Dragoncat |
Alright... the Shingle Chase is on!
Here's the rules, courtesy of the book:
When a character moves, he decides if he wants to attempt to move one, two, or three cards. A character can move one card as a move-equivalent action (scrambling under laundry lines and across open rooftops) automatically, or he can attempt to move two or three cards in his turn by taking dangerous shortcuts as a full-round action (leaping from one rooftop to the next, clambering up a drainpipe,swinging along a line, or balancing along a narrow walkway, for example).
If a character wants to move two cards, he must select one of the two skill checks from the card he starts his turn on to make in order to move two cards. If a character wants to move three cards, he must make both of the current card’s skill checks to progress. If a character fails any of these checks by 5 or less, he only moves one card forward. If a character fails any of these checks by more than 5, he cannot move at all that turn, and if he fails two checks by more than 5, he falls 1d4×10 feet to the street below, taking the appropriate amount of falling damage.
A fallen character has two choices—he can either make a DC 15 Climb check on his turn to return to the card from which he fell, or he can wind his way through alleys andover fences and through mobs to continue the chase by making a DC 15 Strength or Dexterity check (his choice)to move one card—a fallen character cannot choose to attempt to move two or three cards until he climbs backup into the Shingles.
A character can also choose to make a ranged attack or cast a spell during his turn. If the action is a standard or move-equivalent action, he can still chose to move forward one card. If the action is a full-round action, he can’t move at all. For purposes of determining range, it’s easiest to assume that each card represents a distance of 30 feet.
Yeah... it's a real doozy. The last time I GM'ed this on the tabletop, it didn't go over well.
Dragoncat |
Oh, I forgot to add this to the rules.
If a character ends his turn on the same card as Trinia, he may attempt a single grapple check to grab and restrain her. Once Trinia is pinned, unconscious, or killed, the
chase ends. Also, if Trinia manages to move off of card 15, the chase ends.
Dragoncat |
Oh, that's fine. My cookies take the form of good roleplaying. :)
I would like to remind you that if you try for the Acrobatics route, you DO have Harrow Points you haven't spent...
I think Lyla's been the only one who's used one. I do remember giving you three.
Dragoncat |
The shingle chase was more or less a mess. Mainly because I had problems explaining the rules of the chase to my players (some of whom weren't listening) and because they weren't expecting it.
We also only had about a 4-hour block of game time to play, and the chase came in around the end of the night. At least with PbP the time restrictions no longer apply.
Perhaps I should have left the chase for the next session... oh, well. Water under the bridge.
Karri Chouk |
I also imagine that this encounter is tough for many 'optimized' characters as it relies on a set of skills that, really, only rogues have all of :) I think it's a clever mechanic that brings a little more to the table than the typical move here attack rinse repeat.
Dragoncat |
And another long overdue soundtrack update!
-Fighting in All the World's Meat: Attacked by Assassins (Baldur's Gate OST) Yeah I know it's a misnomer
-Eel's End: Acre Underworld (Assassin's Creed OST)
-Battle of Eel's End: Attacked by Bounty Hunters (Baldur's Gate OST) Silly Baldur's Gate soundtrack names...
-Vencarlo Orisini: The Noble Blade (Soul Calibur II OST)
-The Shingle Chase: Venice Rooftops (Assassin's Creed II OST)
Lyla |
To help keep track of treasure, I'd ask everyone to add 300 gp to their sheets for rescueing Trinia (Kroft gave the party 1,500 gps, split by 5 = 300).
Soon: magic items shopping spree!
DM Lil" Eschie |
Sorry to intrude, but I started reading your adventure and I must say it's a pleasure and a thrill! Really interesting characters and great RP from players and GM alike!
So far, i've just read the first 7 pages (right after the fight against the swarm of spiders in Lamm's boat) but i hope to catch on soon!
Karri Chouk |
1 person marked this as a favorite. |
I thought I was the only one Ortik!
Thank you for your attention and compliment! :D
I blame Dragoncat for letting us play rather than driving us :) Lots of NPC interaction leading to character driven adventure and storytelling!
DM Lil" Eschie |
Cause some promotion cant hurt..
Read some more pages yesterday, up to page 13 or around now... Still have lots to read! ;-)
Lyla |
Folks, I'm off to Japan today to spend the month and won't be able to post much (if at all) while I'm there. I'll be back to my regular posting shcedule in november 9th, so I'll ask @Dragoncat to bot Lyla during my vacations. If it's too much trouble, just send her on a side quest to find her missing parents and I'll pick things up when I get back. ;)
Cheers and good game!
