Khamul Froghoth |
Khamul doesn't see whatever it is, but gamely heels his hound after Drek (and probably past, given the speed differences) , loading his sling staff as he rides.
(DC for perception is +1 for every 10' IIRC, so if I get close enough, I may catch sight of whatever it is)
Sileven |
Perception: 3d6 + 7 ⇒ (4, 6, 1) + 7 = 18
Sil spots the shadow as well, but instead of following it, he goes to the area where he saw it, reaches up and breaks a nearby tree limb, and THEN follows the others chasing after it.
DM ShadowBloodmoon |
Chase Scene!
Everyone takes off after the thing in the woods, guided by snapping branches and that awful scent. It heads deeper into the small forest just outside Sandpoint’s walls. The little light you get from the sun is darkened in there and the rain makes things even more difficult. Whatever it is looks humanoid, but it has a big lead on you. There is a large puddle of mud on the other side of the road. You can either skirt around it or attempt to leap it.
Okay, so you guys are on card 1 and each card is 30 ft. The creature is 3 cards ahead of you on card 4, so about 90 ft away. You are trying to get to it before it reaches card 10. To leave a card you have to move through it with a move action and then roll versus one of the obstacles on that card using a standard action. You can choose to stay on that card and do something else if you wish. You get a bonus or penalty if you move faster or slower than 30 ft per round. Here is a the link to the Chase Rules for those of you who may not know them.
So for this first round, everyone roll initiative and post first round actions. Card 1 is Crossing the Road. Either an Acrobatics check or an Athletics check. Both are DC 10. It sounds like Sil already has his action for this round.
Khamul Froghoth |
Init: 3d6 + 4 ⇒ (2, 6, 3) + 4 = 15
+4 dex
Oooh questions...
1) How big is the puddle? (ie. How much extra movement to go around it?)
2) Do we have enough LoS to throw spells or missiles at it?
3) Are we allowed to use the run action - on my hound, that's 160' of move per round...
Zarque |
Initiative: 3d6 + 2 ⇒ (5, 1, 2) + 2 = 10
Zarque blinks away, to somewhere.
I can teleport 130', which could end the chase before it even starts. So, I'll have Zarque blink ahead and for the first round, try to discern the creature's destination, or at least the likely path, and the second round will set up a trap, holding back a branch to smack them when pass, followed by a blast of entangling molten gold to their space.
Cast dc 14/17 to teleport: 3d6 + 10 ⇒ (4, 5, 1) + 10 = 20
spellpoint: 1d6 ⇒ 5
stealth: 3d6 + 13 ⇒ (3, 2, 5) + 13 = 23
next round just in case
Cast dc 14/17: 3d6 + 10 ⇒ (2, 4, 1) + 10 = 17
rta: 3d6 + 5 ⇒ (1, 1, 4) + 5 = 11
dmg: 2d4 ⇒ (3, 2) = 5
spellpoint: 1d6 ⇒ 6
Drek'Thar |
Initiative: 3d6 + 7 ⇒ (5, 6, 1) + 7 = 19
Athletics? I think we don't have that skill...
Acrobatics: 3d6 + 0 ⇒ (4, 6, 4) + 0 = 14
Drek quickly jumps over the puddle, launching drops of mud everywhere when he lands. He needs a bit of time to recover, but hastely goes back to the chasing.
All of my talents have 30 ft range, lol.
Milah Ashkenazi |
Initiative: 3d6 + 6 ⇒ (1, 1, 3) + 6 = 11
Acrobatics: 3d6 + 11 ⇒ (6, 6, 1) + 11 = 24
...and, if we can figure out what skill/ability to roll for the other, Milah may want to try to accomplish both...
Sileven |
Initiative: 3d6 + 6 ⇒ (3, 1, 3) + 6 = 13
Yes, Sil is taking an action to mark the area the creature started in, so he can find it later to start a tracking effort if we must. Sometimes running fast isn't the best answer.
Not that a scripted chase scene wants you to have other options.
