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Session Notes - Misty Investigates

Setting the Scene: London, 1934

  • A cold, dreary afternoon around 5 or 6 PM.
  • Smoggy and grim streets of London.
  • People hustling and bustling. A general air of suspicion.

Character Introduction: Misty

  • Wearing a Girl Scout uniform, possibly with a hat.
  • Blonde, curly hair and glasses.

Misty's Agenda

  • Meeting someone who wants to do business with "Vaginawa" (Vontemort), described as an absolute dickhead, at approximately 6:30 PM.
  • Considering smoking a "candy stick".

Investigating Aunt's House

  • Looking for suspicious activities related to Vontemort.
  • Searching for hidden panels.
  • Spot Hidden Roll:
    • Mechanics: Uses percentile dice (two dice).
    • Goal: Roll below 60 for success.
    • Hard Success: Below 30.
    • Extreme Success: Below 15.
    • Critical Success: Roll a 1.
    • Initial Roll: 96 (Failure).
  • Options after Failure:
    • Accept the fail.
    • Spend Luck: 70 luck points available, spend 1 luck point to reduce the roll by 1.
    • Push the Roll: Reroll with increased risk; cannot spend luck on the reroll; failing the reroll results in something very bad.
  • Pushing the Roll: Blindfolding to gain new perspective.
  • Success after pushing the roll - Extreme Success

Discovery Behind the Wall

  • Sound of something hollow.
  • Wall safe with old hinges.

Contents of the Safe

  • Small pouches.
  • Old black and white photo of aunt and Vontemort.
  • A feral-looking lake above the mountain aiming for the heart. Losing one point to sanity is the result.
  • Sanity Check:
    • Maximum Sanity: 55.
    • Losing 11 or more sanity points at once leads to indefinite madness.
    • Losing 5 or more points requires an intelligence roll; failing it means the character doesn't understand and avoids madness.

Dealing with the Discovery

  • Gripping an axe for comfort.
  • Rationalizing the photo as a trick of the light.
  • Date on the back of the photo matches the date the house was sold.

Leather Bags

  • Contain rough, raw, untempered diamonds and other gemstones.

Inventory Management

  • Adding pouches of gems to inventory.

Plans and Preparations

  • Making weed brownies.
  • Getting weed.
  • Gearing up the car.
  • Finding out more about the aunt.
  • Arts and crafts.
  • Getting another axe.

Crafting a Weapon

  • Painting a piece of wood (door hinge) with a cute design and the phrase "Vantanoir is a dickhead".
  • Attempting to sharpen it with a kitchen knife.
  • Fumble: 99. A fumble on a scale of 100 is between 96 and 100. A success on the scale is below 50 and a fumble is between 50 and 100.
  • Result: Splinters and one hit point lost.
  • Current Hit Points: 8.

First Aid

  • Applying plasters and bandages.

Research Project on Vontonoir

  • Interviewing people.

Past Investigations

  • Investigating the entire house.
  • Reading letters.
  • Conducting interviews in the library.
  • Reading newspapers in the library.

Intelligence Roll on Busser

  • Roll: 60; Intelligence: 75 (Success).
  • Busser ran food from the kitchen and was laid off with many others - near and off to years ago for a long term.
  • 15 worked in amount. 6 are willing to talk.

The Dumbwaiter

  • Goes from kitchen to bathroom.

Interviewing Blake Crossbead

  • Invited Blake for questioning a week ago.
  • Blake is an important golden gentleman.
  • Blake works for a woman in London.

Interview with Blake Crossbead

  • Sits in an armchair.
  • Pretending to smoke a candy cigarette.
  • Slamming a glass on the table, then asking, "What do you know about Vansenoir?"
  • Intimidation Roll:
    • Initial Roll: 64.
    • Spending 11 luck to succeed.
  • Blake says he can tell bits and pieces but takes his job seriously.
  • Dangerous to torture Vantamort as he can kill. Torture leads to no imprisonment but death.

Deception Attempt

  • Attempting to deceive by acting as a girl scout.
  • Deception Roll (Persuade):
    • Roll: 19. Persuade: 10.
    • Spending 9 luck points to succeed.
  • New guy at the door; has to find out how he does the contract.

Additional Actions

  • Pulling out vodka and girl scout cookies.
  • Learning that Vontemort traveled to Spain.

Encounter at the Bar

  • Slapping barkeeper after asking "How much?"
  • Getting information about Vantemort.
  • Contact - he'd try to get him in contact, as he's doing a galla.
  • Tying Jagged Pieces of Wood to Car - not an option