
Zokon Santyev |

"Balzeros here, this little path is a bit easier to traverse, it'll save us a few seconds."
Survival Aid Balzeros: 1d20 + 9 ⇒ (4) + 9 = 13

Illthir Winlowe |

Know:Nature: 1d20 + 7 ⇒ (13) + 7 = 20
Just in case it matters!
"Yeah! You can tell by the ... uh ... what are those plants called?" The addition of howling wolves did make herb quiz a bit harder then it usually was. Dammit!

Serena Mistcastle |

Serena moves with the party, keeping the girl in sight. She knows little of the ways of tracking and trailblazing and relies upon the others to guide her.

Alia of the Blade |

Knowledge Nature Aid Illthir: 1d20 + 7 ⇒ (4) + 7 = 11
"They are....um....aaveputki(Elvish: Ghost Pipe), you know...", the common name escapes Alia as well, but she remembers the Elvish one.
Looking at their surroundings, she then turns to Zokon, not slowing down:"Are you SURE this is a shortcut?"

Balzeros of the Narl |

"Oh, yes, yes, I see it now, of course," Balzeros mumbles as Zokon brings him back to focus. Shaking his head to clear it, he leads the way through the dark forest.

Illthir Winlowe |

"Hah that's right! Ghost Pipe. Hmh. I think you and my mother would get along well Alia - should have introduced you ..." The skald muses briefly before the howling of wolves snaps her attention back where it should be.

RPGGGM |

Finding the elf flowers sets the group on their course down the highland deer trail into the darkening forest. That is until they spy a small whisper of light flickering ahead, like blue moonlight on a mountain lake. The light seems to be coming from behind a solitary old oak standing in a small clearing covered in thatch just north of their path.
Take a look? Will save DC 13.
and/or
Old Wives' Tales Knowledge (local) DC 20.
==========================================
Everyone needs to try and make at least one of these this time (though folk are of course welcome to try for more by the rules of the chase).

Illthir Winlowe |

Know Local!: 1d20 + 7 ⇒ (18) + 7 = 25
"Uhmm. Glowing lights in the forest at dark? That's not a good thing ..." The skald freezes briefly and tries to figure out what was going on.

RPGGGM |

About how far did Durgan have to fly to get to the collapsed hillside?
If he doesn't see Argentov, he would probably head back to the party pretty quickly without lingering too long (wants to Fly as much as possible rather than trekking through the woods to catch up) but if he heard the wolves he would obviously move on the double.
Durgan's about 3/4 of a mile away (call it 4,000') from his starting point at the valley of the menhir.
There are wolf calls coming from all throughout the mountains at this point, with at least two very close to where Durgan is floating, (Added to his and Ramita's map). Only one, or two of the wolves tracking the party actually howl the rest growl, and bark among themselves.
Durgan doesn't see Argentov, or any mysterious smoke clouds for that matter. The trolls seem to be unearthing fallen compatriots who stand up shakily, and noisily readjust what Durgan can only assume were temporarily broken arms and necks.

RPGGGM |

A quick note about distances and time. If a spell or ability lasts 'rounds', it will probably only see you through one space's worth of challenges, and probably counts toward your action count for whatever space you cast or start it in. If spell or ability lasts 'minutes' it should last you the whole chase.
Also--Speed bonuses/penalties matter. In the chase rules you gain bonuses or penalties to challenge checks based on how fast your PC can move--yes even Saving throws and Knowledge checks. The base-line speed for this chase is 30'. If your PC's speed is 30' there is nor bonus or penalty. For every 10' that your speed varies from 30' you get a +2 cumulative bonus (for being faster), or a -2 cumulative penalty (for being slower).

Durgan Far-Walker |

Durgan Far-Walker from Discussion wrote:Durgan's about 3/4 of a mile away (call it 4,000') from his starting point at the valley of the menhir.About how far did Durgan have to fly to get to the collapsed hillside?
If he doesn't see Argentov, he would probably head back to the party pretty quickly without lingering too long (wants to Fly as much as possible rather than trekking through the woods to catch up) but if he heard the wolves he would obviously move on the double.
That far?
It was only 3 rounds between when the chain broke and when Durgan heard sounds of battle. I know dragons are fast, but that fast? I concluded the battle had to be reasonably close and that is why I went with this plan.
With only 4000' of flight possible over 5 minutes, Durgan just would not have spent all 5 minutes flying to the site. He'd have flown about 1500' (about 2 minutes) and then back 2500' feet (3 minutes) to catch up to the party who had since moved on) as I posted here.
If my assumptions were so far off, then I think it would have been reasonable to tell me "You fly for 2.5 minutes and see nothing, your spell is halfway to expiring, what do you want to do?"
I generally post pretty quickly and so if developments occur that would obviate my original plan I would rather be given the opportunity to react to them rather than be botted to do something that I would not have chosen to do.

