| GM Niles Iron Gods |
Yeah, but the rules for using Intimidate in social settings are pretty clear. Also, I said Round one to denote the first round of Technomancy spell.
Jarreck Lightfoot
|
Jarreck nods at Sevens suggestion...
"Elder have any of your troupe ever had reason to be in the land surrounding the bad water?"
| GM Niles Iron Gods |
There's no "Elder" present...
More Varisians come closer to see what is going on
Lies! Witchcraft! Go away! the beginnings of a mob forming.
| Seven.teen |
How many are we talking about here?
| Seven.teen |
Ok does anyone have a plan for dealing with the mob? Preferably one that doesn't involve loss of life ;)
Jarreck Lightfoot
|
Diplomacy was my best shot for diffusing the situation, perhaps at this point a strategic retreat might be best. An all out fight would not be helpful for local relations, making it difficult to return and access the Aurora safely.
Jarreck holds his hands up in a placating manner to the gathering mob.
"Hold we shall leave, we did not come here to fight the lot of you. Only to warn you of a danger that could be within your midst. For the Technic League is a danger to all who do not follow their way." Holding out the cymbals in his open palm for those gathered to see.
"These were found in the bad water. We'll leave, but remember the League is not a friend to those of the way, they'll use you for their own aims but technology is their goal, and when you no longer are of use to them, oh well. Pharasma's judgement awaits."
diplomacy: 1d20 + 10 ⇒ (8) + 10 = 18 not sure an additional check allowed but if so here you go
| Seven.teen |
"My presence might not be helpful," observes Seventeen, who withdraws some distance (but not so far she can't see Jarreck).
| Omo Nijj |
Omo thinks its odd that the Varisians were shouting about witchcraft since the stories he had heard their caravans usually had soothsayers and witches. But he contained his surprise since many of the people in this area seemed rude and not very bright.
| GM Niles Iron Gods |
Lies! We aren't spies! Technic League scum! the men call out sullenly. No one pursues the party as they beat a hasty retreat
Heddick Widefoot says Why'd you go in there and rile them all up? as the party heads towards the exit of the lumberyard.
Jarreck Lightfoot
|
"Well honestly that wasn't the intent. I wanted to speak with the troupes elder or leader, but my young friend, with youthful lack of good sense cast a spell." Jarreck replies with a sigh. she's always logical but I should have warned her... "Perhaps the comments made will sink in with time, however hot ears seldom listen. Sorry to have caused a ruckus out here."
Suggestions?
| Seven.teen |
Press the point of the finger cymbals. That's our evidence.
Niles did it seem there was somebody agitating the crowd or was it more of a group thing?
| Mortimer 'Mort' Burrwaddle |
Mort shakes his head and sighs, then looks at Heddick Widefoot and grabs the cymbals from Jarreck.
"You don't know anyone perchance who might've lost this right?"
Sense motive: 1d20 + 4 ⇒ (5) + 4 = 9
| GM Niles Iron Gods |
Someone was agitating the crowd...well two someones eventually.
Heddick stares at the cymbals Where'd you find those? he asks.
Jarreck Lightfoot
|
Jarreck nods absentmindedly as Mort takes the cymbals from him showing them to Heddick.
The man's question brings him back to the present "Hmmmm... uuuh ... what? Oh the cymbals, sorry, mind was elsewhere. They were found near the bad water, didn't seem to be somewhere one of their troupe would be hanging out. So we sought to speak with their leader."
Now that Heddick has started asking pointed questions, Jarreck watches him for his reaction to where they were found.
Sense motive: 1d20 + 7 ⇒ (2) + 7 = 9 Yet he still seems to be a bit pre-occupied
| Guaire |
Guaire watches the man's face, as Jarreck questions him.
Sense Motive?: 1d20 + 2 ⇒ (6) + 2 = 8
XD oh man.
