| Memluk "Blaze" Seljuk |
Do I get the sense that he's asking for anything specific, or should I know if he is, being a solider for as long as I have been?
| Grusk II |
"They been a bit too quite in there, yall think we err being cheated out o some pay like afore?"
Grusk is still talking about the porters that came out of our payment.....
"I need tha coin fer mah new armor!"
too many spoilers are annoying!
:)
| Memluk "Blaze" Seljuk |
| DM - Voice of the Voiceless |
Within the bag Blaze finds official insignia of his new rank. Twin bars in forged iron to be worn as a brooch. No magical effect
An hour or more after Blaze returns to the barracks, a runner comes with a writ from the Sargavan Government. It warrants the bearer to 5,000gp worth of goods or services within Kalabuto.
| Memluk "Blaze" Seljuk |
Since nobody else wants to post, I'm happy to make this the Corporal Blaze show
Blaze affixes his brooch to his leather vest, with a bit of a proud smile on his face "Thank you Sir. We could definitely use at least a small break before heading back out into the wilds once more."
Taking his leave he makes his way back to where the rest of the Wolves are proudly displaying his new rank. "Well lads, its official, you're looking at your new squad leader. My first orders are as follows: Grusk, take a bath, you smell worst than a two week old garabge heap. When your done getting clean, relax and enjoy your time off. Sentis, feed Baran, id hate for him to accidently eat one of the new recruits. After that, relax and enjoy your time off. Kaavel, go practice pummeling people to death, just try really hard not to actually do it. Once finished, relax and enjoy your time off. Dark, uh your looking a bit extra feral. Maybe you wanna shave? If not, that's fine too. Relax and enjoy your time off either way. Doc, go make some new toys that blow people up better and then relax and enjoy your time off."
Orders given, Blaze goes to study the spellbooks they found, starting the process of adding those spells he desires into his personal spellbook.
| Memluk "Blaze" Seljuk |
The Keleshite chuckles "Then I guess you'll have no problems following my orders, huh?"
Looking to Grusk he says "What you and Doc wanna do when its bath time is up to you. If that's your chosen lifestyle good for you. Its not an easy one, but what makes you happy often is a difficult road to travel"
| Sentis Spinis |
Sentis laughed heartily at the Wolves banter and antics. He'd be alone so long except for the infrequent visits with Darkbiter that he'd forgotten what it felt like to have family. But he was remembering now.
That sure is some fancy new jewelry you got there Sunny. Congratulations on finally being official. Not that we needed their approval of you to lead us. Ill get Baran that well deserved meal now...Sir!
The half elf smiled mischeviously and made his way to the chow hall to see if there was any raw meat for his canine friend.
| Drannigan "Doc" Piper |
"A'course ah'm not." Doc said. "Ah got short legs. Th' cow beat me to it. An' ah don' need love potions. Ah got booze."
"Now tha' this battle o' wits has become a more o' a mugging, permission t' go make things tha' kill people, sir." Doc says with a smirking salute.
| Sentis Spinis |
Sentis had found a very congenial cook at the mess hall who was more than willing to part with some meat scraps for the wolf. It seems that the story of Darkbiter's heroic fight for lives of Baran and the bear had found their way around the base to much applause.
The canine's hunger sated the two fared the cook farewell with promises of future visits and made their way back the Wolves where the banter hadn't let up at all.
| DM - Voice of the Voiceless |
The banter continues into the night and despite some distant snickering from other units, they don't come forward to join in the fray. The fires in camp eventually burn low and the time comes for sleep.
His clothing is that a member of the Blood Hawks and he does not carry any weapons. He has only a piece of parchment in his hand.
Down Time:
You will all get ample downtime after this short interlude to complete any shopping or crafting that you want to.
Just post up either here or Discussion thread what you want to get done.
| DM - Voice of the Voiceless |
The halfling drops the piece of paper while swearing and tries to scarper - attempting to slink past Grusk and out the front door.
Grusk - since you spotted him you can attempt to restrain with a grapple check.
