| Dungeon Master S |
Chase scene... I've come to enjoy them at the table, but I'm still meh when it comes to doing them via PbP. The best method I've discovered so far is to allow people to act as a single unit (much the same as more modern chase scenes.) It's not strictly run as written, but I think it's more fun and better for everyone. Doing it by the book would mean this scene would take us until February... Not okay.
SO, here's what I'd like to do. I'll supply the options, and the first person to post a success will get the party through the obstacle. If more than half of you post before a success, that round fails. Does that make sense?
Finally, you have an added advantage, a mythic character can spend one use of mythic power once per round as a free action to do one of the following.
check or saving throw to overcome an obstacle. A PC must
use this ability before attempting the skill check.
check or saving throw to overcome an obstacle, he removes
all obstacles from that square. Have the player describe how
his character punches handholds in a wall, smashes down
a barrier, brushes away caltrops with the shockwave of his
leap, or similarly defeats the obstacle in a mythic fashion.
| Dungeon Master S |
Baddies: 1d20 + 6 ⇒ (11) + 6 = 17
Desh: 1d20 + 6 ⇒ (1) + 6 = 7
Narad: 1d20 + 10 ⇒ (10) + 10 = 20
Garrett: 1d20 + 5 ⇒ (3) + 5 = 8
Flyndal: 1d20 + 6 ⇒ (11) + 6 = 17
Cëanel: 1d20 + 9 ⇒ (3) + 9 = 12
Kohi: 1d20 + 3 ⇒ (14) + 3 = 17
The enemy is up ahead! For those of you who can't check often, which today may include me, I apologize for the post count when you check this!
The path you're on is really winding with steep walls. You can either use it to your advantage Initiative check, or you can try to find a short cut by taking the high ground Perception
Narad, Rogue
|
The path you're on is really winding with steep walls. You can either use it to your advantage Initiative check, or you can try to find a short cut by taking the high ground Perception
Perception: 1d20 + 12 ⇒ (15) + 12 = 27
"I think I can see a shortcut there!"
Garrett Goodleaf
|
Perception: 1d20 + 8 ⇒ (16) + 8 = 24
Garrett perks up when they spot their quarry! He looks around with Narad and spots something as well. "Quick!" He works to rally his companions with Narad.
| Dungeon Master S |
Narad and Garrett both scramble up above to get a good look. There's a shortcut! Unfortunately the way is steep and treacherous. Do you lower yourself like freeclimbers (Climb), or bound down like mountain goats (Acrobatics)?
REDACTED: 1d20 + 3 ⇒ (13) + 3 = 16
PCs: Steep Slope
Enemy: Cliff's Edge
| Dungeon Master S |
Narad leads the way down, which gives everyone else an idea to where to put their feet. Following your innocent-ish rogue is easy after that.
Unfortunately the short cut has a REALLY tight spot. Getting through isn't going to be easy. Do you shimmy (Escape Artist), dive through (Reflex), or shove yourself (Strength)?
REDACTED: 1d20 + 12 ⇒ (10) + 12 = 22
PCs: Narrow Pass
Enemy: Natural Bridge
| Dungeon Master S |
It's a one man show at the moment. I'll slow down after this one and let others in on the action.
The path hit s aspot of quicksand! Narad!!! How are you going to get through? Find a path through (Survival) or suck it up (swim)
Redacted: 1d20 ⇒ 8
PCs: Quicksand
Enemy: Natural Bridge
| Dungeon Master S |
Desh strikes out, but can someone else save the party? You hear cursing ahead, and it's closer than ever!
Flyndal Danwrick
|
Survival, Human(?): 1d20 + 8 + 2 ⇒ (18) + 8 + 2 = 28
“What in the nine hells are you doing, boy? Not there! Go that way!” With some gentle feedback, Flyn guides Narad toward the shallow end of the pit, and tosses him a pertified tree limb.
| Dungeon Master S |
Flyn jumps in front of the others and finds the path with brutal efficiency. He leads the party to another crack in the mountain. There's no room to dive through, so it's shimmy or shove (Escape Artist or Strength). You think you saw them for a split second!
