Brutrumukk nodded his acknowledgement of the bird's words before turning to Jub. "Right. 'Ere's what I reckon we should do." Brutrumukk said. "Me an' Feathers'll 'ead in there first an' get the cat ogres' to look away from the door. Once we've done that, I'll find a way to slip the words 'bree-yark' into a sentence. That'll be the signal fer you to slip in all quiet like and find a way to turn on one o' those beams to beam the cat ogres with. That sound good to you?"
"This might not seem like a good idea to someone who isn't as good at the Long Game as a Trickster is." Skobeloff replied. "But just because a plan goes a teeny bit wrong doesn't mean it's broken. Not when it wasn't the only plan... Kun yol bo!" Channeling the power of the Storm Moon into a mystical incantation that roughly translated as 'light fire to fly', Skobeloff conjured a floating flame into being. While not a impressively bright as the drake would have liked it, the flame remained within his control and made things easier to see. "See, before the Snouthold people sealed this mine up because they got all worried and boring about it falling down, they dragged out loads of neat and useful stuff." Skobeloff said as he walked over to something that caught his eye, picked it up and examined it in the fire light. "And now I'm the first one to sneak back in, which means any goodies they forgot are mine mine mine!"
After a moment, Skobeloff turned away from his find and bade his flame float down to the floor of the mine. "And the plan that went wrong? I've got a few other ones tucked away in my head, just in case. Always do... Oh! Look! See those?" The little Trickster pointed towards a set of tracks made by dragons much larger than Skobeloff, Stargaze, and Tamba. "The tacks are still fresh. If we follow them, we'll catch up in no time."
Skobeloff calls upon the magic of the Storm Moon to conjure a floating flame to light the way. He rolls an 8 and opts to maintain control at the cost of power.
Skobeloff uses the magic's failure to keep younger dragons out of the mine to fuel a round of the Long Game. He rolls a 9 and opts to seize a resource.
Skobeloff uses his plan to get Rudrick and Garrock in the mine together failing to go off without a hitch to fuel a round of the Long Game. He rolls a 9 and opts to learn the following secret: "Where can I find Garrock and Rudrick?"
"We caught the kenku that heckled your show. We figured you might like to know." Miss Light explained. "We also thought you'd like a say in what penalty comes their way. And then, once they're dealt with and gone, you'd come back and finish your song?" If Palasha was feeling insightful, she might find a few things about Miss Light that reminded the mermaid of the more flamboyant one of her two bosses. From the way she looked and dressed, to the way she spoke in rhyme, Miss Light carried some aspect of Mister Light in every aspect of herself.
October 31st, 1776. Europe is abuzz with news of rebellion from across the ocean. Nearly four months ago now, the British Empire's colonies in the Americas declared their independence from the rule of King George III and his parliament after years of mounting tension, taxation without representation, and the Crown’s refusal to heed their petitions for redress. But as the people of the New World cast off the yolk of their distant overlords to forge a daring new path into the future, the Old World remains mired in the past.
And all the ancient dangers that come with it.
You are a band of low-rent vagabonds in one of the darker corners of Eastern Europe who languish under the employ of a noble known simply to his serfs as the Baron. You hate him, but he provides you with the only work you can find. And the latest labor he has devised for you will prove to be a most apt labor indeed for the holiday the good folk of the Barony prepare to celebrate...
Welcome to my interest check for a game of The Beast, a horror RPG by the prolific TTRPG designer Grant Howitt in collaboration with best friend Chis Taylor. You play as monster hunters in 18th-century eastern Europe, hired (begrudgingly) by the Baron to deal with a horrific and ancient Beast. Learn what you can about it and its minions, and stick together, because if you go in alone and unprepared you're all going to go mad and die. The rules are one-page and rules-light, but I shall list them here rather than link to the original set, as I have decided to tweak a few details of what little rules there are...
Rule One: Success and Failure When you act and the outcome is in doubt, roll 1d10. If the action fits your background, explain how and add 1d10 to the roll. If you've got the relevant skill, add 1d10. Add together the value of all the dice faces and compare it to the GM's roll based on the difficulty of the task. (1d10 for easy tasks, 2d10 for challenging tasks, and 3d10 for hard tasks.)
If you roll more than the GM, you perform the task successfully. On an equal roll, you perform the task to mixed results. And if you roll lower than the GM, something goes wrong. When you face the Beast, it rolls d20s instead of d10s.
Rule Two: Equipment Every piece of equipment is assigned one of five ratings and a corresponding modifier.
Poor (+1) Below Average (+2) Average (+3) Above Average (+4) Amazing (+5)
You add the modifier of a piece of equipment to a roll when you make use of it. You begin the game with two pieces of below average equipment of your choice.
Rule Three: Weaknesses When you wish to, frame a scene with the GM in which you're attempting to learn one of the Beast's weaknesses. Play it through until it comes to a critical point, and roll. If you succeed, you learn one of the Beat's weaknesses. If you fail, the Beast learns one of yours or makes a new one. Weaknesses may or may not be shared between the Beast and its minions. A serious weakness might affect more than one hunter, or all of them. When you take advantage of a weakness, your opponent downgrades their dice size by one for each weakness.
(d20 > d12 > d10 > d8 > d6 > d4 > d3)
Rule Four: Injury and Madness When you are injured or suffer extreme stress, roll to Endure vs 1d10 for each time you have previously had to make this roll. On a success, you press on. Fail, and you will need rescuing. If you aren't rescued, you will be at the mercy of the Beast.
If you are interested in joining this game, make a character using the following template.
Name:
Skills: (Pick 4 skills from this list and then delete the rest.) Charm Craft Deceive Endure Heal Investigate Shoot Strike Threaten Track Watch
Background: (Pick a background from this list.) Apprentice Blacksmith Creepy Alienist Dead-eyed Marksman Desperate Hunter Dishonorably Discharged Officer Fierce Midwife Fresh-faced Priest Gregarious Thug Last Survivor of the Attack Mistrusted Town Witch Washed-up Village Physician
Ally: (Pick another background that hasn't been taken by another player. This is your NPC ally. Describe your relationship.)
Equipment: (Come up with two pieces of below-average equipment that your character starts the game with.)
Once the conversation had begun in earnest, Mapogo put some of the food that had been laid out on the table near him onto his plate and began to eat. All the while he continued to listen. Continued to absorb the information being given away by the words and actions of those around him. The most notable of this information being that the hunt would take place in a space outside the Material Plane created by the hunter in the eagle mask. Such an undertaking could only be performed by a mage of great power. Mapogo made a note to be wary of her. As the conversation continued, Mapogo looked to each of the other hunters in turn as he tried to discern anything in the way of useful information by how they carried themselves. Whether they were casters like the eagle woman or more martially inclined like Mapogo. Whether they were weak or strong. Whether they were battle-hungry and looking for prey who fought back or cowards who simply wanted to see strong quarry driven before them without any risk to their own safety.
Mapogo makes an Insight check of 14 to try and estimate the capabilities of the hunters.