The Captivating Caprice! |
Initiative: 3d6 + 4 ⇒ (6, 6, 1) + 4 = 17
Spell Point: 1d6 ⇒ 4 Rather than give chase at full speed with the others, Idun feels her talents would best be spent giving someone else a leg up. She taps Milah with Improved Haste.
Grenz |
Grenz's move is 40'
Initiative: 3d6 + 2 ⇒ (3, 2, 6) + 2 = 13
Acrobatics: 3d6 + 13 ⇒ (5, 4, 3) + 13 = 25
Grenz is not the fastest to react, but he quickly builds momentum, easily jumping over the large puddle which might otherwise slow him down.
Is it possible to try and overcome the obstacles in two cards in one round?
Khamul Froghoth |
Ok, I guess I move on without answers...
Khamul will attempt to have his hound jump the puddle. (i.e. make the acrobatics check)
Ride, To get the hound to jump: 3d6 + 2 + 3 + 4 + 1 ⇒ (3, 6, 6) + 2 + 3 + 4 + 1 = 25 vs dc 15
2 ranks +3 trained +4 dex + 1 trait
Leap: You can get your mount to leap obstacles as part of its movement. If the Ride check to make the leap succeeds, make a check using your Ride modifier or the mount’s jump modifier, which is lower, to see how far the creature can jump. If you fail your Ride check, you fall off the mount when it leaps and take the appropriate falling damage (at least 1d6 points). This usage does not take an action but is part of the mount’s movement.
A riding dog has a +14 modifier to jump, so I use my +10 from ride...
Acrobatics for the jump: 3d6 + 2 + 3 + 4 + 1 ⇒ (4, 4, 4) + 2 + 3 + 4 + 1 = 22 vs dc 10
DM ShadowBloodmoon |
Gah, DnD on the brain, I meant to point out that you could choose Strength or Dexterity in order to use Acrobatics to make the Jump or Skirt around the puddle, either one would put you on the next card. When I only have an hour to write, I forget to revise sometimes. Either way, yes, you can certainly use a full round action to move three cards, but you have to be able to get around both of the obstacles on your current card, which means acrobatics twice. Otherwise you can only overcome 1 obstacle per turn. It costs you your action for that turn. You can do something else instead, but you don’t leave the card. You do have line of sight, but since there is a lot of cover, there will be that penalty for ranged attacks or spells. Here is where I have everyone so far:
Drek’Thar (19)- Card 2
Idun (17)- Card 1- Improved Haste on Milah
Creature (16)- Card 5
Khamul (15)- Card 2 Unless you wanted to use the full round in which case your hound will need to make a second check.
Sileven (13) Card 1- Breaking the Twig to Mark the Spot
Grenz (13) Card 2
Milah (11)- Card 2
Zarque (10)- Card 2
Card 2- Into the Forest
Option 1- Which Way Did It Go?, Perception DC 15
Option 2- Is that a Path?- Survival DC 15
Option 1- Go Over, Climb DC 15
Option 2- Find a New Path, Perception DC 15
Everyone takes off after the creature, reaching the forest’s edge and trying to find the best way to get to it before it reaches where it is going. Sileven, marks a tree so that you can find your way back, should you get lost.
For next round, if everything looks good to you guys, you can post the next round actions.
Khamul Froghoth |
Ok, Khamul will have tried the full round action...
Thus, Khamul will have to make a ride check to get his hound to do the 2nd acrobatics check...
Ride, To get the hound to do the acro check: 3d6 + 2 + 3 + 4 + 1 ⇒ (5, 1, 3) + 2 + 3 + 4 + 1 = 19 vs dc 15
2 ranks +3 trained +4 dex + 1 trait
The dog has Acro +6, and this is not a jump check (which it gets a further +8 on...), so I use It's score, not my Ride check
Ride and Acrobatics:
Acrobatics for the Hound, using my ride: 3d6 + 6 ⇒ (4, 4, 5) + 6 = 19 vs dc 10
Khamul Froghoth |
I can't make a dog climb. I assume I can't have my hound jump the fallen log either. So, I can only make 1 check (If I can make a jump check, this will be another full round action)
Khamul continues to pursue. Slightly stymied by a fallen log, he chooses to try to find a new path.
