Tales from the Feralwood

Game Master Kobash

=COMBAT MAP=
=Regional Map=
=Map of Marascar=


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Shane and Stroud fly off to scout the caravan. As they approach they notice a couple obvious things. First, the wagons are driven by Marascari teamsters, and one carries a passenger that appears to be a finely dressed Marascari merchant. The guards, however, do not seem Marascari. They are a mix of wildlander and pale men and women. They ride horses in pairs and wear white uniforms of some kind.

I need stealth, perception, and knowledge local checks from anyone closing distance with the riders waiting in ambush or the approaching caravan.


Primal Air Sorcerer 9; AC 15/13/12: HP 56/56; F+5,R+7,W+7; Init+7,Perc.+0; Darkvision 60'; 1/1 Free Reroll

Teena waits until she hears back from Stroud and Shane, knowing that sneaking wasn't her best quality.


M Half-Elf Druid (Menhir Savant) 9 - HP 63/63 - AC 21*/T: 14/FF: 17* - Resist: Acid 10, Cold 20* - Perception: +21 - Fort: +9, Ref: +8*, Will: +11 (+2 against enchantment, +4 against fey/plant abilities, immune to magical sleep) - CMB: +6, CMD: 20* - Speed: Fly 60' - Init +6*

Leaving the scouting up to the others, Troxell remains behind with Teena.

Grand Lodge

m Asamar aasimar bard 8 Init +3; Senses darkvision 60 ft.; Perception +14 AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex) hp 68 (8d8+16) Fort +4, Ref +7, Will +7; +4 vs. bardic performance, language-dependent, and sonic Resist acid 5, cold 5, electricity

stealth: 1d20 + 10 ⇒ (14) + 10 = 24
perception: 1d20 + 14 ⇒ (17) + 14 = 31
knowledge local: 1d20 + 11 ⇒ (11) + 11 = 22

As they start their decent Shane slows Stroud up and cast a couple spells on them both.

if i have the time ill cast invis on us both and see invis on myself along with acute senses in that order.


With invisibility and your skills you can easily get in close without being noticed.

Closing on the caravan Shanee discovers some details not easily noticed from a distance, and some hidden dangers that have been intentionally concealed.

The guards are too ordered and equipped for your average caravan, and they ride horses with identical brands that he has seen before on mercenary soldiers from the Company of the Star. One of the guards also carries a wrapped object, but an exposed trigger identifies it as a musket.

Examining the caravan reveals something more worrisome. In each of the four wagons are half dozen more soldiers sitting with crossbows. Ironbound chests sit at their feet.

Even if they took the caravan by surprise the Syrascari riders would be overmatched by the well armed and armored soldiers and outnumbered 2 to 1.

Grand Lodge

m Asamar aasimar bard 8 Init +3; Senses darkvision 60 ft.; Perception +14 AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex) hp 68 (8d8+16) Fort +4, Ref +7, Will +7; +4 vs. bardic performance, language-dependent, and sonic Resist acid 5, cold 5, electricity

Shanee says quietly to Stroud "Go tell the others about what we saw. I am going to warn the horsemen ahead I think.

Once Stroud is on his way Shanee quickly moves twords the would be ambushers muttering to himself. "I shouldn't get involved,I shouldn't get involved.....

And once he gets close you can sense he has given up on NOT getting involved.


Character Image Rogue 9 / AC 24 / HP 65 / F +6, R +14, W +5 / CMB +6, CMD 22 / Init +6

"I'll stay and back you up Shanee, my friend!"

Knowledge Local: 1d20 + 4 ⇒ (19) + 4 = 23
Perception: 1d20 + 11 ⇒ (17) + 11 = 28
Stealth: 1d20 + 17 ⇒ (17) + 17 = 34


Leaving the caravan, Shanee and Stroud fly to warn the Syrascari riders. They quickly arrive, remaining unnoticed under invisibility.

Now?

Grand Lodge

m Asamar aasimar bard 8 Init +3; Senses darkvision 60 ft.; Perception +14 AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex) hp 68 (8d8+16) Fort +4, Ref +7, Will +7; +4 vs. bardic performance, language-dependent, and sonic Resist acid 5, cold 5, electricity

When Shanee is in range of the riders he quickly and quietly cast a message spell and targets what he believes to be the leader of the group and those around him and whispers.

"I don't think it is a very good idea for you to attack that caravan. It is full of mercs that have weapons ready for an attack,most of which are ranged, and you will be outnumbered 2 to 1."

diplomacy: 1d20 + 20 ⇒ (12) + 20 = 32

I can target 8 people


Character Image Rogue 9 / AC 24 / HP 65 / F +6, R +14, W +5 / CMB +6, CMD 22 / Init +6

Stroud looks for any markings or symbols that can identify the Syrascari Warriors more.

