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Peril/Bad End RPG Adventure Playtest

Tecuani plan 1: failed. Your hex backfired and renders you {Quiet 1}. Not truly muted, but until next scene you will have a hard time speaking above a whisper.
Plan 2: succeeds! The totem swallows the spirit’s offense, and contentedly lets out a belch.
 
Lea plan 1: fails. While the tied up bandit quickly becomes a helpless mess in your hands, he claims he doesn’t know anything helpful. As you angrily press him for anything useful, he unexpectedly cums in your hand, a look of exhausted relief on his face.
Plan 2: succeeds! Searching his house, you find the instruments he intended to use to capture you. There is an enchanted slave collar and the magical key that grants the bearer power to hurt whoever is wearing the collar. He tells you he got it from one of the bandits, an expert slaver who uses more collars just like it. He tells you that the slaver most likely keeps his other keys on him.
 
"Damn it you pathetic little shit." Lea exclaims as his warm seed spurts in a weak little arc onto her hands. She wipes her soiled hand onto his chest hair, face, and hair then looks for something to better clean herself. A wicked thought crosses her mind as she looks at the collar and the cat girl whom she was suspicious about but she lets it pass. "We should probably give him a taste of his own medicine, though I also wonder if we could make a fake one, could work as a disguise." She says to the others as she pours some water into a basin.
 
Tecuani, realizing that her hex backfired, lets out a quiet, "Oh fuck me," as she becomes significantly quieter. Well, at least her headache was gone now. "I don't think this is all he has in his house," She said, just barely over a whisper. "I'm going to check around to see if there's anything else worth grabbing before heading out. We might find some kind of collar that matches that one. Anyone's welcome to join me," She says, before heading off to look around this guy's house one more time.

Plan 1: Scour this guys house for any more information on the Baron/Bandits, and get any valuables on the way. [Vision of the Highwayman's House]

Plan 2: Keep an eye out in case Lea tries to put a collar on her.
 
Sorry, but a plan against another player can’t meet the two plan minimum. Too easy to game the system that way when you start coming up against real threats. :)
You can feel free to narrate messing around with each other though! ;-)
Edit: if you are having a hard time thinking of what else to do, you could try removing a Complication. Getting one off someone else might be easier than them removing it themselves. Or if you are all out of stuff worth doing, make sure to say you are Ready To Leave Town!
 
(Dang. Thought I could get away by doing that.)

Tecuani looked as Lea filled a basin with water and mentioned giving the bandit a taste of his own medicine. Catching on to this, she gets a devious idea. "Hey, Lea. This guy's pretty scummy, but I think he's a quicker shot than he is a scumbag. Why don't I make him an even more "sensitive" hair trigger?" She asked, waiting for a response before casting a hex this time.
 
Helen looked at the entire situation with disgust but took a deep breath to calm herself down. "This is getting us nowhere," said the knight sternly "this scum knows nothing of the baron and dealing with his ilk is a needless errand." She drops him heavily. "I say we drop this slime with a town guard, rest and prepare to go to the manor"

[Ready to Leave]
 
Okay, if Lea or Tecuani vote to leave, we’ll move on to the next scene, and remove all Complications and any Scene Advantages.
 
As you travel to the manor of Baron Vespertilio, you are ambushed by a gang of bandits! A tall, strong man wielding a rapier steps out in front of you, “Your money or your life! Choose quickly now!”. Behind him is a woman in a robe, reading from a spellbook, she grins over the book, her face illuminated by a purple glow from the pages. From behind, you hear a sound and turn. There stands another man, wearing light leather armor and carrying a long whip. Next to him is a frog-girl, wearing only a slave collar and loincloth. At his barked command, she sticks out her extraordinarily long tongue, and he pours a vial of aphrodisiac poison along its length.

Before you can proceed, you will have to find a way to escape, either by defeating or evading the bandits. You have the option to defeat them lethally or nonlethally, while they will be trying to render you all simultaneously helpless.
The bandits don’t get a “turn” of their own. They just increase the consequences of failure and make actions more difficult.
 
Plan 1 [Crossbow] Shoot spellcaster (lethal or at least disrupt spell).
Plan 2 [Nimble Fingers] Release collar from frog-girl
Plan 3 Kick man with whip in balls
 
Plan 1 Cut down Rapier Man with [Sword]
Plan 2 Use [Armor] to protect the party against the oncoming spell or the frog girl's tongue
Plan 3 Use [Fake Ward] to block spell effects.
Plan 4 Punch and incapacitate Whip Man with [Strength]
 
Plan 1 Try and bribe them with [Gold].
Plan 2 [Hex] Spell caster to not be able to cast, or at least make casting difficult.
Plan 3 Look for a way out of this.
Plan 4 Try and block/evade any on coming attacks.
 