Alia of the Blade |

Alia looks straight at the lights, trying to verify if they really look as dangerous as Illthir things they may be.
Will Save: 1d20 + 4 ⇒ (16) + 4 = 20
"Balzeros, you mentioned you had some spells that could delay our pursuers?"
Also, does this happen simultaneous with Durgans flight, or "after"? Asking because I did have 5 minutes of Expeditious Retreat up, probably about 2-3 minutes left when Durgan departed to scout. I could refresh it and re-cast it for the bonus, but how long is each "chase" turn, and how much of it does Alia have left?

Serena Mistcastle |

Will save: 1d20 + 14 - 2 ⇒ (9) + 14 - 2 = 21
Serena pushes forward, trying to keep pace with the others. Only occasionally does she spare a glance behind her, looking for the wolves.

Zokon Santyev |

kn local: 1d20 + 5 ⇒ (18) + 5 = 23
Zokon knowing a little about Fae decides that he does not want to go take a look
He also has his head lamp on.

Balzeros of the Narl |

Balzeros nods in confirmation to Alia. "Vines to slow pursuers and one that makes us harder to track," he explains.
Seeing the light, he can't help but to give it a look...
________
Will Save, DC 13: 1d20 + 9 ⇒ (19) + 9 = 28
If he can cast and look, he'll drop an entangle on the path to try and slow the wolves. Otherwise, he'll use his spells once wolves are closer. 20' speed in his armor. Does the penalty apply to all checks during the chase?

RPGGGM |

Assuming it broke.RPGGGM wrote:Durgan Far-Walker from Discussion wrote:Durgan's about 3/4 of a mile away (call it 4,000') from his starting point at the valley of the menhir.About how far did Durgan have to fly to get to the collapsed hillside?
If he doesn't see Argentov, he would probably head back to the party pretty quickly without lingering too long (wants to Fly as much as possible rather than trekking through the woods to catch up) but if he heard the wolves he would obviously move on the double.
That far?
It was only 3 rounds between when the chain broke
and when Durgan heard sounds of battle.
Assuming the battle started here, and not somewhere in the forest below along the way. We'll leave the total range of what Durgan is seeing at about 1/2 mile total, if only so I don't have to redo the map. 'Spell duration', what accounting is to 'fun'.
Also, does this happen simultaneous with Durgans flight, or "after"? Asking because I did have 5 minutes of Expeditious Retreat up, probably about 2-3 minutes left when Durgan departed to scout. I could refresh it and re-cast it for the bonus, but how long is each "chase" turn, and how much of it does Alia have left?
Call it 2.5 minutes to match up with Durgan.
If he can cast and look, he'll drop an entangle on the path to try and slow the wolves. Otherwise, he'll use his spells once wolves are closer. 20' speed in his armor. Does the penalty apply to all checks during the chase?
Yes, as technically these are just more abstract rounds where you make Will saves for your move action.

Durgan Far-Walker |

Durgan leaves the battlefield and flies back towards the boat. If his Fly spell will end before he gets there, he'll land on the riverbank downstream of the boat, or failing that, as close as he can get.

RPGGGM |

Fergus knowledge (nature, previous round): 1d20 + 11 ⇒ (13) + 11 = 24
Fergusbot can't help but take a look.
Fergus will save: 1d20 + 6 ⇒ (1) + 6 = 7
A swarm of diminutive sprites flutter about Fergus, like a bonfire's embers carried on a strong, night breeze. The light swarm comes with susserance of tiny whispering voices that seem to speak to Fergus as stops, fascinated by the light.
"Pretty... lights...." says Fergus a look of awe upon his ghost-lit face.
"Who is it?"
"Is it a wolf?"
"A wolf!?"
"Are you a wolf?"
"Bark once if you are."
"It has a beard like a goat."
"Mutton."
"Is it a goat?"
"It looks more like a big gnome, or a small man."
"Are you a gnome?"
"It smells of fear and fire."
"Definitely a man."
"Are you afraid big gnome?"
"Small man."
"You shouldn't be afraid of us."
"We won't hurt you. Will we?"
"No."
"No."
"Of course not."
"There is nothing to fear."
"How does it taste?"
"It's dangerous to run through the forest at night."
"It should stay with us."
"Yes! Think of all the fun we could have together!"
"It will be grand!"
"Yes, you should stay with us."
"Just until dawn."
"Does anyone know how it tastes?"