1d20 ⇒ 14
PCs: Crack in the Mountain
Enemy: Natural Bridge
Garrett Goodleaf
|
Escape Artist: 1d20 + 7 ⇒ (16) + 7 = 23
"I think I see them! Quickly, through here!" Garrett assists in directing his comrades through the narrow crack, and pushing/pulling as needed to get them all through! "Keep at it! We've almost caught them!"
| Dungeon Master S |
The path Garrett points out leads you out to the side of a cliff (Indiana Jones style) It's a LONG way down, but you're so close!
Follow the narrow path (Acrobatics) or hold on for dear life (Climb)! Hurry you're gaining on them! There's more sweating ahead!
1d20 ⇒ 8
Party: Cliff
Enemy: Wall
Flyndal Danwrick
|
Works for me either way!
Acro: 1d20 + 8 ⇒ (10) + 8 = 18
| Dungeon Master S |
Desh does the seemingly impossible and gets the party across with incredible alacrity and grace.
They're in sight! You've got them! They turn and . . . Update in the morning. Tune in to the same Bat-channel.
1d20 ⇒ 4
| Dungeon Master S |
"Kafar they are here!"
You turn the corner just as they are about to pass into a massive structure. They know you have caught them, and they aren't going down without a fight!
Baddies: 1d20 + 6 ⇒ (15) + 6 = 21
Desh: 1d20 + 6 ⇒ (1) + 6 = 7
Narad: 1d20 + 10 ⇒ (2) + 10 = 12
Garrett: 1d20 + 5 ⇒ (4) + 5 = 9
Flyndal: 1d20 + 6 ⇒ (10) + 6 = 16
Cëanel: 1d20 + 9 ⇒ (13) + 9 = 22
Kohi: 1d20 + 3 ⇒ (20) + 3 = 23
| Dungeon Master S |
Round 1:
Kohi: Go
Kay: Go
Baddies: TBD
Flyndal: TBD
Narad: TBD
Garrett: TBD
Desh: TBD
| Dungeon Master S |
Allowed, but it falls on deaf ears.
Kohinoor an-Gul
|
Burning a MP for Rally. Everyone within 30 ft. of me can reroll one d20 this round (and this round only). Guess that's everyone. I'll probably spam this all fight.
Kohinoor lets an energizing burst of luck flow forth, granting the Dawn's favor to her friends. As she does, she moves forward, longspear loose in one hand and holy symbol tight in the other, and attempts to hold her foes with a divine grip.
Casting Hold Person on the targeted enemy. DC 16 negates, each round.
Garrett Goodleaf
|
That's awesome, Kohi! Now I can concentrate on using Concentrated Barrage and Decisive Strike. I also picked Rally, so knowing that you have it as well makes life much easier for us.
| Dungeon Master S |
Seizing the advantage, Kay tosses a spell of Glidderdust at the pair:
Kafar: Will: 1d20 + 5 ⇒ (19) + 5 = 24
Nefti: Will: 1d20 + 9 ⇒ (15) + 9 = 24
But they both manage to avoid being blinded. Kohi uses some of the power granted to the party even as she unleashes a spell on Kafar: Will: 1d20 + 5 ⇒ (6) + 5 = 11, and snares the man in the Dawnflower's hold. He immediately tries to resist the spell Will: 1d20 + 5 ⇒ (7) + 5 = 12, but is still held. Nefti sees the Pathfinders closing in and also brings magic to the fight as 1d4 + 1 ⇒ (1) + 1 = 2 he splits into three versions of himself with each image dipping and moving into each other.
Kohi: Go
Kay: Go
Baddies: Stuff
Flyndal: Go
Narad: Go
Garrett: Go
Desh: Go
Kafar: Held
Nefti: 2 images
Flyndal Danwrick
|
Flyn draws a spear and lobs it at the split sorcerer, eliminating one of his doppelgangers.
Is the Giltterdust still active? Can we see it on the map?
Spear: 1d20 + 8 ⇒ (16) + 8 = 24
Damage: 1d4 + 2 ⇒ (3) + 2 = 5
1 is Real: 1d3 ⇒ 3
Garrett Goodleaf
|
Garrett quickly snatches out his shortbow as he moves forward into a better position! Like Flyn, he seeks to also eliminate one of the multitude of Neftis.
Attack Nefti: 1d20 + 8 ⇒ (9) + 8 = 17
Damage: 1d4 ⇒ 4
1 is Real: 1d2 ⇒ 2
| Dungeon Master S |
Should be on the map (Glitterdust).