Lea:
Plan 1 Fails: Your shot misses, but she ducks away and hides, giving her no time to counter-attack.
Plan 2 Succeeds: You manage to rush over and pick the collar on the girl's collar and remove it! She is now safe from his magical punishments, but might take some persuading before she is sure she won't be captured again.
Plan 3 Fails: The slaver with the whip dodges your kick and then grabs you by the neck. You are {Grappled 1}
 
Helen:
Plan 1: Succeeds. You parry his first attack, then your deft sword strike cuts him down. He is removed from the fight.
Plan 2: Succeeds. You catch her tongue on your armored arm, keeping her from using it on anyone else.
Plan 3: Your fake ward fails to protect you against the magic user's Hex. She casts a quick spell, causing you to begin {Shrinking 1}. This condition will worsen each time it triggers until someone cures it or the caster is defeated.
Plan 4: Fails, but since you used Strength, he doesn't hurt you, and you manage to break the {Grappled 1} on Lea.
 
Tecuani:
Plan 1: Success. You offer them gold to let you go. The hex mage is quick to agree, but only on the condition that you get the rest of the party to stop attacking. The slaver says he will only give up if you turn over a party member as a slave, to replace the bandit you killed.
Plan 2: Success. Right after she agrees, you Mute her, preventing her from speaking or casting for the rest of the scene.
Plan 3: As you look around for an escape route, *crack*, the whip of the slaver strikes you. You are {Afraid of the whip 1} until end of scene.
Plan 4: Fails. He strikes you again, causing you to start shaking. You are {Afraid of the whip 2}, one more level and you will be too afraid to go against his orders.
 
Viconia:
Plan 1: Fails. Her strong willpower lets her resist your spell. Meanwhile, the frog girl manages to get behind you and {Grapple 1} you with her sticky hands.
Plan 2: Succeeds. Your magic missile zaps the whip user, leaving him staggered and bleeding. Your party can use the scene advantage [Staggered Slaver] when attacking him.
 
"Damn you little amphibian slut, let her go!" Lea shouts at the frog-girl for her lack of appreciation for being freed from the collar.

Plan 1: [Nimble Fingers] [Staggered Slaver] Attach the slave collar to the slaver
Plan 2: [Staggered Slaver] Convince the frog-girl to stop fighting for her captors.
Plan 3: [Nimble Fingers] [Staggered Slaver] Catch the mid-point of the whip so it is useless in taming Tecuani
Plan 4: [Staggered Slaver] Reassure Tecuani so she doesn't obey the slaver.
 
Lea
Plan 1: Success (rolled a 3 on Grappled). You manage to attach the collar to the slaver. If you can get the key now, you can magically punish him.
Plan 2: Failure. The frog-girl is still panicked, and can't tell that the hex witch is muted, so instead she lashes at you in frustration. However, Helen is still holding her tongue, so she can't hurt you.
Plan 3: Success (rolled a 1 on Grappled): Failure. You try to snag the whip, but the slaver yanks you back with his hand still wrapped around your neck. He tries to pull you in closer, but is too [Staggered] to do so.
Plan 4: Failure. Tecuani is too blinded by pain to focus on your voice. Meanwhile, the slaver recovers him his Stagger, removing the [Staggered Slaver] advantage.
 
"The witch is dealt with! Focus on the slaver!" Tecuani shouts out in a panic, increasingly scared of the slaver's whip.

Plan 1 Remove the shrinking hex from Helen with [Gluttonous Totem].
Plan 2 Try and calm the frog girl down with a sleeping [Hex].
Plan 3 [Hex] the slaver so he can't use his whip anymore.
Plan 4 Try and avoid the frog girl and slaver's attacks.
 
Plan 1: Success. The totem gulps down the hex, freeing Helen from {Shrinking} and bloats up, useless for the rest of the scene.
Plan 2: Success. You put a sleeping Hex on the frog girl, causing her to pass out. She'll wake up if anyone disturbs her though!
Plan 3: Success (rolled a 2 on Fear of the Whip): Failure. As you turn from the frog girl to hex the slaver, his whip cracks across your face, leaving a bloody wound. You kneel down clutching your face and shaking in terror. {Fear of the Whip 3.} Any action you try to take against him now will fail.
Plan 4: Failure. As you kneel in shock, you suddenly feel someone place their hand on the back of your head. You gasp in shock, but the sound is sucked out of your throat. The hex witch has stolen your voice, removing her Muted condition and {Muting 2} you instead!
 
Plan 1: [Nimble Fingers] Find the key and use it on the slaver.
Plan 2: [Crossbow] reload and take another shot at the witch.
 
Plan 1: Success(rolled 3 on grappled): You slip your fingers into his pocket and pull out his key ring. With a thought, you push your Will into the key, and the slaver immediately kneels down, dropping his whip and clutching at his neck. He won’t be fighting back for as long as you have that key. The {Grappled} condition is removed.
Plan 2: Failure. As you turn to shoot, you get a face full of magic! You drop your crossbow and the keys as your hands turn to paws, and you feel an uncomfortable tightness as a tail suddenly sprouts from your backside! You are {Partially Polymorphed 1}. This condition will go away at the end of the scene if the witch is defeated, but if it gets up to level 3 it will become permanent!
 
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