Sins of the Father

Game Master Witch's Knight

Chapter 1

Blood and Tears


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Crunch:

[ooc]Sense Motive for Lyssia 1d20 + 2 ⇒ (6) + 2 = 8
Perception check for townspeople 1d20 + 2 ⇒ (14) + 2 = 16

Lyssia:

As Myth'rawn steps outside with you, it's clear that he's troubled by whatever he saw, but also that he's trying to mask his discomfort. He likely doesn't want to talk about it. Aside from that, as you step outisde, you don't notice anything out of place. The street appears empty, though you can hear the mutterings of the crowd from the other side of the building. It sounds like the crowd may have grown since you stepped into the Garrison.

Myth'rawn:

The street appears empty as you step outside, though you can hear the mutterings of the crowd from the other side of the building.

As Thrawn and Lyssia step outside, they walk slowly, cautiously, eyeing the corners of nearby buildings for signs of townsfolk. Then, as they approach the near corner of the Garrison, a patch of gravel under Lyssia's foot shifts unexpectedly. She catches her balance quickly, but her stumble puts Akos off his balance, flapping his wings and letting out an irritated screech.

"Did you hear that?

Someone on the other side of the building calls out above the crowd.

"That bird! The girl with the bird, she's helping him! They're trying to escape!"


Male Elf

Thrawn yanks something out of his backpack before shoving the bag into Lyssia's arms. "Hag's plummet." he hisses, then he kisses her boldly on the mouth.

Ignoring her nonplussed expression of shock, he shoves her down the alley, away from the mob. "Go!"

Bellowing as loud as he can, Thrawn turns and leaps impossibly onto the roof of the building next to the alley, landing nimbly, twelve feet above the alley, his giant hammer in his hand.

DM:
Thrawn grabs a thunderstone and a flashpowder, hands his bag and tent to Lyssia, grips his earthbreaker (total weight carried 57.6 lbs.) and pockets the alchemical items, and Bluffs the mob - Bluff check 1d20 + 4 ⇒ (1) + 4 = 5 into thinking there is an angry ogre back here, charging out. He rages as a free action, and bellows to Intimidate - Intimidate check 1d20 + 5 ⇒ (6) + 5 = 11. He then spends a hero point and a ki point, using his acrobatics master ninja trick as a swift action, runs 10 ft. and jumps to the top of the building with a 35 ft. movement rate (swift foot) - Acrobatics check 1d20 + 35 ⇒ (14) + 35 = 49. That should get him 12 ft. 4 inches off the ground. Click HERE for reference. I can grab onto something 20 ft. 4 inches off the ground. Assuming a pitched roof, I land nimbly on a one story building. Assuming a two-story building...

If I need to spend another Hero point to demorolize or deceive, as they take a standard action and at least one round, I will. :)

EDIT - Eff that stupid Bluff check. Luck point re-roll - Bluff check 1d20 + 4 ⇒ (7) + 4 = 11.


Female Human

DM:
I'm assuming Hag's plummet is an herb of some sort? Or a place? Knowledge Nature check 1d20 + 6 ⇒ (20) + 6 = 26

Also, what negative am I at right now to make another stealth check to follow Thrawn in a more discreet manner?

Stealth check (once I'm on top of the roof)1d20 + 13 ⇒ (15) + 13 = 28

Lyssia sighs and gets moving. She moves a few yards away and then starts to move parallel to Thrawn and the mob. She could hear the mob's angry shouts and hoped that he was smart enough to not actually hurt anyone.

She climbs on top of a house a few rows back, to where she can see Thrawn on top of the building he'd leapt to, staying low and quiet.


Map of Sandpoint

Lyssia:

Go ahead and give me a climb check for that, and a direction. The Garrison is building 10. Thrawn is currently on the building to the North of the "et" of Tower Street.

Thrawn is currently on top of the building to the north of the "et" of Tower Street. The only buildings with roofs taller than 10 feet are buildings 1 (the Sandpoint Cathedral), 3 (the White Deer, a tavern), 11 (the town hall), 20 (the Sandpoint Glassworks), 23 (the theater), 25 (the mill where the murders were committed), 37 (the Rusty Dragon, another tavern), and 47-50. Any of the three roads out of town (the north and south points of the Lost Coast road and the unnamed road heading East) are good ways to leave town. Don't worry about which is closer to Grump's farming community, the time difference is negligible.


Male Elf

DM:
Thrawn heaves the thunderstone and the flash powder as hard as he can, throwing it away from where he and Lyssia are travelling.

Thrawn throws the items towards number 18, which is 150 ft. He's not trying to hit a specific target, just max distance. Is it assumed I can hit max distance automatically?