Perception: 3d6 + 4 + 3 + 1 ⇒ (6, 3, 4) + 4 + 3 + 1 = 21 vs dc 15
4 ranks +3 trained +1 trait
Milah Ashkenazi |
Given the option, Milah will certainly do Acrobatics twice...
Acrobatics (Haste): 3d6 + 11 + 2 ⇒ (4, 5, 6) + 11 + 2 = 28
Milah leaps ahead of the pack, quickly chasing down the thing...
Cheated and read Khamul's spoiler, sorry. I'm also adding the +2 to the roll from Haste only for the physical roll...
Climb (Haste): 3d6 + 11 + 2 ⇒ (4, 6, 1) + 11 + 2 = 24
Perception: 3d6 + 8 ⇒ (3, 1, 5) + 8 = 17
Sileven |
Untrained Acrobatics (Dexterity) w/ Encumbrance: 3d6 + 4 - 3 ⇒ (2, 3, 1) + 4 - 3 = 7
Full-round o try twice, right?
Untrained Acrobatics (Dexterity) w/ Encumbrance: 3d6 + 4 - 3 ⇒ (1, 6, 3) + 4 - 3 = 11
So, do I get one success, or did the first failure end the try? <wink>
Grenz |
I am a bit unsure here - would I be able to take a second Acrobatics during the first round of the chase?
Acrobatics: 3d6 + 13 ⇒ (6, 3, 1) + 13 = 23
And now both a Perception and a Survival?
Perception: 3d6 + 12 ⇒ (4, 3, 1) + 12 = 20
Survival: 3d6 + 9 ⇒ (1, 6, 3) + 9 = 19
Grenz quickly navigates the distance between themselves and the spy, his days of running from the authorities paying off.
If we manage to get closer, are we actually able to see who/what it is? On another note, if Grenz has a chance to actually catch up, he will first zap the wand of Mage Armor on himself.
Drek'Thar |
What I get is this round we need to roll Perception and/or Survival instead of Acrobatics, right?
Drek tries to give a bit more or else the stranger is going to escape.
Perception: 3d6 + 11 ⇒ (5, 1, 6) + 11 = 23
Survival: 3d6 + 13 ⇒ (1, 6, 2) + 13 = 22
DM ShadowBloodmoon |
Round 2
Drek’Thar (19)- Card 2 to Card 5- Full Round Yep, full round to move three if you do both.
Idun (17)- Card 1 to ?
Creature (16) Card 7
Khamul (15)- Card 4 to Card 5- Action to deal with Log. Unfortunately only the two choices are available.
Sileven (13)- Card 1 to Card 2- Full Round Failure on one only slows you.
Grenz (13)- Card 4 to Card 7I retconned your first card so you could take the full round on the first card. Mage Armoring yourself will cost an action, so it will have to be next round.
Milah (11)- Card 4 to Card 7Got it and retconned to get you where you are.
Zarque (10) Card 2 to ? Remember your teleport ability gives you a +10 to all the checks
I think that’s everyone but Idun and Zarque.
Crashing through trees and leaping around logs, your party closes on your prey. Those of you close enough can smell this thing and even more, some of you think you almost recognize the ragged blue cloak and dark trousers it is wearing, as if you’ve seen them before. It hisses as you get close, trying to make its way to somewhere ahead. That’s when Milah and Grenz get close enough to almost catch him. They hear it say something in a raspy voice, ”Not yet, my pretty. Not yet.”
We will see what Idun and Zarque do, but for the moment, Grenz and Milah are in melee range technically.