"Though you seem to know something of these as well, what is it about these symbols?"
| GM Niles Iron Gods |
They don't really have a "leader" really. But, I've not seen anyone using those he nods at the cymbals Except, for Ilarris Zeleshi...she dances and twirls and snaps those things together. he says with a leer. Very..uh. Interesting, her dancing.
| Omo Nijj |
"She may be a spy for the League. We came here first because we didn't want a lynching, but we are bound to report our suspicions and evidence to the mayor."
| GM Niles Iron Gods |
Well, thank you for that. Her Wagon is the yellow and red one, with stars. I'll walk you over. and if the party agrees he will walk with them towards the Encampment.
Just need two people to agree and I'll move forward
| Seven.teen |
Seventeen follows cautiously at a distance, previous experience suggested that those affiliated with the technic league are pre-disposed to violence...
As they approach the yellow and red wagon, Seventeen scans the area for signs of danger.
Perception: 1d20 + 9 ⇒ (5) + 9 = 14
Jarreck Lightfoot
|
Jarreck nods in acceptance of the proffered help. "By all means lead the way. Granted they aren't exactly happy at the moment. Everyone keeps your hands in sight and no funny hand gestures." my daggers are always close at hand
| GM Niles Iron Gods |
As Heddick leads the party back towards the encampment he says I really doubt that Illaris is any kind of spy...but she's the only one who uses he trails off as a shape sprints from the nearby Wagons
Hey, that's Illaris there! he says
Using the base assumption of 30-foot cards, it takes a move action to move through a single card. When a character exits from a card, he must choose one of that card's two obstacles to face as a standard action before moving to the next card. Success means the character moves to the next card, while failure means the character must face the obstacle again on the next round. Instead of exiting a card, a character can choose to take another action not directly related to navigating the chase's course, such as casting a spell or drawing a weapon.
A character who wants to attempt to move three cards during his turn can do so by taking a full-round action. That character must overcome both obstacles on the card he is leaving. In this case, if a character fails either obstacle check by 5 or less, he only moves one card forward and his turn ends. If a character fails either obstacle check by more than 5, he cannot move at all that turn. A character unfortunate enough to fail two obstacle checks in a turn becomes mired in his current square (he might have fallen from a ledge, gotten a foot stuck amid roots, or got caught in a crowd, for example). A character who is mired must spend another full-round action becoming unmired and effectively loses his next turn in the chase. In some cases, becoming mired might impart additional penalties (such as falling damage).
A character can also choose to make a ranged attack or cast a spell during his turn in a chase. If the action is a full-round action, he can't move at all. Use the number of cards and their established distances to determine ranges as necessary. The terrain where the chase takes place might provide the target partial or even full cover or concealment, as you wish. A character can only choose to make melee attacks against targets that are on the same card.
Baseline Speed is 30' Each card is 30' of movement.
Card 1 Omo, Mort, Seven, Guaire, Jarreck
Card 2
Card 3 Illaris
Card 4
Card 5
Card 6
Card 7
Card 8
Card 9
Card 10
Jarreck, Omo, Guaire, Mort <----- UP
Illaris
Seven
Illaris just sprinted from her wagon, she is about 90' away and dodging/weaving through the encampment. Because of this, she has a 50% miss chance from attacks at range and a bonus to reflex saves (Cover/Concealment bonuses)
Guaire: 1d20 + 3 ⇒ (15) + 3 = 18
Omo: 1d20 + 3 ⇒ (16) + 3 = 19
Seven.Teen: 1d20 + 3 ⇒ (4) + 3 = 7
Mort: 1d20 + 2 ⇒ (14) + 2 = 16
Jarreck: 1d20 + 4 ⇒ (19) + 4 = 23
Illaris Zeleshi: 1d20 + 2 ⇒ (7) + 2 = 9
| GM Niles Iron Gods |
The way this will work. I'll post the three cards in front of each person and they decide which actions to take. Please read the Chase rules and decide your actions.
