
Ryder Koss |

Ryder looks for a place to look inside the flat, and tries to peer inside if able, and/or puts his ear to the wall to listen.
Perception: 1d20 + 0 ⇒ (11) + 0 = 11
If nothing can be seen or heard from within, Ryder will say "Let's go in" Ryder will try the door; if locked he'll motion for Amendithas to break through.

Dylan Arroway |

Dylan will look to see if he can see any movement inside also. If the inside is too dark inside to see anything, Dylan will use his sword to shed some light inside through the window if there is a window.
perception: 1d20 + 3 ⇒ (17) + 3 = 20
Cast spell-like ability "Light" on sword.
Also in prepping to go inside Dylan will position himself next to Amendithas to enter, readying himself to a possible trap going off upon entering the room. "If this person did what they are accused of there could be traps as we enter so be ready."

GM Grecko |

Up here near the top of the Shingles during daytime hours, there is plenty of light, the light spell may not be necessary, but you can still cast it anyway.
You both peek in through rusty holes in the rickety shack at the top of the stairs. Enough light is emanating through various holes throughout the shack that you can see inside quite well. The room has two doors, the one you are at that leads to the stairs, and another one that sits slightly open due to faulty hinges that leads out to one of the many catwalks among the shingles district.
You can also see that the door you are trying to enter has several chairs barricading the entrance. On the opposite side of the shack, you notice a smaller cot with a slender figure resting upon it. From this location you are unable to determine whom the figure is, or whether or not they are sleeping, or possibly dead...
If you wish to break open the door, you can do so with a DC 16 Str Check. If you make it inside, a second round of perception checks would be required.

Dylan Arroway |

Dylan will say some inspiring words to Amendithas before he breaks through to door. "Amendithas, envision yourself plowing through the door making it to the other side. See the door splintering to thousands of pieces as you rip through it. "
+2 moral bonus

Amendithas |

Amendithas pauses for a moment to collect himself, then rushes at the door.
Strength: 1d20 + 4 ⇒ (1) + 4 = 5
Not sure if I rolled correctly. Do I add the +2 bonus to that? If so, Strength = 7.
He stumbles back from the door.

GM Grecko |

Yes you would add the +2 from his morale bonus to your roll Although with a roll like that, it hardly matters :p
Amendithas, hearing some wonderfully inspiring words gets caught up in the moment and forgets where the door is and smacks his head into the beam supporting the hinges.
Since rounds kind of matter, but not too much here, Ryder and Ralof have a chance to do something before Dylan and Amendithas go again.

Ryder Koss |

While the others keep trying the door, Ryder is going to check out the adjacent flats to see if there's a way through to the back door of Trinia's flat...
One of the things you would have noticed as you went up the stairs, are several neighbors in various other flats. Most of them just shut there doors as you guys came up. Others just stared at you.
Ryder will run up to someone who is 'just staring' showing his Korvosan Guard emblem, "I need through your flat to the back side!" If they just stare, or argue, or attempt to shut Ryder out, Ryder will just force his way through the door and run through the flat to the back side. "Step aside!"
As applicable...Diplomacy: 1d20 + 4 ⇒ (6) + 4 = 10
Intimidate: 1d20 + 8 ⇒ (10) + 8 = 18
Strength: 1d20 - 2 ⇒ (14) - 2 = 12

GM Grecko |

You quickly move down to lower walkway and over a few flats to an older woman whom seems intent on watching the events unfold. She tries to get back inside before you roll up to her, but her age betrays her and she is unable to get inside fast enough. She offers you no resistance as you flash your emblem at her and move through to the back of the flat.
It takes you two rounds to manuver yourself to old womans flat, make half hearted "official" guard entrance. It will take you a round to make it back to Trinias flat, and another to move the chairs out of the way so the doors can be opened. That means there is 2 more rounds in which the others can continue to try to break the door in. And on the 3rd they can delay until you move the chairs.
Upon leaving out the back of the old womans flat, give me a perception check, as well as another for when you enter Trinia's flat.