If not, then he'll scarper out the door and we'll start a chase scene :)
| DM - Voice of the Voiceless |
Grusk's swing of the sap is a touch too slow and the halfling ducks under it and into the cool night air. In the glint from the stars you pick out that the halfling is a member of the Gut Crushers another of the Blood Hawk squads currently in barracks.
Ok, setting the stage for the chase - if I can get Perception checks from the remaining squaddies as it will impact where you start in chase initiative. ie. if you beat 25 you start on round 1, if not - then round 2.
Once I've got the checks, then I'll lay out the chase rules and sequence.
| DM - Voice of the Voiceless |
Doc looks up from the cauldrons that he has just finished washing out to see a halfling bolt out of the Wolves part of the barracks and hear the shouting of his squadmates.
No problems Doc - you'll start on the same count as those who didn't wake up in Round 1. Up to you whether you choose to chase or leave it to the squaddies who burst out of the barracks in their underclothes ;)
| Baran |
Perception - 1d20 + 5 ⇒ (9) + 5 = 14
Baran lay loyally beside the half elf's bunk and dreamt of pine forests and mountain trails. He was exhausted from the training he was getting but proud that he was picking up the tricks Sentis was teaching him. He especially enjoyed retrieving items and using his natural abilities to track down objects.
| DM - Voice of the Voiceless |
Ok, the chase rules are in the PRD, but here's a short version.
On each card there will generally be a choice of two different obstacles to attempt. These are attempted through a skill check or combat maneuver.
On your round you can do one of two things:
Attempt only 1 - which moves you forward one card if successful.
Attempt both - which moves you three cards is successful, but you risk not moving at all if you fail one or both. You also risk getting mired which costs an extra turn to get rid of.
If you are on the same card as the target when it's your round - you can attempt to grapple / trip / attack instead of attempting a move.
Similarly if you are ahead, you can ready an action to do the same as the target moves into or through your card.
Any questions let me know, otherwise I've found the quarry generally gets taken down pretty quick.
I am open to usage of skills / maneuvers other than those I've listed if they make sense for the obstacle presented. I'm pretty lenient in that respect so be creative if you feel like it.
Starting Order:
Card 2: Halfling
Card 1: Grusk, Doc
Card 0: Sentis, Baran, Blaze, ?Cort?, Kaavel, ?Dark?
The bolding works the same as my initiative tracker, those in bold have yet to take their turn this round, those in normal type have taken their turn.
Those who made the DC 25 Perception can act in Round 1, those who didn't will wait till Round 2.
For Doc - I've assumed that you'll start on Card 1 in the second Round due to being awake outside the barracks - though not close enough to react quickly to the fleeing figure.
Halfling Initiative: 1d20 + 4 ⇒ (2) + 4 = 6
I don't have my shortcuts with me, so please roll your own initiative in your first action. I've assumed quite a few of you will beat a 6 so the Halfling will wait for the lay of the land before taking his action.
Your quarry's short legs are pumping furiously as he streaks across the common yard yelling "Bugger, bugger, bugger, bugger" but he hasn't gotten too far yet.
Card 0: Barracks
The barracks interior is cluttered with many bedrolls and gear bags - making the footing treacherous if you're trying to move through quickly.
Kneecapped by Bedposts: Push through the billets and beds in the barracks through sheer force (Bullrush)
Dance through the Detritus: The cluttered field is no impediment to your delicate dancing toes. Slide, shimmy and shake through the gloom (Acrobatics)
Card 1: Common Yard
Bursting into the common yard outside the barracks, the ground turns to loose scree and it is scattered with the sleeping bodies of some of the squaddies who have slept outside to avoid the oppressive heat of the barracks. With the halfling's passing some of the figures are stirring and starting to sit up.
Jumping Jackrabbit: Flying like a majestic springbok o'er the rising heads of the men (Acrobatics - Jump)
Outside Voice: "Make way, coming through" try and cow the human obstacles into acquiescence (Intimidate)
| Grusk II |
Initiative
1d20 + 4 ⇒ (9) + 4 = 13
"Skylar wants tah eat a little snack?"
The falcon joins the hunt for the rabbit!
Acrobatics
1d20 + 10 ⇒ (19) + 10 = 29
"Too easy! Yer gonna have tah run faster tha that yah jus volunteered fer Doc's next rounds o potions!"
