at work making sure that the Count and his conspirators would truly pay for all their crimes. In fact, according to a rumor he heard, Agueda was certain he could bring him to justice before the year was out. After all, wasn't the first of the trials starting soon? How could the courts prosecute a corpse? No, better to allow the process, while maintaining vigiliance for suspicious behavior.

You don't know how you know, but you feel more than you understand Justice subtly shift opinion.

With Justice thus temporarily placated, the mob slowly faded away.

As the sun set later that day, Antonin Perrier gave you one warning:

For everyone's sake, you had better be just as good as everyone said you were.

When you saw the mob gathered the next day, you decided to take those words very much to heart.



Intrigue
Mapping the Network II:
DC: 24. Roll: 22 + 4.4 = 26.4 - 3 [The July Days] = 23.4

The everpresent mob of city-dwellers that seemed to hang over the city like a haze made it an extremely dangerous time to be a supporter of the Count. While business was officially being conducted as usual, like how officially loan payments were still due and the cost of transporting and selling grain remained the same, unofficially the loan collectors simply didn't bother to show up and the merchants suddenly began finding ways to reduce the prices on grain.

Naturally, the agents of the conspirators took the hint and went deep underground, or simply fled the city outright. While you wouldn't be able to figure out who the Count and his conspirators were counting on to assist them...in a very real sense, that was no longer your concern.

Keeping the Count alive long enough to stand trial was your new concern.



Learning
DC: 25. Roll: 15 + 3.2 = 18.2 - 3 [The July Days] = 15.2

Having put Tekla off to rouse the anger of the people, it was left to you to figure out what Tekla was trying to do. You're quickly confronted with a stark truth: you aren't Tekla, you don't have his ability to approach problems, and you certainly can't concentrate with the looming threat of the mob hanging overhead.

At least you've secured the necessary supplies, if Tekla wants to try again soon.



Stewardship
DC: 27. Roll: 22 + 3 + 6.7 = 31.7 - 3 [The July Days] = 28.7

Under the threat of further mob action, you, Cormag, and Sota tirelessly comb through documents, carefully stepping around groups of the everpresent citydwellers. You find that the cases on backlog have been waiting for witnesses to arrive, and for evidence to arrive. Well, you present your case, you have your evidence, you have your witnesses, and for the love of everything in and under heaven, please show the slightest bit of flexibility so that the mob doesn't decide that we are the problem!

Slowly, reluctantly, the judge decides that scheduling the first trial for the next month is the most he can allow, and that's if you can expedite the arrival of the witnesses in order to make sure that they would consent to tabling their case for your new priority case.

You smiled, nodded, and internally screamed, because now you absolutely had to arrange all of that or things might go badly south again.



Mercenary Expense: 14 Budget.
Advertising Expense: 4 Budget.
Research and Development Expense: 2 Budget.
Legal Expense: 2 Budget.
Salaries and Wage Expense: 4 Budget.
Rent Expense: 2 Budget.
Other Expense: 2 Budget.
Net Loss: 30 Budget.

Remaining Budget: 102.

The Count and his conspirators are terrified, but continue to insist on having legal representation and defense from the unwashed masses. You need to figure out how to get him declared guilty before the mob takes it into their own hands and makes the whole situation far, far, worse.

This turn, you may spend up to 50 Budget.

You have one [Free] Action that you may spend on an action in any category.

You can cooperate with your teammates to add +3 base stat to an action that you are cooperating on. It is represented by using your [Free] Action on one of your already-selected Actions.

Martial (Choose 1) {Kerrie Action}
[] [Martial] Protection Detail

You have several persons of value that you want guarded at all times, of which the short list includes the Count, his conspirators, your lawyers, and the judge. You'll need this more than ever, with the everpresent mob lingering overhead. DC: 25. Cost: 4 Budget.
[] [Martial] Contract Renewal

Would Antonin Perrier be interested in renewing his contract to guard strategic points? Please? At the previous rate, to handle these situations? DC: 17. Cost: 8 Budget.

Diplomacy (Choose 1) {Tekla Action}
[] [Diplomacy] The Judges

There'll certainly be issues with interacting with the judges after the court cases begin with Tekla as the plaintiff, but that's no reason not to start getting your name associated with some generous gifts. Just...be careful stepping around with that much money on hand. DC: 22. Cost: 6 Budget.
[] [Diplomacy] Bread and the Court

You urgently need to reduce the heat in the city. Subtlety is going straight out the window; you're going to pass around food and assurances and fingers crossed, it might just work. DC: 20. Cost: 20 Budget.

Intrigue (Choose 1) {Agueda Action}
[] [Intrigue] Convincing Gifts

You urgently need these judges to expedite the process, and frankly at this point you're better off just sucking it up and slapping everything they're not-so-subtly asking for into their hands and then some just to make sure they actually make it their top priority. DC: 15. Cost: 15 Budget.
[] [Intrigue] Mail Search

You can't afford to wait for these head-in-the-sand nobles to realize the situation has drastically changed. You need them to get with the program or get the hell out, and for you that means finding some serious blackmail is in order. DC: 30. Cost: 4 Budget.

