Previous -- NextSo I realized that I have to resolve this situation before I can properly send people off into the next area. I'll only need input from those who wish to get involved; otherwise, I'll just assume you keep vacating the premises.
I also realized no one said what direction you lot wanted to go from here. Since you came from the east, how about west? I'll go with west.
The mini-caravan packs up its business and seems ready to leave the Halfway House. Etrigan has one last word.
"It's been rough out there. Apparently we've got some real ugly mugs who keep causing trouble close to Rock Bottom. I've been waiting on a group of our haulers who should have come back from transporting raw materials to town. If they're dead . . . "
"Well, not much that can be done. But if you find their worldly remains and drive off the ugly mugs, that'd be fantastic. You can keep anything you find on the bodies; just we'd really appreciate if you could retrieve their bank lockbox keys. That way we can get at the goods they've been moving. You'll know 'em because the lead man had something alchemical done to his hair so it's this bright blue."
Maybe, maybe. Tohil adjusts wheelbarrow contents and . . . tries to lead the way out. The group mostly follows. Bob seems displeased, and looks on the brink of an altercation with Gary, when the former is driven off by the latter brandishing a pick. Certain members of the group break into a run, with Dustan sweeping up to make his own displeasure known via the jugular.
Dwain rapidly whips his head back and forth between watching the antics and judging the reaction from the locals. Everyone here seems to be looking on with a mild expression. You realize it's not the first time they've seen this.. . .
Bob,
Dwain,
Tohil,
Dustan,
Gary.
Tohil's catch-the-wild-Bob roll: 2, Fail!
Dustan's combat table, workstone knife:
1: Fail terribly
2: Fail
3: Succeed weakly
4: Succeed
5: Succeed
6: Succeed greatly
7: Fail by succeeding
Dustan's attack roll: 7, Fail by succeeding!
Damage to Gary (1d6+1): 3+1 = 4!
Gary, HP: 1/10
Damage to self (1d6+1): 3+1 = 4!
Dustan, HP: 14/18
Gary's combat table, iron pick:
1: Fail terribly
2: Fail
3: Succeed weakly
4: Succeed
5: Succeed greatly
6: Fail by succeeding
Gary's attack roll: 6, Fail by succeeding!
(Randomly targeting any bystander who hasn't run off . . . )
Damage roll (1d6+1): 3+1 = 4!
Alyssa Alpine, HP: 7/12
(That was a rather consistent round)
Bob is off, and out of reach, though Tohil certainly tries to catch him. Dwain is close at hand when Dustan and Gary come to blows.
Dustan begins opening up the target's neck, but a sudden jolt on the latter's behalf leads your workstone knife to skip up from vulnerable flesh and turn in your hand. Argh, you cut your opposite wrist!
Gary's flailing leads to more difficulties, and your iron pick misses the target entirely. Instead, the tip of your weapon bites into Alyssa, who had been intending to observe any fighting without commenting. Argh, bystanders!
And that's enough, from Dwain's perspective at least. You bang your pick down flat between the main two belligerents. From across the small gap, Dustan's expression could perhaps be understood as "look what you made me do." Gary's is slightly less scrutable.Tohil (randomgenericusername): with that "combat maneuver" roll, I was checking to see whether you'd even have to choose between "violence" and "just catch up to him" in the first place. So, with that failing, it keeps things simpler.
Obviously, I need to know if
Dustan (Dustan Hache) and
Gary (Coolrune206) feel that the point has been made or whether to keep rolling for combat. And then there's
Alyssa (Rautherdir), who got dragged in.
If
Louis (dustywayfarer) is available for input, that would be good.
If, uh, we wind up with corpses, you'll have to decide if someone wants to turn back around for a moment to handle "new inventory."