"....an beastlure."
| DM - Voice of the Voiceless |
Doc - yep, if you're within a card you can try a tanglefoot lob at a range of about 20 ft. Two cards would probably be the long extreme range at ~50ft, but you could still attempt.
There's a risk of catching friendlies in the blast if they are on the same card though, and it would potentially 'alter' the obstacles as well. (sometimes for the better, sometimes not)
If you take a combat action, that replaces your attempt at moving cards for that round.
Sentis remains stuck in the barracks, but Kaavel barrels out and into the open air of the common yard.
Vaulting over the heads of confused mercenaries awakening from slumber Grusk draws close to the quarry.
The halfling spots Grusk drawing near and tries to keep pace in front of him. Aiming for a nearby drainpipe, he looks to shimmy onto the room of the messhall...
Climb: 1d20 + 6 ⇒ (10) + 6 = 16
...making the climb and moving onto the roof.
Top of Round 2:
Card 3: Halfling
Card 2: Grusk
Card 1: Kaavel, Doc
Card 0: Blaze, Sentis, Baran, ?Dark?,
Initiative Tracker: Blaze, Kaavel, Doc, Sentis, ?Baran?, Halfling
I decided to revert back to normal Initiative Tracker as it's easier to keep track of.
Blaze - you can keep your initial rolls, or choose to change your action and get fresh rolls.
Card 2: From the Ground to the Roof
At the edge of the common yard is the main command building, the chase heads upwards as your quarry moves from the ground to the roof.
Drainpipe Shimmy: A rain drainpipe at the building's edge gives a roof access point (Climb)
Triple Jump: A pile of haphazardly stacked boxes sits precariously next to the command structure. If you are light enough on your feet you could get up that way... or the boxes could give way beneath you. (Reflex Save / Acrobatics - Hard)
| Sentis Spinis |
Embarrassed at his very unagile display and sorry that Baran probably felt the brunt of it; Sentis regains his feet aftera quick pat the wolf's head and again attempts to make his way through the bunkhouse. Well behind the others at this point.
Acrobatics - 1d20 + 2 ⇒ (15) + 2 = 17
| DM - Voice of the Voiceless |
Grusk shimmies up the drainpipe like a well trained cat-burglar, and Sentis is able to maneuver his way out into the courtyard. Baran gets caught up in Sentis' discarded bedclothes for a few moments and makes no progress.
Current Positions:
Card 3: Halfling, Grusk
Card 2:
Card 1: Kaavel, Doc, Sentis
Card 0: Blaze, Baran, ?Dark? / ?Cort?
Initiative Tracker: Blaze, Kaavel, Grusk, Doc, Sentis + Baran, Halfling
| DM - Voice of the Voiceless |
Blaze, clearer explanation below:
Option A: Keep your current 1 card move and move forward to card 1 this round.
Option B: Seeing as how the halfling has a good headstart, you could attempt a 3 card move. However if you did this, you'd need to re-roll the Acrobatics check, and add a Bullrush.
At the sight of a half-orc with potentially malevolent intent closing in the halfling yells "Hargy, Numbnuts! Help!"
Kaavel moves through the cluttered common yard, and although catching one of the waking men with a knee - he manages to keep moving forwards.
Current Positions:
Card 3: Halfling, Grusk
Card 2: Kaavel
Card 1: Doc, Sentis
Card 0: Blaze, Baran, ?Dark? / ?Cort?
Initiative Tracker: Blaze, Kaavel, Grusk, Doc, Sentis + Baran, Halfling
| Drannigan "Doc" Piper |
Doc whipped his head around as the halfling and then his squad mates went tearing past. Watching the halfling run, he knocked the board off his mortar (which he'd been using as a stool).
"What're ye runnin' from li'tle rabbit? " he said dropping a shell down the barrel.
1d20 + 6 ⇒ (1) + 6 = 7
A moment later Doc was covered in alchemical glue, stuck to the ground, and to his mortar and a half dozen pots and pans.
He stood for a moment, sighed and then fought the glue long enough to break out his flask.
I'm too slow to catch up anyway. I'm going to take that as a sign.