Ryder Koss |

Perceptions:
out back: 1d20 + 0 ⇒ (6) + 0 = 6
in Trinia's: 1d20 + 0 ⇒ (3) + 0 = 3

GM Grecko |

Dylan Arroway |

Dylan say to Amendithas " After you visualize your objective, you have to open your eyes when you try to put it into action."
After seeing a Amendithas fail at the visualization of his goal technique, Dylan thinks to himself: Maybe I need to appeal to his primitive mind. A more stern approach may be needed for Amendithas.
Next Dylan tries to inspire Amendithas with his words again. "Listen up you son of a Kobold, you pick yourself up and break down that door! The door should be in pieces, MAGGOT! Now GROW a pair and bust through the DOOR!
I went with the drill sergeant approach, hopefully it works (+2 Moral Bonus)

Amendithas |

Amendithas, a tad dazed from his run-in with the beam but reinvigorated by Dylan's tough love, shakes it off and lunges at the door a second time.
Strength: 1d20 + 4 + 2 ⇒ (19) + 4 + 2 = 25 (+2 Bonus) Finally, a decent roll.
Once inside, he'll glance around.
Perception: 1d20 + 4 ⇒ (3) + 4 = 7 Did we really expect anything different?

GM Grecko |

Why Amendithas never uses his Rage ability (you know, the one granting him +4 Str/Con) for situations like this I'll never know :)
Ralof Still has a chance to break open the door on the previous round, but I'll proceed from here. If he succeeds, that just means Ryder likely would never have tried to find another way in.
Amendithas, inspired more from the pumped up drill Sargent words than trying to visualize his objective, bursts through the door sending chairs across the room.
At this point, Ryder would likely meet the others at the same time in the newly opened room. No need to move chairs for them to enter.
I'll still need perceptions from Dylan and Ralof when they enter, as for Ryder and Amendithas, you notice, despite the poor rolls, the figure on the bed is indeed that of Trinia, and she appears to be sleeping. This is certainly odd considering the noise level here.

Dylan Arroway |

Perception: 1d20 + 3 ⇒ (5) + 3 = 8
Dylan fallows Amendithas inside after he crashed through the door.
Dylan then heads over to Trinia and checks her for injuries.
heal check: 1d20 + 7 ⇒ (6) + 7 = 13

GM Grecko |

The subtext of the room... This one-room flat combines all the amenities of a bedroom, a kitchen, and a painter’s studio into one fifteen-foot-square space, leaving little room for much else. A stack of cheese and bread sits on the counter next to several full waterskins, while the easel in the opposite corner holds a half-completed painting of an imp and a pseudodragon fighting atop a church steeple. A broken door leads to a smaller balcony shared by several of the midland residents. A single window looks out over the tangled rooftops of the Shingles, while just under it, a woman sleeps in a curled-up position on a low bed.
Will Save: 1d20 + 5 ⇒ (15) + 5 = 20
Dylan moves in to tend to the woman on the bed. As you try to roll her over to check for injuries, you immediately sense that something is not right. The woman on the bed is a illusion. The illusion quickly dissipates, leaving only an empty cot.
*Edit - I'll need another round of perception checks from each of you

GM Grecko |

Ralof (And anyone else with a perception of 15+) catches a glimpse of movement outside the window. It is Trinia, quite some distance away, balancing across a narrow ledge quietly attempting flee from the scene.
Initiative Time!
Amendithas - Initiative: 1d20 + 3 ⇒ (15) + 3 = 18
Dylan - Initiative: 1d20 + 3 ⇒ (6) + 3 = 9
Ralof - Initiative: 1d20 + 3 ⇒ (11) + 3 = 14
Ryder - Initiative: 1d20 + 6 ⇒ (8) + 6 = 14
Trinia - Initiative: 1d20 + 2 ⇒ (14) + 2 = 16
Double check your initiative numbers in case I need to update them on my dice roll sheet.
-----------
Order:
Amendithas
Trinia
Ryder
Ralof
Dylan
----------
The mechanics behind this "chase" scene that you are about to undertake is a little strange, but looks rather fun. I will post both a map and the rules behind it a little later tonight. For now, just hang tight.