The Captivating Caprice! |
I'm not super sure about the chase system and how it works still, so I'm going have Idun stay behind at the scene. Just in case we were being lured away for some nefarious purpose or such. :P
DM ShadowBloodmoon |
That’s okay, I am still getting used to it myself. As Zarque mentioned in discussion, there are some things it only arbitrarily deals with by giving a flat bonus. While I can see the realism of not being able to teleport directly in front of the creature due to all the trees, shrubs, etc. in the way, the simple +10 advantage they give with teleport basically gives her a free pass on all the obstacles. So I am trying to balance that. I will put her on card 4 like everyone else who full round ran to make up for it. So, Zarque is on card 4 for the start of round 2 and Grenz is on Card 5 and Mage Armored.. Here are the new cards for those ready to roll for Round 3.
Card 2- Into the Forest
Option 1- Which Way Did It Go?, Perception DC 15
Option 2- Is that a Path?- Survival DC 15
Card 4- Fallen Log
Option 1- Go Over, Climb DC 15
Option 2- Find a New Path, Perception DC 15
Card 5- Too Many Trees
Option 1- Dodge the Branch- Reflex Save DC 20
Option 2- Gotta Keep Moving- Fortitude Save DC 15
Card 7- Is That the River?
Option 1- I Hear Something- Perception DC 15
Option 2- Muddy Boots- Acrobatics DC 20
For Round 2, Zarque is still up from Card 4. For Round 3, Drek’Thar is up before the creature, as Idun has chosen to stay behind, just in case.
Khamul Froghoth |
For round 3, Khamul attempts a double move to catch up with what I suspect is a fight in Card 7 or 8
Calling on his reflexes and toughness, Khamul dodges branches while pushing on...
Fort Save: 3d6 + 1 + 1 + 1 + 3 ⇒ (4, 6, 5) + 1 + 1 + 1 + 3 = 21 vs dc 15
+1 medium +1 con +1 racial+3 spirit bonus (champion)
Reflex Save: 3d6 + 1 + 4 + 1 ⇒ (4, 4, 1) + 1 + 4 + 1 = 15 vs dc 20
+1 medium +4 dex +1 racial
Grenz |
The other day I was reading chase rules for a specific module (Plunder and Peril), and they were a bit different - if you wanted to move three cards, you would need to overcome all obstacles in your card, and then one of the obstacles in the next card. However d20pfsrd does say you only need to overcome the two challenges on the card you are in, and you move three. So, yeah...
After a pause to reinforce his defenses, Grenz takes up the chase again, trying to catch up to their fleeing adversary.
Reflex DC20: 3d6 + 7 ⇒ (4, 5, 5) + 7 = 21
Fort DC15: 3d6 + 10 ⇒ (3, 4, 3) + 10 = 20
DM ShadowBloodmoon |
I can out in Card 3 and 6 just for completion’s sake, if you’d like. Yep, it’s only the two on the current card to move 3. Weird right? Maybe I’ll pull Spycraft’s chase rules in next time :-)
Round 3- So Far
Drek’Thar (19)- Card 5 to ?
Idun (17)- Card 1 to ?
Creature (16) Card 7 to ?- Waiting to see what Drek’thar will do.
Khamul (15)- Card 5 to 6- So many low branches..
Sileven (13)- Card 2 to ?
Grenz (13)- Card 5 to Card 8- You’ll probably be on the creature’s space for Round 4
Milah (11)- Card 7 to ? The creature is in melee range and if it moves, you will get a AoO on it.
Zarque (10) Card 2 to ? Round 2?
Drek'Thar |
Drek tries to keep running as fast as he can while dodging the dangerous branches.
Fort save DC 15: 3d6 + 8 ⇒ (4, 3, 3) + 8 = 18
Ref save DC 20: 3d6 + 6 ⇒ (6, 5, 5) + 6 = 22
Sileven |
Sil tries to follow the group, but is having trouble keepig them in his line of sight.
Perception DC 15: 3d6 + 7 ⇒ (6, 2, 4) + 7 = 19
Survival DC 15: 3d6 + 1 ⇒ (1, 2, 1) + 1 = 5
1 success of 2.
Milah Ashkenazi |
AoO (Rapier (threaten on 14-18)): 3d6 + 9 ⇒ (1, 3, 6) + 9 = 19
Damage (Rapier (Weapon Specialization), Precise Strike): 1d6 + 6 + 4 ⇒ (2) + 6 + 4 = 12
Milah does her best to bring the chase to an end...