RPGGGM |

Most of the group advances until it finds itself upon the edge of a high rocky outcrop, eye-level with some of the trees ahead. Do they dare leaping down into the uncertain dark? Or perhaps try to climb down the ridge or one of the nearby tree tops?
Jump! Acrobatics (jump) DC 20.
and/or
Accelerated Climb! Climb DC 15.
==========================================
Again this one needs everyone involved in the CHASE to individually attempt a challenge in order to pass. I did mess up a rule the last time though it is a move action to move through a challenge space, but it is a standard action to attempt to overcome the obstacle. See below. Note this one is special in that a PC can overcome it even if they fail by four or less--it just means they take some damage from a bad fall.
One further complication--how do you get the girl down?
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.

Illthir Winlowe |

"Oh bother ..." Illthir winced and glanced back at Fergus and the tiny firefly sprites. It didn't seem terribly likely they would actually try to eat him - but the trolls and wolves certainly would if he stuck around.
To make matters worse she wasn't quite sure how they'd get the girl down the cliff. "I got rope! Any better ideas for the girl?"

Zokon Santyev |

Zokon takes out his 100ft rope and ties on the grappling hook, he sets it into something suitable at the top of the cliff and then climbs down himself.. assisting anyone that needs it.
"Here a rope for anyone that needs it and I'll help anyone climb down."
climb: 1d20 + 7 ⇒ (7) + 7 = 14
climb aid: 1d20 + 7 ⇒ (4) + 7 = 11
Hmmm.. if he doesn't fall down himself

Balzeros of the Narl |

Balzeros releases the girl's hand for the others to handle as he runs back for Fergus. "NO! SHOO! Eat something else!" he orders the sprite swarm in Sylvan. "Fergus, snap out of it, come on, we've got to go!" he says, taking the Dwarf by the arm and trying to pull him back. We can't leave him here without trying first, it isn't right!
________
Move action to backtrack, standard to get Fergus' attention?

Alia of the Blade |

"That Entangle will buy us some time. Make sure nobody gets left behind. I'll go on ahead and scout if there are any obstacles coming up-"
Alia uses her superior speed to jump right down the side of the cliff.
That's assuming I cannot use the girl as backpack and jump WITH her?
Acrobatics: 1d20 + 13 + 6 ⇒ (18) + 13 + 6 = 37
Oh yeah, the ancient elven technique of the graceful branch run to slow her fall without impacting her kinetic forward energy

RPGGGM |

Zokon takes out his 100ft rope and ties on the grappling hook, he sets it into something suitable at the top of the cliff and then climbs down himself.. assisting anyone that needs it.
This is basically Zokon's entire turn.
Balzeros releases the girl's hand for the others to handle as he runs back for Fergus. "NO! SHOO! Eat something else!" he orders the sprite swarm in Sylvan. "Fergus, snap out of it, come on, we've got to go!" he says, taking the Dwarf by the arm and trying to pull him back. We can't leave him here without trying first, it isn't right!
________
Move action to backtrack, standard to get Fergus' attention?
Sure. Fergus gains a +2 to his next check. Balzeros is immune to the Will effect for 24 hours thanks to making the save and doesn't have to make it again to leave the space.
That's assuming I cannot use the girl as backpack and jump WITH her?
Alia (or Serena) can, just add 100 lbs. to your encumbrance. PARKOUR!!

Serena Mistcastle |

If Alia wishes to take the girl, Serena will remain to make sure that everyone gets down before following herself.

Alia of the Blade |

New Acrobatics DC 20: 1d20 + 13 + 2 - 6 ⇒ (14) + 13 + 2 - 6 = 23 Because it would be cheap to use the roll of 18 I already had.
"Give her to me - I'll leave the girl down there!", Alia mentions, holding on to the girl and doing the elven branch run technique with her.
I do still have 17 strenght - i adjusted for reduced speed(+2 instead of +6) and heavy encumbrance(-6). Elven Parkour is strong in this one.