Ryder Koss |

Perception: 1d20 + 0 ⇒ (3) + 0 = 3
For someone interested in the divination of Harrowing, Ryder sure can be an oblivious fool...
Ryder drops to his hands and knees to look if she's under the cot.

GM Grecko |

Here's how the rules work for this chase. You can see the colored cards on the map. On your turn, you can move 1, 2 or 3 cards at a time.
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.
The first cards obstacle options are as follows:
Cluttered Rooftop: Acrobatics DC 10
Hidden Shortcut: Perception DC 15
This means you can move 1 square without making a check.. 2 squares by making one of the two checks, and 3 squares by making both checks.

Dylan Arroway |

Ryder Koss |

Ryder will move-action to move one card, while drawing his wand of Jump as part of that move action, will then cast it on himself, and then Quick-Draw reholster his wand.
Meanwhile he'll shout after Trinia "Please stop! Let us help you prove your innocence!"

GM Grecko |

You failed the perception check by 5 or less, so you at least get to move a card
Everyone keep in mind, 1 card is a move action, 2 cards is a full action requiring only 1 of the two checks.. and 3 cards is a full requiring both checks.
Amendithas moves closer to Trinia, A look of concern crosses her face as she draws a wand while slowly moving through the various obstacles. She points the wand at Amendithas, speaks a few incantations...
Amendithas Will Save: 1d20 + 2 ⇒ (3) + 2 = 5
Amendithas appears to be dazed. Duration of 1 Round
--------
Ryder then moves forward preparing himself for opportunities to jump, making his comments as he does so.. Trinia makes no visible sign that your comments made a difference with her. The look is still that of concern.
Dylan takes both a shortcut and tumbles across a cluttered rooftop to get closer to Trinia. The look of concern starts to turn to one of panick as you roll up closer to her.
Ralof is up next.
------
After Ralof's move, Amendithas will be dazed for this round (Takes no Action), making it Trinias turn again.
------
After Ralof goes I'll post the obstacles for the squares you are currently occupying.

GM Grecko |

Hmm, I just re-read and I missed something kinda important...
While a character’s speed doesn’t directly affect how far he moves during the Shingle chase, it does affect how quickly he navigates obstacles. For each 10 feet slower than speed 30 a character moves, he suffers a cumulative –2 penalty on any skill check made to navigate these obstacles. Likewise, for every 10 feet faster than speed 30 he moves, he gains a +2 bonus on these checks. These checks also assume that a character isn’t using flight, teleportation, or other magical methods of travel to chase Trinia—if your PCs have access to these effects already, you can simulate the advantages these grant by giving a +10 bonus on skill checks made here, simulating the character’s use of enhanced movement to bypass obstacles entirely and allowing him to move up to three cards per turn with ease.
...So those of you wearing armor slowing you down to 20ft, you take a -2 to these checks... I wont ret-con anything, just be aware for future rolls.

Dylan Arroway |

As a free action Dylan yells "You have nothing to fear from us. We only want the truth. You will have my protection as a Cleric of Tulis if you are innocent. Please stop running."
Diplomacy: 1d20 + 7 ⇒ (1) + 7 = 8

GM Grecko |

Per a hangouts discussion, Ralof would like me to post for him, taking both risks
Acrobatics: 1d20 + 0 - 2 ⇒ (20) + 0 - 2 = 18 (-2 for speed slower than 30)
Perception: 1d20 + 10 - 2 ⇒ (20) + 10 - 2 = 28 (-2 for speed slower than 30)
Wow, did he seriously just double Nat-20?
Ralof, wanting to end this chase asap, expertly follows Dylans path. Trinia seems even more concerned now that two people are so close.