A gaggle of Varisians is in front of you. Choose how you get around this obstacle
Get outta the way! Intimidate DC15
OR
Crowd's aren't a problem for me. Acrobatics DC10
All this foot traffic caused a small mud pit to develop. Choose how you get around this obstacle
Hah, spotted it from a mile away Perception DC 20
OR
Watch your step! Reflex DC 15
Illaris dodged into a tangle of briars. Choose how you get around this obstacle
Plow right on through STR DC15
OR
Nothing's holding me back! Escape Artist DC10
| Seven.teen |
Seeing the spy flee, Seventeen does the logical thing and whispers, "Tempus Fugit!" Suddenly she and her companions move much faster!
So that gives us +30 speed for 8 rounds. That should give a +6 bonus on the checks, assuming a base speed of 30. I believe a move action lets a character with speed 60 move two cards.
Moving like a blur, Seventeen speeds past the crowd and deftly jumps over the puddle to draw closer to the spy!
Acrobatics dc10: 1d20 + 3 + 6 ⇒ (17) + 3 + 6 = 26
Reflex dc15: 1d20 + 5 + 6 ⇒ (10) + 5 + 6 = 21
Standard action: cast Haste
Move action: give chase with 60' movement
| Mortimer 'Mort' Burrwaddle |
Mort tranforms into a raven and flies into the air.
He then flies over the heads of the Varisians and gives pursuit.
Acrobatics: 1d20 + 4 + 10 ⇒ (10) + 4 + 10 = 24
He then avoids the mud pit by flying over it and avoiding it completely.
Perception: 1d20 + 17 + 10 ⇒ (16) + 17 + 10 = 43
Movement speed of 60 + Haste is 90 feet fly speed.
| GM Niles Iron Gods |
EDIT: Seven cannot cast Haste until her turn...so it doesn't effect anyone this turn.
Mort flies over everyone and now Illaris runs below him.
Omo, Guaire <----- UP
Illaris
Seven*actions posted
Baseline Speed is 30' Each card is 30' of movement.
Card 1 Omo,Seven, Guaire, Jarreck
Card 2
Card 3 Illaris, Mort
Card 4
Card 5
Card 6
Card 7
Card 8
Card 9
Card 10
| Guaire |
Guaire points at the fleeing woman.
"Spike, after her."
Guaire shows his angry glare at the crowd.
"Move it, NOW"
Intimidate: 1d20 + 11 ⇒ (18) + 11 = 29
Spike follows in his partner's footsteps.
Or does Spike need to make separate checks, if i fail?
| Omo Nijj |
Omo knows his limitations and while his friends run down the fleeing woman he begins to move towards her wagon. He did not want any potential evidence to get "lost" in the confusion.
Jarreck Lightfoot
|
Seeing their newest lead sprinting away from them Jarreck takes up the chase, hoping the time he spent in Riddleport running from the authorities would help in capturing the fleeing dancer.
full round action to move 3 cards
Card 1
acrrobatics(DC10): 1d20 + 14 + 2 ⇒ (12) + 14 + 2 = 28
Intimidate(DC15): 1d20 + 8 + 2 ⇒ (9) + 8 + 2 = 19
Card 2 just in case didn't see it specified above
Reflex(DC15): 1d20 + 9 + 2 ⇒ (14) + 9 + 2 = 25
With a glare at any who look to get in the way, Jarreck races to the edge and uses his superior speed to get ahead of the fleeing Illaris.
edit originally forgot the +2 for 40' base speed
| GM Niles Iron Gods |
Mort flies over everyone and now Illaris runs below him. Guaire and Spike glare at the crowd and it parts so he can advance. Omo goes into the wagon (Perception check please). Jarreck darts forward and catches up with Illaris. Illaris casts a spell and becomes much faster! She dodges into some Briars and disappears from sight! Seven casts a spell and speeds up! She quickly speeds past the crowd and catches up to her allies! Seven is the only one who is Hasted.
Baseline Speed is 30' Each card is 30' of movement.