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Balzeros of the Narl |

HA! That's insane! Shonne, how is your acrobatics mod so high in that post? *prepares to take notes* Next turn, Balzeros will entangle and move to the next part of the chase. He doesn't want to leave Fergus, but he also isn't willing to 1 v X the wolves :/

Illthir Winlowe |

Illthir grabs a small pebble and flings it at the dwarf as well. Surely being "attacked" by an "elf" would rouse his blood? "[sylvan]Yeah! Before the trolls breathe on you all![/sylvan]"
Ranged Attack: Aid Another?: 1d20 + 5 ⇒ (18) + 5 = 23

Fergus Bouldershoulder Ironmug |

will: 1d20 + 6 + 2 + 3 ⇒ (10) + 6 + 2 + 3 = 21 subtract 3 if not a spell, SLA, or poison
the pebble smacks fergus, causing him to glance about in a mild stupor before shaking his head. Sorry, Can't stay that long. Gotta go. just as he is tugged away by balzeros.

Serena Mistcastle |

Serena waits by the rope, making sure that everyone in the party is on the way down or down before grabbing hold herself.

Erevenywg |

Zokon retrieves and secures a rope to a nearby tree.
Erevenywg helps the girl up on Alia's back where she clings like an opossum.
Taking the rope Alia swings down. She reaches bottom, and turns only to bump into Erevenywg, who somehow is already there.
"Is this not the exciting, Ail-Ya?" Erevenywg says giddily while helping the wary girl down off the elf's back.
Fergus shakes off the enchantment with encouragement from Illthir that comes in the form of flying turf.
Serena stands guard as Balzeors uses his magic to snarl the path. (Entangle has a long enough range that he could cast it from the current space delaying long enough for Fergus to get away first, Balzeros could target a space around the fairies who give off enough light to see it by).

RPGGGM |

The path ahead is winding but looks clear.
Do the folks at the foot of the cliff rush ahead or stay behind and wait for their companions?
Meanwhile atop the ridge...
Jump! Acrobatics (jump) DC 20.
and/or
Accelerated Climb! Climb DC 15 (+5 bonus for the rope).
==========================================
Again this one needs everyone involved in the CHASE to individually attempt a challenge in order to pass. Note this one is special in that a PC can overcome it even if they fail by four or less--it just means they take some damage from a bad fall.One further note, now that there is a rope you get a +5 bonus to climb and can try an accelerated climb check (as a full-round action) to get the same result as completing both challenges.

Zokon Santyev |

Zokon will do the accelerated climb as a full round action
climb: 1d20 + 7 ⇒ (8) + 7 = 15

Alia of the Blade |

"Keep an eye on the girl until they are here", Alia tells the strange Fey without giving an answer, then rushes onward on the clear winding path.
I know in chases there can also be obstacles where passing at a higher check than needed or spending time doing something allows others to bypass the check. Even if none of the sort comes up, it allows to shout back information and give people time to prepare or think about how to overcome something. So yeah, it makes sense to go on ahead in my opinion.

Illthir Winlowe |

"Pew!" Illthir breathes a sigh of relief as Fergus breaks free and Alia manages to get the girl down. Now it was just the rest of them! "I'll try the rope ..."
Climb: 1d20 + 7 + 5 ⇒ (19) + 7 + 5 = 31
Assuming the +5 is a bonus on our climb check and not on the DC :P

Serena Mistcastle |

If, and only if, all of her companions are down the rope, Serena will follow at an accelerated climb. And will probably get to the bottom by the most expedient means.
Climb: 1d20 + 2 + 5 - 5 ⇒ (7) + 2 + 5 - 5 = 9 (Str+Bonus-ACP)

Balzeros of the Narl |

With Fergus on his way, Balzeros takes up the rope and shimmies down. That ought to slow those wolves down too, we should be able to widen the gap now!
________
Accelerated Climb (Ropes, ACP), DC 15: 1d20 + 5 - 4 ⇒ (14) + 5 - 4 = 15 Ha HAAAA!