Flyndal and Garrett both knock out the sorcerer's images, leaving only the one.
Kohi: Glitterdust
Kay: Hold
Baddies: Stuff
Flyndal: Image destroyed
Narad: Go
Garrett: Imnage destroyed
Desh: Go
Kafar: Held
Nefti: 0
Desh Greyskin
|
Desh rushes forward, drawing his sap into his hand as he closes on Nefti.
"Always the hard way," he growls as he swings.
Move to the square to the right of Nefti (provoking an AoO vs CMD 24), drawing sap. Then power attack Nefti with the sap.
sap: 1d20 + 9 - 2 ⇒ (17) + 9 - 2 = 24
1 is real: 1d2 ⇒ 1
nonlethal damage: 1d6 + 5 + 4 ⇒ (4) + 5 + 4 = 13
| Dungeon Master S |
Desh, did I miss a Haste or Expeditious Retreat spell?
| Dungeon Master S |
Gotcha, go ahead and move on the map.
Desh flies forward like a cheetah. It's a sap versus sap fight as Nefti tries his, ATK: 1d20 + 7 + 1 ⇒ (10) + 7 + 1 = 18, but can't connect. Meanwhile, Desh gets a hit on the neck.
Kohi: Glitterdust
Kay: Hold
Baddies: Stuff
Flyndal: Image destroyed
Narad: Go
Garrett: Imnage destroyed
Desh: ATK
Kafar: Held
Nefti: 0 (13 nonlethal)
| Dungeon Master S |
Narad moves into position.
Kohi: Go
Kay: Go
Baddies: TBD
Flyndal: TBD
Narad: TBD
Garrett: TBD
Desh: TBD
Kafar: Held
Nefti: 0 (13 nonlethal)
Kohinoor an-Gul
|
Burning a MP for Rally. Everyone within 30 ft. of me can reroll one d20 this round (and this round only). Guess that's everyone. I'll probably spam this all fight.
Kohi elects to try disabling the remaining foe rather than hurting him. She offers a prayer and points her holy symbol at the man, trying to shut out the sun's light in his eyes. That done, she moves forward, threatening both men with her longspear. "Please give up. I don't wish to hurt you!"
Casting Blindness, DC 17 Fort negates.
Attack of Opportunity (if either trigger it): 1d20 + 6 + 1 ⇒ (1) + 6 + 1 = 8
Reroll (Rally): 1d20 + 6 + 1 ⇒ (10) + 6 + 1 = 17
AoO Damage?: 1d8 + 4 + 1 ⇒ (3) + 4 + 1 = 8
| Dungeon Master S |
It's okay, they seem to be listening at the very least. You get bonuses for the comments above about healing, etc.
The spell still comes at Nefti 1d20 + 9 ⇒ (3) + 9 = 12
The man is struck blind, and it's the last straw.
"Please! Mercy! We're tired of this mission and the Consortium itself!"
He drops his weapon, but Kafar is still paralyzed.
Flyndal Danwrick
|
Flyndal moves around the frozen man warily, attempting to knock the weapon (?) from his rigid hands.
CMB/Disarm Helpless target: 1d20 + 6 + 4 ⇒ (8) + 6 + 4 = 18
Or I’ll just take it away, if that is an option.
Desh Greyskin
|
"We're not Consortium, dumb-asses." He says as he helps Flyndal disarm the two fools, "And we'll happily help you stick it to'em."
If necessary, Desh will Aid Another to Flyndal's Disarm attempt.
Aid Another: 1d20 + 8 ⇒ (2) + 8 = 10
| Dungeon Master S |
Flyndal yanks the weapon out of hand before the spell wears off. When it does, the man also surrenders.
"Please! Mercy, healing, and succor. We're tired of this. All of it."
Nefti speaks up, "No, you misunderstand. WE are Consortium. But we've grown tired of their abuse. This isn't what we've signed up for. Now we're poisoned and hunted down."
| Dungeon Master S |
Out of combat. What now Pathfinders?
Flyndal Danwrick
|
Flyn suppresses a snicker at Desh’s confusion. Forcing a serious expression, he turns to their prisoners. “How many did the Consortium send here? What was your mission and intel?”
| Dungeon Master S |
"Please, heal us first. The Consortium sent only us. We were expendable to them. Heal us first and we will give you answers."