Monday, August 24, 2015

Community Game: Driftmoon X

Player A:  Would repairing the chain allow us to open the door from our side? I think not but if it could, then let's repair the chain or something. Otherwise we should go around the wall clockwise looking for a likely place to break in.

Me:  Repairing the chain would require some long distance welding through the peep hole.  It doesn't sound possible without some serious equipment.  The town is built against a tall cliff, and the fence butts into it at both ends.  It looks in good repair, despite the fact that the gate is usually standing open.

Player B:  Can we toss Word over the gate?  Can she stand on our shoulders and reach the top?  If there's no apparent way into the Village, then I guess we should go explore the Well and Stable to see if there are any clues.

Player A:  THROW WORD OVER THE WALL! Yes, this is what we should do! Human catapult!

"Here, let me give you a boost," you say to Word. 

She takes a running start, and you cup her foot and heave her mightily in the air!  (Rolled 3d6 against 10 Strength - 4 for difficulty.  You need a 6 or less to succeed!  You rolled a 4, a critical success!)  Word lands perfectly at the top of the fence and pulls herself up.

"Oooo...I don't know.  It's really far down," she calls.  (Word rolls against 14 Intelligence.  Word rolls a 10, a success.)  "Oh, right."  Word riffles through a pouch on her belt, then disappears on the other side of the fence.  You hear giggling, then she falls silent. 

"Word.  Word?" you whisper.

"Shhh!" she says in the same whisper.  "See if you can push the gate up." 

You bend your knees, wipe off your hands, and heave.  The door hurtles up and crashes back down.  Instinctively, you try to catch it, and to your surprise you hold it up in its track with ease. 

"What the..." you say. 

"I used the lightness potion on it.  Pretty neat, huh?  And check it out."  She leaps about 10 feet in the air and comes down grinning.  "No broken legs coming down from the fence, either.  There's only about a drop left, though."

"How long will it last?"
"I'm not 100% sure?  We should probably prop open the door or something if we're here very long."

"Why are we whispering?" you ask.
"Look over there...I think I see a wolf."
You look over in the grassy area that has just come out from the shadow of the cliff as the sun rises.  You see a small statue of a wolf...but the grass is swaying though there is no wind.  Behind the statue, a huge wolf is pacing.  You don't think it has seen you, but its pacing is taking it quite near the path into town.
WALTER HAS REACHED LEVEL 2.  Please suggest three skills or areas of expertise for Walter.  You may also increase one of his attributes by one if you provide a backstory to justify this (see last post).  You can also make suggestions for Word if you like.

P.S.--In the actual game, you have to locate a crab who will climb through the peephole and fix the gate for you.  I went ahead and let you try another way, as it seemed plausible (enough).  It's not like the crab scenario was terrible plausible...

Player B:  I suggest we increase +1 in Strength.  I'm envisioning a Hodor or Andre the Giant type.  His backstory can be that he wrestled in secondary school. 
 
Player B:  I also suggest one of his skills as pottery.

Player A:  Maybe there will be a lizard who we can bean later worth a poorly fired vase.

Player A:  I suggest a keen sense of smell as a skill. (He had honed it over his childhood sniffing out food his mom used to hide from him.) I hope his olfactory knowledge and awareness will aid him in avoiding danger and identifying substances. 

Player A:  As a final skill, I suggest that Walter loves knots and is fairly skilled at tying and undoing them. His childhood neighbor had an uncle who sometimes visited for two or three months at a time. He was a sailor and enjoyed teaching knots to Fluffy, because his own nieces and nephews were too unfocused to sit down to learn.

Player B:  Sounds good to me.  Now turning back to the story, what to do about the wolf?  I would guess the wolf is there grieving/guarding his stone-turned mate/child/friend, so he's probably not a bad sort.  However, one can never be too cautious around wolves.  Should we try and approach slowly, using our superior nostril prowess to determine his mood?  Being this early in the game, there's a good chance he's friend instead of foe.  Also, since the game has established that we can communicate with crabs, why shouldn't we be able to communicate with wolves too?

Player A:  I think we should prop open the door and approach the wolf.

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