darkbard
Legend
As the hoofbeats of the three riders echo ominously off the stone buildings and cobbles, PRITCHARD shivers reflexively. "Deuced eerie place, this is!" he thinks. His part in this ... murder ... is assuredly the easier: draw the Mintarns' attention long enough for Twyll to ambush Plinth from above. Provide backup as necessary. Drive off the two "innocent" mercenaries if he can.
He shivers again. There is a presence in this place that reeks of the supernatural to his trained senses. "Let us hope it does not manifest before we have done our wormwork and made off."
One of the soldiers peeks up again at the high window of the gatehouse beside which he stands, and Pritchard realizes his opportunity. He steps out from the shadows of the stone portico canopy and unfurls the ragged, billowy greatcloak he wears. His face is a white mask of stage cosmetics.
"You daaaaaaaaare," he intones in his best imitation of the rattling, parched throat of the dead. He raises an arm and points accusingly. "Begone! None living shall trespass upon the domain of the departed!"
Pritchard has no need to remain hidden for his part in this scene; he is using the soldiers' fear of their surroundings and the presumably haunted guardhouse to draw their attention from Twyll atop the breezeway so that she can enact her ambush.
INFERNAL INSIGHT
When you wield your environment against your foe(s), choose 1 from the list below and roll +INT: on a 7-9, pick 1, but you pay the infernal price. On a 10+, pick 1.
+ Impede or interrupt their actions
+ Create an advantage that grants you or an ally +1 forward on the next roll to exploit it
+ Deal damage appropriate to the source (b[2d4] for bruises/scrapes, b[2d6] for bloodshed, b[2d8] if it’d break bones, b[2d10] if it’d kill a common person)
r4,4 +2 INT = 10. I choose to create the advantage of distracting the Mintarns' attention, granting Twyll +1 forward on her next move to exploit it.
Meanwhile, TWYLL crouches, swaddled in black from head to foot, one leg practically astride the half-wall of the breezeway, ready to pounce down on Plinth from above. Though brutal, her part in the plan is simple: once Pritchard has drawn their attention, she will drop upon the mailed rider, knock him from his steed, and then do him in with her sword, clutched now in one hand.
Couldn't be easier. Their leader down, the other two riders will be sure to flee, preserving their hides. And saving her the guilt of collateral damage.
Plinth cranes his neck upward, looking about suspiciously, but she wills herself still, holding position.
Pritchard's spectral voice calls out, and just as Plinth's gaze is about to linger upon her black-clad form for a bit too long, the captain pulls his gaze away to look at the apparition at the guardhouse door.
Twyll blends her black-clad form with the surrounding shadows to remain hidden from the Mintarns' direct scrutiny.
CHAMELEON
When you use your surroundings to avoid suspicion or trouble, roll +WIS: on a 10+, hold 2 Guile; on a 7-9, hold 1 Guile and the GM reveals an Unwelcome Truth that cannot be resolved by spending Guile. You may spend Guile, 1-for-1, to:
+ Move about or maneuver unchallenged
+ Withstand direct scrutiny or questioning
+ Direct suspicion or attention elsewhere
r2,3 +1 WIS +1 forward from Pritchard = 7. Twyll holds 1 Guile and the GM reveals an Unwelcome Truth that cannot be resolved by spending Guile.
Presumably, she will spend that Guile to withstand direct scrutiny if that Unwelcome Truth so allows and thus be in position to Ambush.
He shivers again. There is a presence in this place that reeks of the supernatural to his trained senses. "Let us hope it does not manifest before we have done our wormwork and made off."
One of the soldiers peeks up again at the high window of the gatehouse beside which he stands, and Pritchard realizes his opportunity. He steps out from the shadows of the stone portico canopy and unfurls the ragged, billowy greatcloak he wears. His face is a white mask of stage cosmetics.
"You daaaaaaaaare," he intones in his best imitation of the rattling, parched throat of the dead. He raises an arm and points accusingly. "Begone! None living shall trespass upon the domain of the departed!"
Pritchard has no need to remain hidden for his part in this scene; he is using the soldiers' fear of their surroundings and the presumably haunted guardhouse to draw their attention from Twyll atop the breezeway so that she can enact her ambush.
INFERNAL INSIGHT
When you wield your environment against your foe(s), choose 1 from the list below and roll +INT: on a 7-9, pick 1, but you pay the infernal price. On a 10+, pick 1.
+ Impede or interrupt their actions
+ Create an advantage that grants you or an ally +1 forward on the next roll to exploit it
+ Deal damage appropriate to the source (b[2d4] for bruises/scrapes, b[2d6] for bloodshed, b[2d8] if it’d break bones, b[2d10] if it’d kill a common person)
r4,4 +2 INT = 10. I choose to create the advantage of distracting the Mintarns' attention, granting Twyll +1 forward on her next move to exploit it.
Meanwhile, TWYLL crouches, swaddled in black from head to foot, one leg practically astride the half-wall of the breezeway, ready to pounce down on Plinth from above. Though brutal, her part in the plan is simple: once Pritchard has drawn their attention, she will drop upon the mailed rider, knock him from his steed, and then do him in with her sword, clutched now in one hand.
Couldn't be easier. Their leader down, the other two riders will be sure to flee, preserving their hides. And saving her the guilt of collateral damage.
Plinth cranes his neck upward, looking about suspiciously, but she wills herself still, holding position.
Pritchard's spectral voice calls out, and just as Plinth's gaze is about to linger upon her black-clad form for a bit too long, the captain pulls his gaze away to look at the apparition at the guardhouse door.
Twyll blends her black-clad form with the surrounding shadows to remain hidden from the Mintarns' direct scrutiny.
CHAMELEON
When you use your surroundings to avoid suspicion or trouble, roll +WIS: on a 10+, hold 2 Guile; on a 7-9, hold 1 Guile and the GM reveals an Unwelcome Truth that cannot be resolved by spending Guile. You may spend Guile, 1-for-1, to:
+ Move about or maneuver unchallenged
+ Withstand direct scrutiny or questioning
+ Direct suspicion or attention elsewhere
r2,3 +1 WIS +1 forward from Pritchard = 7. Twyll holds 1 Guile and the GM reveals an Unwelcome Truth that cannot be resolved by spending Guile.
Presumably, she will spend that Guile to withstand direct scrutiny if that Unwelcome Truth so allows and thus be in position to Ambush.