Perception: 1d20 + 11 ⇒ (11) + 11 = 22


The Syrascari wheel about on their horses at the sound of Shanee's whispers. Many draw strings on their bows, but can find no obvious source to aim at.

"Spirits!" One hisses, trying to keep his voice low.
"Magic. Maybe they travel with a Talon." Another retorts, using the name the Kor Empire once labeled their slave wizards with.
"It does not matter." Their leader silences the rest with a cutting hand signal. "We are not prepared for this, and cannot take a chance. Withdraw and ride for the Lostlands."

With the order given, the riders break from cover and gallop east. The soldiers at the caravan notice, and some seem ready to give chase, but whoever leads them seems more interested in continuing south.

Stroud, if you want to know anything more about this Syrascari raiding party, like the name or reputation of this group, which tribe they might belong to, or whatever, roll knowledge local.


Character Image Rogue 9 / AC 24 / HP 65 / F +6, R +14, W +5 / CMB +6, CMD 22 / Init +6

Knowledge Local: 1d20 + 4 ⇒ (10) + 4 = 14

I also rolled Knowledge Local in my earlier post if that helps.

Grand Lodge

m Asamar aasimar bard 8 Init +3; Senses darkvision 60 ft.; Perception +14 AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex) hp 68 (8d8+16) Fort +4, Ref +7, Will +7; +4 vs. bardic performance, language-dependent, and sonic Resist acid 5, cold 5, electricity

With the conflict averted Shanee gets together with Stroud heads back to their companions. Once back he says.

"Ok now that the Skirmish has been diverted do we want to stop and talk to the caravan or follow the raiders and maybe get some news from the area or just continue on?"


Primal Air Sorcerer 9; AC 15/13/12: HP 56/56; F+5,R+7,W+7; Init+7,Perc.+0; Darkvision 60'; 1/1 Free Reroll

"Well, that's all well and good. Glad you fellas stopped that violence from happening. Great job. I say we keep on though...no telling how long this magic will last."


M Half-Elf Druid (Menhir Savant) 9 - HP 63/63 - AC 21*/T: 14/FF: 17* - Resist: Acid 10, Cold 20* - Perception: +21 - Fort: +9, Ref: +8*, Will: +11 (+2 against enchantment, +4 against fey/plant abilities, immune to magical sleep) - CMB: +6, CMD: 20* - Speed: Fly 60' - Init +6*

"We should continue forward towards Marascar, Teena has waited long enough to get her memories back."


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Stroud:
I missed that last knowledge local check. Here is some information that you may want to share.

Marascar has been going through many changes since the Kor Empire withdrew from governing it 25 years ago. Since then Marascar has functioned as an independent city-state run by a council of merchants. Then, about two years ago, the Company of the Star entered the scene under the employ of one of the wealthiest merchant princes of Marascar. Shortly after there was a dispute on payment and Commander Irovetti, the elven leader of the Order of the Star, seized that merchant's assets and established the Company as a ruling house of the city. Many believe it is only a matter of time before Irovetti declares himself King of Marascar.

The presence of Soldiers on this caravan, and the lack of obvious goods, gives you the notion that the Company of the Star is taking a more active role in securing Marascar and the lands around it. This could mark the beginning of plans to expand its realm of control.

Regarding the Syrascari Nomads: this group looked pretty well armed and organized. The leader matched the description of a man named Kashim Duuar, who is the leader of a tribe called the Ajai. This setup may have been an attempt by the Comoany of the Star to capture or kill him and weaken his tribe.

Leaving the raiders and soldiers behind, you soar off north again towards Marascar. Less then an hour later you spy the walls of the city ahead. Sprawled outside the southern gates is a district of ramshackle buildings and piers occupied by fishermen, traders, farmers, and others too poor to find a place within.

Two roads lead away from the southern gates, one follows the coast south towards the Wildlands, and a second, less traveled one, stretches off east into the Lostlands.

Stroud and Shanee know that there is another, less used, gate in the northern wall of the city.

Fly over the walls or land outside?

Grand Lodge

m Asamar aasimar bard 8 Init +3; Senses darkvision 60 ft.; Perception +14 AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex) hp 68 (8d8+16) Fort +4, Ref +7, Will +7; +4 vs. bardic performance, language-dependent, and sonic Resist acid 5, cold 5, electricity

"Well I say we land out of sight of the city so we don't alarm anyone or make it well known that we use such magics and just enter the southern gate with everyone else."


Character Image Rogue 9 / AC 24 / HP 65 / F +6, R +14, W +5 / CMB +6, CMD 22 / Init +6

"I agree with Shanee, but I suggest we enter through the northern gate. Less people."

Stroud begins to look at his home with different eyes, realizing that Aiman Noor is more the regular rather than the exception of people within his home city of Marascar.