Move action: Follow creature
Perception (DC 15): 3d6 + 8 ⇒ (2, 2, 5) + 8 = 17
If it double-moves:
Standard action: Follow creature
Acrobatics (DC 20): 3d6 + 11 ⇒ (5, 6, 4) + 11 = 26
If it doesn't:
Standard action: Attack creature
Attack (Rapier (threaten on 14-18)): 3d6 + 9 ⇒ (6, 1, 3) + 9 = 19
Damage (Rapier (Weapon Specialization), Precise Strike): 1d6 + 6 + 4 ⇒ (1) + 6 + 4 = 11
Swift action: Menacing Swordplay
Intimidate (DC 10+Hit Dice+Wis Bonus): 3d6 + 11 ⇒ (6, 3, 1) + 11 = 21 (lasts 1 + (roll-DC)/5 rounds)
[/spoiler]
DM ShadowBloodmoon |
Round 3-
Drek’Thar (19)- Card 5 to 7
Idun (17)- Card 1- Staying behind.
Creature (16) Card 7 to 10.
Khamul (15)- Card 5 to 6- So many low branches..
Sileven (13)- Card 2 to 3- Finding the path.
Grenz (13)- Card 5 to Card 8-
Milah (11)- Card 7 to 10- Trying to keep up.
Zarque (10) Card 5 to 8 Botting to keep up, using teleport to stay close.
The creature seems to move with impossible speed, Milah’s rapier only barely cutting a bit of cloth from its tattered blue coat. The others do their best to keep up, but the woods are thick with shrubs and undergrowth. Milah stays on its heels though, splashing through the river and seeing where it is headed. It appears that it is going towards a sewer outlet gate that has been opened. Turning to face Milah, it speaks again. ”My dearest friend, you are too late, the countdown has already begun and time waits for no one. I’ll be seeing you again soon.” With that, he turns to disappear into the gate.
Drek’thar, if you have anything that can stop him from getting away, now is the time, otherwise Milah will get one last AoO and then it will be gone.
Milah Ashkenazi |
Milah notes where the piece of the thing's cloak falls, then, realizing the thing is nearly out of reach, attempts to trip it...
AoO: Trip it
Trip: 3d6 + 3 ⇒ (2, 5, 5) + 3 = 15 ...one of the bad parts of a low-strength build
Opportune Parry (Rapier): 3d6 + 9 ⇒ (5, 6, 3) + 9 = 23
Panache Loss: 1d6 ⇒ 5
Riposte (Rapier (threaten on 14-18)): 3d6 + 9 ⇒ (6, 5, 2) + 9 = 22
Damage (Rapier (Weapon Specialization), Precise Strike): 1d6 + 6 + 4 ⇒ (6) + 6 + 4 = 16
Defense: 3d6 + 10 ⇒ (1, 1, 2) + 10 = 14
...@GM: can Milah tell who/what it is? Humanoid, undead, etc.?
Drek'Thar |
I could theoretically make him nauseated/sickened, but the range is only Close and I'm 3 cards away.
DM ShadowBloodmoon |
Milah attempts to keep the creature where it is, striking true as it turns to jump down the grate. As her blade strikes true, it comes back with a black grime upon it. The creature lets out an unearthly howl as it pulls itself free of the blade and jumps down the hole, leaving the coat behind. You hear the grate slide shut and the hisses and growls of more creatures inside. As the rest of you catch up, you see Milah looking at her blade and covering her nose from a foul stench.
Probably definitely undead... What do you do now?
Khamul Froghoth |
Can Khamul see movement behind the grate? If he can, he will fire a sling bullet at it.
To hit: 3d6 + 3 + 3 + 4 + 1 + 1 ⇒ (3, 4, 1) + 3 + 3 + 4 + 1 + 1 = 20
3 bab +3 spirit bonus +4 dex +1 pbs +1 enhancement
Damage: 1d6 + 3 + 3 + 1 + 1 + 1 ⇒ (4) + 3 + 3 + 1 + 1 + 1 = 13
+3 spirit bonus +3 seance bonus +1 str +1 pbs +1 enhancement
Milah Ashkenazi |
Milah, realizing that pursuing the creature into the sewer grate is likely not the best move, wipes her blade on the shedded coat and gathers up as much evidence as she can see before trudging back to the road.