RPGGGM |

"Pew!" Illthir breathes a sigh of relief as Fergus breaks free and Alia manages to get the girl down. Now it was just the rest of them! "I'll try the rope ..."
Assuming the +5 is a bonus on our climb check and not on the DC :P
Yes.
With Fergus on his way, Balzeros takes up the rope and shimmies down. That ought to slow those wolves down too, we should be able to widen the gap now!
________
[dice=Accelerated Climb (Ropes, ACP), DC 15]1d20+5-4 Ha HAAAA!
Well actually...
You try to climb more quickly than normal. By accepting a –5 penalty, you can move half your speed (instead of one-quarter your speed).
So maybe....
If, and only if, all of her companions are down the rope, Serena will follow at an accelerated climb. And will probably get to the bottom by the most expedient means.
By the looks of things, this might no happen until next round.So you might get a chance to reroll.
Meanwhile, using a repelling trick learned from his mentor, Erlund Remuros, Zokon swings outward and drops into step beside Alia as she and the others with her rush ahead.

RPGGGM |

Fergusbot clambers down the rope with practically perfect aplomb.
climb (rope): 1d20 + 3 + 5 ⇒ (20) + 3 + 5 = 28
Balzeros slips skinning the inside of his palms before experiencing the agony of defeat upon the cold rocks below.
Balzeros fall damage: 4d6 ⇒ (1, 5, 2, 4) = 12
A moment later, a heavily armed and armored paladin falls on him.
Serena fall damage: 4d6 ⇒ (1, 4, 2, 2) = 9

RPGGGM |

The forerunners begin hearing rushing water. And soon enough find themselves confronted by a rushing stream overflowing with melted mountain snow. A fallen tree provides a narrow, and slippery way across for squirrels, but do any of the partymembers think they can make it? Alternatively the span isn't that far, but because of the tangle of foliage there's no chance for a running jump resulting in an uncertain leap. Lastly, the heroes might dare the freezing white water--perhaps by accident.
Balance! Acrobatics (balance) DC 18.
or
Jump! Acrobatics (standing long jump) DC 22.
or
Swim! Swim DC 15.
==========================================
Or for the full-round action, you can choose to do any two.
Further back some of the group are still picking themselves up from their fall at the base of the cliff. Spending a move to do so for this round of the chase.
The wolves seem closer. But the sudden briar patch invoked by Balzeros's magic seems to have slowed them as they begin barking from the far edge.

Zokon Santyev |

Meanwhile, using a repelling trick learned from his mentor, Erlund Remuros, Zokon swings outward and drops into step beside Alia as she and the others with her rush ahead.
What did I just watch.. that was just.....???? Why swords? I feel stupider for having watched that.
Zokon will help the two up that fell then draw his bow if he has time.

Balzeros of the Narl |

This... this is why I just walk around! Balzeros starts to get up when Serena crashes on top of him. Should have stayed on the boat...
"...ow..." he groans weakly. Thankfully with the aid of Zokon, he rises and limps after the others.
________
Move to get up, move to catch up!

Alia of the Blade |

"Zokon, help me out here.", Alia shouts back, retrieving her own rope from her back, throwing it towards some tree while holding on to one end, then rushing across the tree. "I'll tie it to something on the other side!"
Acrobatics: 1d20 + 13 + 6 ⇒ (7) + 13 + 6 = 26
Looking for two trees suitable to set a rope between them that will help with crossing the squirrel tree. Hopefully reducing the DC far enough that Take 10 becomes possible for our less athletic members.

RPGGGM |

What did I just watch.. that was just.....???? Why swords?
What else are ninjas supposed to use? Being a ranger, I figured you could relate.
Zokon rushes back to help the fallen, but runs into people coming the opposite way.
Looking for two trees suitable to set a rope between them that will help with crossing the squirrel tree. Hopefully reducing the DC far enough that Take 10 becomes possible for our less athletic members.
They won't be able to take 10 (for stress reasons), but they will be able to get a bonus, they'll just have to wait a round for Alia to set it up.
Alia darts across the log.

Zokon Santyev |

Seeing that the people appear to have help or picked themselves up he reacts to Alia's words and runs to the water and assists her with the tying of the rope to a suitable tree unless erevenwyg has done it in which case he crosses the log and gets ready to assist any that need it.
He looks for a long stick in case he needs to assist with fishing someone out of the water.
acrobatics balance: 1d20 + 10 ⇒ (19) + 10 = 29

Serena Mistcastle |

Serena sighs. When all of this is over, I'll need to look into getting an enchantment on my armor that makes it lighter.

Illthir Winlowe |

Illthir winces a little in sympathy with her less agile companions. Ouch. But they seem to get on their feet at least so that's nice! "Are you okay?" she asks in a hurried whisper and then heads south towards the forerunners.