At Ridwhick Encampment, you easily trip over the largest and most frequented marquee tavern, signed by a hanging gold-painted goose. Conflict has always found its tendrils into the many tent-based public houses, and would reside within if not for the Monarch’s guards.
The Gilded Goose’s publican, Amma, is rather burly for a Lizard-woman. Her prehensile tail enables her to pull three pints at a time from the bar’s limited number of kegs. You best duck if she’s bringing drinks to a table.
The entrance to the underground is heavily guarded, on both sides of the gate. Not just anyone can go in, and not just anyone can come out either. The troops protecting the camp from the cave seem especially edgy. You are prevented from going in until you have the right papers.
There’s lots of people in the camp. Lots of shops, lots of tents. Anything could happen above ground. Who knows what under it.
OPTIONAL MISSION: Obtain a new beverage keg for the Gilded Gosling
- Steal a drink from another pub
- locate and ‘liberate’ the drink: difficulty 5
- transport the drink across the Encampment: difficulty 12
- Convince Amma to accept the drink: difficulty 8
Reward: A Favor with Amma to be redeemed later, free drinks for the night.
Missions must be completed by 12:00 UTC September 1st
How to play
Starting with the first challenge, tell us what you’re trying to do. Then tell us which cliche your character is using to make it happen, and what troubles they face. Then have Discbot roll a d6 for each point that cliche has. Surly Digger (3) will roll 3d6. Roll one less dice if you want to handicap yourself.
Every cliche is appropriate, with the right roleplaying. In Risus the GM will tell you what cliches are appropriate in any challenge, but that’ll slow us down, so you pick. Story comes first. Tell a good one, or at least make it funny!
Kimba looks around the merchant camps for clay or glass vessels. The merchants who have expensive taste have posted hired-guards, so inspecting the backs of caravans isn’t going to be easy. After finding a good mark, she waits for her moment to blend in with a group of engineers making trade with them.
@discbot roll 3d6 for Surly Digger (3)
Discbot will then tell you what you rolled, recording it for posterity.
the 3d6 dice reads: 14 for Surly Digger (3)
If you roll higher than the difficulty, you were successful! Tell us what happened, then move onto the next challenge. Use the same cliche, or switch to another.
Kimba sneaks out of the group’s negotiations and finds a case of dark malt whiskey on the back of a merchant’s cart.
She sneaks onto the back of the cart, and puts the bottles in her backpack, clinking loudly. Getting out of the camp quietly is proving difficult.
@discbot roll 3d6 for Drunken Ninja (3)
If you roll the difficulty or less, you failed. The tested cliche will LOSE ONE POINT and you fail the mission. The GM (or any other player can step in) gets to tell us what happened, assuming the role of the victor. If it was close, maybe not much. If it was a critical failure, tell us how it went down.
Kimba is identified by one of the dwarven engineers, and is asked to leave. “What are you doing here? You’re not one of us, get lost. You best not show your face around my tunnels!”
I might step in and say something like:
Kimba may have trouble working with dwarves in the future. She rolls at -2 disadvantage (Xd6-2) on her next challenge involving dwarves.
All lost points may be replenished after resting that cliche for a Round: if you don’t use that cliche on your next round/mission, it will regain all its lost points.
No teamwork yet, I’ll explain that in the first real round. As this is a test round, any questions, let me know.