Card 1
Card 2 Guaire
Card 3 Mort, Jarreck,Seven
Card 4
Card 5 Illaris
Card 6
Card 7
Card 8
Card 9
Card 10
Illaris dodged into a tangle of briars. Choose how you get around this obstacle
Plow right on through STR DC15
OR
Nothing's holding me back! Escape Artist DC15
Right this way! Perception DC15
OR
Look tracks! Survival DC20
Well, look for some handholds. Climb DC20
OR
No Problem, I can hop too Acrobatics DC20
Ugh. Gotta climb it Climb DC20
OR
Hey, I know a shortcut Kn:Geography DC15
Good guys are up. Mort is flying.
| Mortimer 'Mort' Burrwaddle |
Mort easily flies over the briars down below and flies further while he aims to watch from above to track Illaris.
Escape Artist: 1d20 + 10 + 4 ⇒ (6) + 10 + 4 = 20
Perception check: 1d20 + 17 + 10 ⇒ (16) + 17 + 10 = 43
Jarreck Lightfoot
|
Catching up to Illaris as she dives into the briar patch, Jarreck jumps right in behind her sticking to the animal trails through it to avoid the worst of the tangles.
card 3 escape artist(DC15): 1d20 + 8 + 2 ⇒ (16) + 8 + 2 = 26
Coming out the other side looking this way and that, after catching his bearings he seeas here heading towards a wall. pursuit continues.
card 4perception(DC15): 1d20 + 13 + 2 ⇒ (4) + 13 + 2 = 19
card 5 now
Niles do we have to be ahead of her to attempt a grapple?
| Guaire |
I take that as a no...unless it matters per situation.
Card 2:
Guaire and Spike are in pursuit,
Perception: 1d20 + 11 ⇒ (9) + 11 = 20
and he sees the mud hole ahead.
"That's not going to stop us, this way Spike."
<Growl!>
------------
Card 3:
Str: 1d20 + 2 ⇒ (16) + 2 = 18
Guaire, determined to keep going, seems to rip the briars aside.
------------
Card 4:
"Where is she..she's not gone far...THERE!"
Perception: 1d20 + 11 ⇒ (9) + 11 = 20
Perception Spike: 1d20 + 9 ⇒ (1) + 9 = 10
------------
Card 5:
Acro: 1d20 + 11 - 3 ⇒ (14) + 11 - 3 = 22
Acro spike: 1d20 + 3 ⇒ (14) + 3 = 17
Guaire makes it, but Spike doesn't.
<Grunt>
------------
Card 6:
"Climbing...?"
Climb: 1d20 + 9 - 3 ⇒ (6) + 9 - 3 = 12
But here is where he runs into a bump on the road.
| GM Niles Iron Gods |
No, if you start your turn in the same square before she can get away you can grapple her. However, getting ahead of her is the surest way to make that happen...@Guaire how are you moving so fast? You should be Max moving 3 cards with a full round, but you gotta pass BOTH checks to move then. Otherwise with two actions you can move two cards.
Mort keeps to the sky and watches for Illaris, he sees her below. Jarreck keeps up with her, now mere feet behind her.
Waiting on Guaire's clarification, Sevens actions
Baseline Speed is 30' Each card is 30' of movement.
Card 1
Card 2 Guaire
Card 3 Seven
Card 4
Card 5 Illaris Mort Jarreck
Card 6
Card 7
Card 8
Card 9
Card 10
| Seven.teen |
Seventeen weaves sinuously through the brambles and in her haste almost runs past the retreating from of the spy who had changed direction. Seventeen caught a glimpse of motion out of the corner of her eye and did an about face to follow!
Escape Artist DC15: 1d20 + 3 + 6 ⇒ (18) + 3 + 6 = 27
Perception DC15: 1d20 + 9 + 6 ⇒ (3) + 9 + 6 = 18
Close now, Seventeen risks casting another spell. Pulling out her miniature shovel, she mimes digging while whispering an arcane phrase. Her eyes flash with bluish radiance as an extradimensional pit suddenly opens up underneath the spy!