GM Grecko |

Square 5 Obstacles:
Narrow Hole in Wall: Escape Artist or CMB DC 25
Wall: Climb DC 20
Trinia wants to keep her distance, But doesn't feel she can move through the hole in the wall fast enough.
She opts for the climb. Her lifetime of living in this district shows as she effortlessly climbs the wall.
Mechanically, Trinia has the Shingles runner feat, allowing her to take 10 on climb checks even when distracted. Her Take-10 in climb results in a 20.
She moves 2 cards forward
Square 4 Obstacles:
Very Hidden Shortcut: Perception DC 25
Very Steep Roof: Climb DC 10
Square 2 Obstacles:
Very Hidden Shortcut: Perception DC 25
Wide Rooftop Leap: Acrobatics (Jump) DC 25

Amendithas |

Amendithas tries to shake off the stupor of Trinia's spell, but remains dazed. In his haze, he peers at the street below and could swear he sees strange horseless carriages of metal--each a different shape and color.
"What devilry is this?" He mutters/slurs to himself.

GM Grecko |

GM Grecko |

Amendithas tries to shake off the stupor of Trinia's spell, but remains dazed. In his haze, he peers at the street below and could swear he sees strange horseless carriages of metal--each a different shape and color.
"What devilry is this?" He mutters/slurs to himself.
Your eyes deceive you! The glimmer from the torches and pitchforks of the mob below make it seem as if there are horseless carriages. ;)
Actually, you haven't moved far enough, but Dylan and Ralof would have noticed a sizable mob on the streets below by now.

Ryder Koss |

Ryder quick-draws his Jump wand and says to Amendithas, "Hey Ammy, which one of us is making that jump?"

GM Grecko |

I'm seeing DC14 for the save correct? Hmm, will is not her best save. Here goes.
Will: 1d20 + 3 ⇒ (1) + 3 = 4 Yikes! Sure.. I roll two nat 20's for Ralof and save the nat 1's for myself.. hehe.
Dylan hopes to end the chase without further risk to anyone. Trinia appears to be frozen in place, unable to move.
I moved Dylan his square as well. ***** MAP *****

Dylan Arroway |

don't want everyone else to get to far behind. Now if Ralof has good rolls like last time it will be over quick
Dylan will also yell "We are trying to help you. The mob gathering in the streets below are looking for you. Your safest course of action is to come with us. They won't be as friendly."

GM Grecko |

Since this is likely to happen soon.
Once someone ends thier turn in the same square as her, they can attempt a grapple check to grab her.. Normally a DC15 CMB check. however, if she is still under hold person, that drops to DC8 and you get a +4 to your CMB as well making it virtually a guarantee.
After you grapple her, you can attempt to pin her the next round... a follow up grapple check basically.

Dylan Arroway |

While she is held, how close would you have to be to hit her with a tagglefoot bag and what would you have to hit a 10 since no dex would be applied.

GM Grecko |

While she is held, how close would you have to be to hit her with a tagglefoot bag and what would you have to hit a 10 since no dex would be applied.
Normally, she has a touch attack AC of 12, but while held, its a AC5 due to her having now effectively zero dex. Look into the range increments for throwing these bags.. Each square is roughly 30ft of distance.

Amendithas |

Bolstered by support from Ryder's wand, Amendithas attempts to decrease the distance between himself and Trinia.
Acrobatics: 1d20 + 4 + 10 ⇒ (19) + 4 + 10 = 33 (Jump Wand)

Ryder Koss |

Ryder uses the wand of Jump on Amendithas, and then uses a move action to advance one card.
"Jump accross that gap!"

GM Grecko |

From our hangouts conversation, I'm posting for Ralof. He wants to try both obstacles
Perception: 1d20 + 10 - 2 ⇒ (9) + 10 - 2 = 17 (-2 due to speed)
Climb: 1d20 + 6 - 2 ⇒ (8) + 6 - 2 = 12 (-2 due to speed)
Ralof fails the perception check by more than 5 so he does not advance a square, however, he does not fail the second, so he at least does not fall.