Perception: 3d6 + 8 ⇒ (3, 3, 6) + 8 = 20
Khamul Froghoth |
Khamul heels his dog as if to go with Milah and the pauses, his brow wrinkling: "Wait a second. That can't be a sewer. First we are well out of town (We have to be at least a couple of hundred feet outside the wall of the town, and maybe quite a bit more depending on the direction of the chase. Can you give us a dot for this "sewer entrance" on the map on slide 4, DM Shadowbloodmoon?). Second, since when does a town Sandpoint's size have a sewer network?"
DM ShadowBloodmoon |
Coming right up...
Barred by the sounds of more of those creatures beyond the grate, Milah picks up the coat. Though tattered and torn, it looks vaguely familiar to her. As she thinks about it, a sharp metallic clang brings her attention back to where she is as Khamul’s sling ricochets off the grate. It seems that the creatures have started to move away, but they left their stench behind.
Milah has started walking back, but if anyone else wants to approach and investigate the grate, you will have to make a DC 15 Fortitude save first.
DM ShadowBloodmoon |
Grenz sputters a bit as the smell assaults his nose. He has smelled worse in some of the rings he’s been in though and so he shakes it off and looks into the grate. The creatures that were there can still be heard farther down the tunnel. The grate itself looks to be locked from the inside. Judging by the materials along the walls, it seems that this grate is very old and that the tunnels that were originally here have long since been gone. It looks as if some recent digging has occurred, but without going further inside, it is difficult to tell.
Meanwhile, as Idun keeps watch, she notes that a few Sandpoint Militia riders on patrol approach from the east and they have a couple of bodies draped over their horses.
Drek'Thar |
Drek arrives to the "sewer" and tries to have a look.
Fort Save: 1d20 + 8 ⇒ (3) + 8 = 11
Instead, he starts coughing, then throwing up, kneeled, as the horrendous stench gets a grip on his stomach.
The Captivating Caprice! |
Idun grimaces as she spots the riders. This is not good. Are they going to be fighting an apocalyptic wave of undead by nightfal at this pace?
Khamul Froghoth |
Ok, we've gotten slightly confused here; neither Idun nor the Militia are visible. She stayed at the North Road, and we're 300 odd feet of forest away... That said
"Yes, this is a path forwards Grenz, but I say we're not going to rush down it right now. Tunnels can have multiple ends, and that one is going towards Sandpoint. We have to tell the sheriff about this before we go in, in case we don't come back.
Also, there are practical considerations. I'm not going to try to take my hound through a tunnel, and there are quick preparations we could make. Finally, there were several of them waiting right there for us. We'd be rushing into an ambush; give them time to give up or at least get bored..."
I figure it's no later than 1330 - we had lunch and came out to the scene. The chase broke out and it was short... we can go back, warn the sheriff and buy some quick gear before going in, and be back by 1500 or so... As to the gear, I'm thinking alchemical paralysis protection, scent protection, and some backup lights (normally this would a light cantrip thing, but as far as I can make out, SoP casters don't have cantrips...). I'll talk gear more in the discussion
DM ShadowBloodmoon |
Correct, only Idun has seen the militia at this point, as far as I can tell, everyone else is still at the grate and yes, it is about 1pm at this point.
Milah Ashkenazi |
"Can any of you unlock the grate? I don't mind going after them - assuming I don't hurl my guts out at that smell - but they seem to be out of our reach if we can't get past that first obstacle."
Sorry, Milah had been walking back to the road, but it sounds like more input was desired. I'll also note that given the deus ex machina aspect of the conclusion of the chase - Milah always moved 3 cards, and was still unable to catch the thing or keep it from not only moving into the sewer but also closing the grate and locking it - I figured we weren't intended to go there...