Move action: move 60'
Standard action: Use 1 arcane reservoir pt to boost the DC and cast create 30' deep pit. DC20 reflex.
Falling Damage: 3d6 ⇒ (3, 6, 4) = 13
| Omo Nijj |
Once in the wagon, Omo drinks another infusion of Heightened Awareness. The wily alchemist had no intention of triggering any traps.
Perception: 1d20 + 14 + 2 ⇒ (17) + 14 + 2 = 33
| GM Niles Iron Gods |
Omo checks the Wagon. He finds a hidden compartment! Inside the compartment is a small clockwork bird...Seven darts ahead and casts a spell Reflex: 1d20 + 7 ⇒ (5) + 7 = 12 Illaris is caught in a Pit!
Baseline Speed is 30' Each card is 30' of movement.
Card 1
Card 2
Card 3
Card 4 Guaire
Card 5 Illaris Mort Jarreck Seven
Card 6
Card 7
Card 8
Card 9
Card 10
Chase over!
She's stuck in that pit for a while so I'll reset you guys at the pit with her at the bottom. She glares at you sullenly from the bottom.
Jarreck Lightfoot
|
Catching his breath Jarreck put on his most winning smile and look down in Seven's pit.
"Fancy meeting you my dear, tis a nasty fall you took as well." Looking around, noticing Omo was not with them "And I'm sure my associate has checked your wagon, anything you'd like to talk about before he meets back up with us?"
diplomacy: 1d20 + 10 ⇒ (6) + 10 = 16
| Seven.teen |
Because this worked so well last time... Seventeen again holds the wand of Technomancy and whispers the command word. She concentrates on the glowering form of Illaris. 9/50 charges used.
| GM Niles Iron Gods |
Illaris doesn't respond to Jarreck's taunt. Instead she reaches down and fiddles with something in her boots.
Seven casts Technomancy and concentrates...she notices Illaris definitely has a technological item.
Illaris' boots begin to glow, and then her entire body glows bright blue before winking out of existence. Kn Engineering DC40 OR Arcana DC20 to identify the effect
Omo studies the Clockwork Bird, he notices that its built to mimic a normal bird so that at range it could fool a casual observer. There is a small compartment hidden in the belly of the bird that could ostensibly be used to transmit notes.
Inside Omo finds a note
Illaris, find some way to access the mutagenic gas. We need a sample for tests. Failure is not an option. the handwritten note is in a cramped handwriting and is signed Ghartone Khonnir Baine mentioned Ghartone as the League Captain to whom he once reported.
| Guaire |
Perception on her fiddling: 1d20 + 11 ⇒ (3) + 11 = 14
"What are you doing? We're talking up here, look up."
The moment she turns from view, Guaire looks somewhat surprised.
"Hello....what's this?"
Kn. Arcana: 1d20 + 9 ⇒ (14) + 9 = 23
| Seven.teen |
An autonomic routine immediatly forwards sensory telemetry from the spell to a deep learning neural network. In less than a millisecond a classification of the strange phenomina was made and several alerts appeared in Seventeen's HUD.
Kn:Arcarna: 1d20 + 16 ⇒ (15) + 16 = 31
I'll go ahead and guess that was a teleport or dimension door. I assume she is headed to the Aurora since that must be the source of the mutagenic gas.
| GM Niles Iron Gods |
Seven and Guaire identify the effect as something approximating a dimension door, however it wasn't a magical item it was a tech item.
Jarreck Lightfoot
|
As Illaris disappears from the pit, Jarreck looks to Seven who'd been known to make such a move when in combat.
"Alright so where to now?" Looking around for Hedrick, "I hope you were able to witness that Master Widefoot"
Jarreck has not jumpeed to any conclusions as to where she might have went so for the moment is at a loss.
| Mortimer 'Mort' Burrwaddle |
Mort flies off in his bird form and perches on Jarreck's shoulder when they return to Master Widefoot.
Well, that was a bother. Magic can be suppressed at least, technical items, not so much. I should kill her next time or at least make her incapable of using her hands.