Myth'rawn:

Make it a Strength check. You could fumble and drop them on your feet, or throw them through a window or something.


Male Elf

DM:
Strength check 1d20 + 3 ⇒ (12) + 3 = 15.


Female Human

DM:
I will head in whatever direction Thrawn seems to be going, just a little further down. I'll climb up the theater to see better and try to stick to the roofs and out of sight as much as possible.

Climb check 1d20 + 6 ⇒ (14) + 6 = 20


Lyssia:
I'm sorry, I never listed your position. You are at the northwestern corner of the Garrison. Thrawn is across the street to the north, on top of that building. The theater is almost 500 feet southeast of you, plus two rounds of climbing. I'll let you use your current climb check for the first round, if you get there. Also, make a Perception check.

Roll initiative


Male Elf

Initiative 1d20 + 3 ⇒ (2) + 3 = 5.


Female Human

DM:
Ok, in that case, I'm going to just head to the west and then to the north, going more toward Junker Way, and head east to get out of town via the north end of Cliff Street. I'll try to stay stealthy and in sight of Thrawn.

BTW, what check do I have to make to know what the hell he was talking about before he pushed me away?

Initiative1d20 + 4 ⇒ (18) + 4 = 22


Crunch:
Townsfolk initiative 1d20 + 2 ⇒ (6) + 2 = 8

Lyssia:
What, you mean the "Hag's Plummet" thing? That would be a Knowledge(local) check.

Since we're in actual round order now, describe your actions in terms of movements. Take note of whether you are running, being stealthy and at what speed (half-speed, full-speed) you are being stealthy. Acrobatics checks are a move action, as are Climb checks.
After Thrawn launches himself onto the nearby rooftop, Lyssia and Akos run to the northwest, cutting between the houses towards Junker's Way. Moments after Thrawn's bellowing roar fades, an sharp crack of sound, almost a thunderclap, bursts out from southern end of the Garrison.
Lyssia:
Make an Intelligence check

Initiative order:
Lyssia
Townsfolk
Myth'rawn


Male Elf

DM:
When my turn comes up, I will make a Perceptioon check 1d20 + 8 ⇒ (9) + 8 = 17 to see how the distraction has caused the villagers to respond, so that I can choose where to go.


Female Human

DM:
intelligence check 1d20 + 0 ⇒ (7) + 0 = 7
Also knowledge local check for the Hags Plummet, 1d20 + 0 ⇒ (18) + 0 = 18

[ooc]I'll be going full speed, but stealthy. Do I need to make another check for that? Just in case 1d20 + 13 ⇒ (17) + 13 = 30

Also, I'll head east once I get to Junker Way

Lyssia darts between houses, staying low and quiet. Trying to stay in a discreet position while still able to see Thrawn, she turns slightly more to the east to run parallel to the Guardhouse.


Lyssia:
You take a -5 to your Stealth check for stealthing at full speed, so your current Stealth check is 25 and you can move to the square in between the houses directly South of the apostrophe in Junker's Way. You also surmise that the explosion you heard probably came from whatever Thrawn took out of his pack before sending you away with it. As far as Hag's Plummet, it's a peninsula about two miles southwest of Sandpoint, and about three miles northwest of the farming community. It would be slightly out of the way, but it definitely makes a clear meeting point if the two of you become separated.

Crunch:
Townsfolk Perception 1d20 + 2 ⇒ (10) + 2 = 12, Sense Motive 1d20 + 2 ⇒ (18) + 2 = 20

Three townsfolk round the northeast corner of the Garrison, spotting Thrawn almost immediately, and two more circle around the southeast corner. The door below Thrawn opens and a gruff voice calls out,

"Oy, wot's all this then? 'Oo's on the bloody roof?"

Myth'rawn:

It doesn't look like these people are looking for an ogre, unfortunately, but your thunderstone frightened several other pursuers into hiding until they figure out it wasn't actually dangerous.


Female Human

DM:
I can handle the hit to my stealth. I'll move to the square you're talking about, then make a

Perception 1d20 + 11 ⇒ (9) + 11 = 20 check

to see if I can see or hear where Thrawn is.


Male Elf

Thrawn leaps off the building, and sprints to the base of the Old Light.

Crunch:
Acrobatics check 1d20 + 13 ⇒ (11) + 13 = 24, and move as far into my 140 ft. full sprint as I can, which should get me to the base of the Old Light. I'm assuming since I fell ten feet, but made a DC 15 Acrobatics check to take no damage, that I am not prone. If I am incorrect, sorry. :)


Female Human

DM:
Did the perception roll I made to spot where Thrawn was headed work out for me?

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