GM Grecko |

My round summary will feature Amendithas at the bottom of the order
Round Summary
Trinia, panicking as Dylan and Ralof move aggressively towards her takes a risk of her own and moves over a wall.
Ryder decides to give Amendithas a competitive advantage, giving him the benift of the jump wand.
Ralof tries to take a shortcut, but gets caught up in some laundry lines, preventing his advance,
Dylan moves forward and casts Hold person on Trinia, rendering her paralyzed.
Amendithas makes a massive jump across a wide gap, with room to spare.
----------
Round 3 begins.

GM Grecko |

Will: 1d20 + 3 ⇒ (10) + 3 = 13
Trinia is still under the effects of hold person and remains paralyzed.
---------
*Edit - I suppose you need the obstacles...
Square 3 Obstacles
Tightrope Shortcut: Acrobatics (Balance) DC 20
Narrow Rooftop Leap: Acrobatics (Jump) DC 15
Square 4 Obstacles
Very Hidden Shortcut: Perception DC 25
Very Steep Roof: Climb DC 10
Square 5 Obstacles
Wall: Climb DC 20
Narrow Hole in Wall: Escape Artist or CMB DC 25

Ryder Koss |

Ryder has some ground to make up... he looks at the tightrope and considers crossing it, but decides against it. He instead tries for the Narrow Rooftop Leap...
Acrobatics (Jump): 1d20 + 2 + 10 ⇒ (13) + 2 + 10 = 25 (+10 from Jump spell)
Ryder easily succeeds at making the jump and moves two squares from square 3 to square 5.
The spell will last a minute... I'm assuming I've got 10 rounds?

Dylan Arroway |

Dylan will get out his tangle-foot bag just in case he needs to use it.
He continues to advance being careful assuming his spell worked all the while continuing to advise Trina coming with use is the wise decision.
Diplomacy: 1d20 + 7 ⇒ (9) + 7 = 16

Ralof's Doppelganger |

Posting for Ralof again **He will be busy most of this week and then says he plans on picking up posting again**
Having struggled to get through the hidden shortcut, Ralof opts instead to just handle the steep roof.
Climb: 1d20 + 6 - 2 ⇒ (17) + 6 - 2 = 21 (-2 for speed)
The roof provides little resistance to the nimble elf as he gets closer to Trinia

Amendithas |

Feeling confident enough to climb the very steep roof, and oblivious to the hidden shortcut, Amendithas follows in Ralof's footsteps.
Climb: 1d20 + 8 ⇒ (3) + 8 = 11
He manages to scramble up the obstacle...barely.

GM Grecko |

Round Summary.
Trinia attempts to break free of the paralysis, but is unable to shake the effect.
Ryder makes a nice leap across a rooftop
Ralof makes a quick climb up a steep roof.
Dylan moves forward while pulling out a tanglefoot bag as a backup option.
Amendithas follows behind Ralof.
------
Round 4 Begins
Square 5
Wall: Climb DC 20
Narrow Hole in Wall: Escape Artist or CMB DC 25
Square 6
Narrow Walkway: Acrobatics (Balance) DC 15
Narrow Rooftop Leap: Acrobatics (Jump) DC 15
Good news is, those on square 6 will not need to make a check to move the one square to catch up and attempt to grapple Trinia

GM Grecko |

Will: 1d20 + 3 ⇒ (3) + 3 = 6
Trinia remains in her paralyzed state.
The DC to grapple her while paralyzed is DC8 CMB check.. You also get a bonus +4 while she is paralyzed in other words, this should end quickly... provided everybody doesn't rolls 1's
I'm going to go ahead to roll her final round of her trying to break free from hold person.
Will: 1d20 + 3 ⇒ (4) + 3 = 7
She will not break the spell that round so, If you succeed on the first grapple check, go ahead and give a follow-up grapple at an additional +5 to see if you can pin her as well.