Learning (Choose 1) {Agueda Action}
[] [Learning] Trinkets

The capital has the largest amount of magical goods anywhere in the kingdom, with merchants and adventurers pooling here to buy and sell their various wares. Go out and see what you can buy, even if the mob is constantly hanging around. DC: Scaling. Cost: Scaling.

Stewardship (Choose 1) {Agueda Action}
[] [Stewardship] Advancing the Case III

If you need to spend a lot of your effort expediting and hurrying witnesses to trials so that you can suspend them and kick your case up the priority queue, well, that's just what you're going to have to do. DC: 25. Cost: 8 Budget.
[] [Stewardship] City Organizer

Alternatively, what you can do is leverage your considerable ability to organize people and numbers to maybe treat some of this unrest at the source; get people properly organized so that their complaints can be better passed up the chain and perhaps more importantly, so that they keep getting bread at affordable prices. DC: 20. Cost: 4 Budget.

Piety (Choose 1) {Agueda Action}
[] [Piety] Calling All Spirits

Bluntly, there's so many spirits floating around the capital that if you threw a rock in a random direction you'd probably hit four or seven. The supernatural politics are apparently just as convuluted. In some silver lining, though, the recent outbreak seems to have freaked out everyone; spirits are certainly paying far more attention now. DC: 22. Cost: 2 Budget.
[] [Piety] Justice, Vengeful and Patient

Well, you've certainly got Justice's attention now. Right now, you're certain that it's Justice's power that suffuses the crowd and pushes them to organize themselves into a semi-coherent force; maybe it'd be best to, ah, more fully explain the plan and try to convince Justice to maybe help de-escalate the situation somewhat. DC: 27. Cost: 0 Budget.
 
So- That happened. @Random Member, here is your proletariat revolution. That this course of events happened after we follow a plan of your make is not a fact not lost on me.
Then, he opened his mouth, and you felt more than you heard his presence, knowing that it too was backed by its own Justice.
....Justice is not a singular spirit?
Naturally, the agents of the conspirators took the hint and went deep underground, or simply fled the city outright. While you wouldn't be able to figure out who the Count and his conspirators were counting on to assist them...in a very real sense, that was no longer your concern.

Keeping the Count alive long enough to stand trial was your new concern.
That put the load of the chest, really. Thank you Prudence.

Now, we can probably divide the actions to Masses Mitigation and Count's Case. We have five more turns. On one hand, mitigation is mitigation. We lower the temper but it makes the Count easier to move and we don't develop the case as much. On the other, we are running the case in a city that is more akin to a smoking kindling than anything else. I think whatever plan that is going to be made should really consider whether we can spare the extra action to Cooperate instead of trying to do more, decidedly lower-hanging, actions. I need sleep, someone else(s) should make the plans.
 
This could be usefull. Sure if we screw it up an angry mob is going to go haywire, but if we succeed then we will probably be a champion for the common man.

[X] Plan: A Court and a Mob
-[X] [Martial] Protection Detail
-[X] [Diplomacy] Bread and the Court

-[X] [Intrigue] Convincing Gifts
-[X] [Learning] Trinkets
-[X] [Stewardship] Advancing the Case III
--[X] Add Free Action to Advancing the Case III
-[X] [Piety] Calling All Spirits
 
[X] Plan: No Seriously, Lock It Down
[X] [Martial] Contract Renewal
[X] [Diplomacy] Bread and the Court
[X] [Intrigue] Convincing Gifts
[X] [Learning] Trinkets
[X] [Stewardship] Advancing the Case III + [Free] Action
[X] [Piety] Calling All Spirits


Reasoning: Priority one now has to be ending this case, fast. We dedicate exactly one action to pacifying the crowd, and we make liberal use of our budget to do so on the logic that we won't need it for much longer, one way or the other.

We stick with Mr. King's pillar, because we can't afford to whiff the roll on our protection detail, so lower DC. We bribe the judges for speed, and we double down on pushing this through the courts. And we avoid Justice, because that's a minimum 70 roll to succeed even without some kind of summer heat malus, and we really don't need to stick our hands in that fire again.
 
These checks will be rolled as: Base Stat + (1d100)/10 vs DC.

So... DC seems to be around 10-30, stats are around 10-25. To get past DC 30, a character with peak stat of 25 basically flips a coin. Better to cooperate and hope the weather is not too hot...

When the weather is too hot, rolling between 1-30 is useless... Uh... Why not just use 1d10?

Guess you depend more on the stats, traits, and maybe gears here.
 
Alright, Comrade Random's got this!

[X] Plan The Terror of Justice
-[X] [Martial] Protection Detail
-[X] [Diplomacy] Bread and the Court
-[X] [Intrigue] Convincing Gifts
-[X] [Learning] Trinkets
-[X] [Stewardship+Free] Advancing the Case III
-[X] [Piety] Justice, Vengeful and Patient
 
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Hmm, since the Justice action is pretty hard, have a second version of my plan.

[] Plan The Terror of Justice v2
-[] [Martial] Protection Detail
-[] [Diplomacy] Bread and the Court
-[] [Intrigue] Convincing Gifts
-[] [Learning] Trinkets
-[] [Stewardship] Advancing the Case III
-[] [Piety+Free] Justice, Vengeful and Patient


This puts the bonus of the Free Action on Justice, at the cost of a small risk that Advancing the Case might fail.
 
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