Karri Chouk |
Hey everyone! :) My PC for a tabletop "Mummy's Mask" died (yes, again! lol)
Here is the idea I had for a replacement... Any advice would be appreciated :)
Female human (taldan) inquisitor of Pharasma 3/ranger 1 (Pathfinder RPG Advanced Player's Guide 38)
NG Medium humanoid (human)
Init +5; Senses Perception +10
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Defense
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AC 19, touch 13, flat-footed 17 (+6 armor, +1 deflection, +2 dexterity)
hp 35 (1d10+3d8+11)
Fort +7, Ref +5, Will +6
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 scythe +6 (2d4+8/×4) or
. . mwk dagger +6 (1d4+5/19-20) or
. . scimitar +5 (1d6+5/18-20) or
. . warhammer +5 (1d8+5/×3)
Ranged mwk composite longbow +6 (1d8+3/×3)
Special Attacks favored enemy (undead +2), judgment 1/day
Inquisitor Spell-Like Abilities (CL 3rd; concentration +6)
. . At will—detect alignment
Inquisitor Spells Known (CL 3rd; concentration +6)
. . 1st (4/day)—bless, cure light wounds, divine favor, shield of faith
. . 0 (at will)—acid splash, create water, detect magic, light, sift{super}APG{/super}, stabilize
. . Domain Heresy inquisition
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Statistics
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Str 17, Dex 14, Con 14, Int 10, Wis 16, Cha 10
Base Atk +3; CMB +5; CMD 19
Feats Cleave, Eerie Sense, Power Attack, Precise Strike[APG]
Traits corpse hunter, undead crusader
Skills Bluff +7, Climb +4, Diplomacy +4, Disguise +4, Intimidate +11, Knowledge (arcana) +4, Knowledge (dungeoneering) +4, Knowledge (nature) +4, Knowledge (planes) +4, Knowledge (religion) +6, Linguistics +2, Perception +10, Sense Motive +9, Spellcraft +5, Stealth +6
Languages Common, Osiriani, Osiriani, Ancient
SQ monster lore +3, solo tactics, stern gaze +1, track +1, wild empathy +1
Other Gear mwk breastplate, mwk heavy steel shield, +1 scythe, mwk composite longbow, mwk dagger, scimitar, warhammer, ring of protection +1, candle (2), chalk, everburning torch, hammer, piton (4), sack (2), silk rope (50 ft.), sunrod (3), tindertwig (4), 3 gp
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Special Abilities
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Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Corpse Hunter You have dedicated yourself to the destruction of undead, and receive a +1 trait bonus on all attacks made against undead.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Eerie Sense You get a chill down your spine when within 60 ft. of a haunt or undead.
Favored Enemy (Undead +2) (Ex) +2 to rolls vs. Favored Enemy (Undead) foes.
Inquisitor Domain (Heresy Inquisition) Deities: Abadar, Asmodeus, Calistria, Desna, Erastil, Gorum, Gozreh, Iomedae, Lamashtu, Nethys, Norgorber, Pharasma, Rovagug, Sarenrae, Shelyn, Torag, Urgathoa, Zon-Kuthon.
Granted Powers: Often it is hard to tell heretics from the f
Judgment (1/day) (Su) Variable bonuses increase as the combat continues.
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Maybe it was bad luck, or maybe it was fate. Pharasma teaches that everything that happens to us is by fate; there are no coincidences. So it is that I came into The Lady of Graves service. Some would say I was sold, some would be so kind as to say 'traded'. The truth is that the Lady called and fate delivered me to her. Since I was young I was trained to hunt and destroy the things that denied her judgment, or things that were simple hollow shells of what they were. My first real task was to expose and slay a necromancer that near where I was raised. Frightened, but resolute, I sought out this heretic and eventually slew him. The fight itself was heartbreaking. I could not believe the man that I was sent to slay was my own blood. My own brother. Once I had his head and the corpse had been burned I returned to the Grand Cathedral in Almas I also offered my resignation. I stood before the three high priests and demanded to be released from my thralldom. Birth and Death scoffed, 'as if I were allowed to deny the will of The Lady!' But, Prophecy's dry whisper broke through the noise, "She will serve. But she is needed elsewhere-and soon." He ignored the other two Priest's and their objections, turned to me and stared into my eyes. I tried not to flinch, but I saw reflected in his eyes what he was seeing. A land of shambling corpses, empty graves and unhallowed undeath. He whispered again, "Yes, go there and bring Pharasma's grace, or die yourself. I cannot see which is your fate. The Lady has turned away from me now."
The Ranger Level seems misplaced, except that I wanted her to use a Scythe. Inq's aren't naturally proficient, so... I went ranger because it did not exacerbate any MAD issues. Plus, the Favored Enemy (Undead) is pretty nice :)
Dragoncat |
Just going for a little clarification here, just to see if we're all on the same page here:
--Lyla hides in the crowd and uses Zellara's Harrow Deck to create an image of Trinia, trying to escape capture.
--Demitri, Karri, Nalun and Ortik all disguise themselves and make a show of cornering Trinia.
--One of you throws a 'disintegrate' spell (courtesy of Lyla's use of the Harrow Deck) that disintegrates Trinia.
Does that sound about right?