"Either way, it should be easier to move around the city if we make ourselves known from the beginning. Be wary though my new friends, this place is not for the timid. The Order of the Star is unforgiving at best. Don't say anything about the Syrascari we helped. Irrovetti, their commander, is a dung pile of an elf who would consider us enemies if he found out we saved Kashim Duuar of the Ajai."

Stroud relays what he knows to the rest of the group in detail.


M Half-Elf Druid (Menhir Savant) 9 - HP 63/63 - AC 21*/T: 14/FF: 17* - Resist: Acid 10, Cold 20* - Perception: +21 - Fort: +9, Ref: +8*, Will: +11 (+2 against enchantment, +4 against fey/plant abilities, immune to magical sleep) - CMB: +6, CMD: 20* - Speed: Fly 60' - Init +6*

Troxell looks at the city with distaste, "The sooner will get done with the business, the better. If the two of you believe entering from the gate is a better tactic, then I'll trust your judgement. If they expect me to pay a toll to get in though, I'll just change into a bird and meet you inside."


1d20 ⇒ 10

Descending to a stretch of vacant road, you rematerialize and approach the city, passing through the sprawl of buildings outside the walls. The constant passage of merchant trains supports some business here, but the majority of those residing in the outer district are those that cannot afford to live within the city. It is a place of beggars, tinkers, farmers, fishermen, mercenaries, and thieves.

As you approach the gates a few street children dart out from among the cart vendors lining the streets and approach with hands out.

"Hi pretty lady!"
"Coppers? Please?"
"I'm so hungry! A coin for food?"
"Me too! I'm hungry too! I haven't eaten for a week!"
"I haven't eaten for a month!!"
"A copper sir!?"
"My crippled sister needs food and medicine!"
"A copper and I'll show you where the best ladies in the district are!"
"I'll show you where the boys are!!"
"Coppers!"
"Please sir!!"

Perception DC 22:

One child has cut free a belt pouch from Shanee.


Primal Air Sorcerer 9; AC 15/13/12: HP 56/56; F+5,R+7,W+7; Init+7,Perc.+0; Darkvision 60'; 1/1 Free Reroll

Perception 1d20 ⇒ 20

Teena greets all the children warmly. She didn't remember if she was close to youngsters in her past, but she did feel friendly to these little scamps.

Grand Lodge

m Asamar aasimar bard 8 Init +3; Senses darkvision 60 ft.; Perception +14 AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex) hp 68 (8d8+16) Fort +4, Ref +7, Will +7; +4 vs. bardic performance, language-dependent, and sonic Resist acid 5, cold 5, electricity

perception: 1d20 + 14 ⇒ (3) + 14 = 17


M Half-Elf Druid (Menhir Savant) 9 - HP 63/63 - AC 21*/T: 14/FF: 17* - Resist: Acid 10, Cold 20* - Perception: +21 - Fort: +9, Ref: +8*, Will: +11 (+2 against enchantment, +4 against fey/plant abilities, immune to magical sleep) - CMB: +6, CMD: 20* - Speed: Fly 60' - Init +6*

Perception: 1d20 + 20 ⇒ (11) + 20 = 31

"Shanee, I believe that child there just stole your coin purse." Troxell says in a pained tone with an exaggerated sigh, to yet again underscore his dislike of cities.

Grand Lodge

m Asamar aasimar bard 8 Init +3; Senses darkvision 60 ft.; Perception +14 AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex) hp 68 (8d8+16) Fort +4, Ref +7, Will +7; +4 vs. bardic performance, language-dependent, and sonic Resist acid 5, cold 5, electricity

Shanees eyes go wide"Curses" He immediately begins to sing a tune.

If at this point I can figure out which one took it ill try and fascinate him and 2 of the others if not just 3 at random hoping to get the one that took it.

perception: 1d20 + 14 ⇒ (17) + 14 = 31

show:
bardic performance = will save DC 18


Character Image Rogue 9 / AC 24 / HP 65 / F +6, R +14, W +5 / CMB +6, CMD 22 / Init +6

Perception: 1d20 + 11 ⇒ (8) + 11 = 19

"It's good to be home," Stroud says sarcastically as he rolls his eyes in embarrasment.


Primal Air Sorcerer 9; AC 15/13/12: HP 56/56; F+5,R+7,W+7; Init+7,Perc.+0; Darkvision 60'; 1/1 Free Reroll

Teena's feelings were hurt by the scandalous actions of the children. "Run then! We aren't here to be robbed by you lot!"

Grand Lodge

m Asamar aasimar bard 8 Init +3; Senses darkvision 60 ft.; Perception +14 AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex) hp 68 (8d8+16) Fort +4, Ref +7, Will +7; +4 vs. bardic performance, language-dependent, and sonic Resist acid 5, cold 5, electricity

After fascinating I will use bardic performance suggestion to suggest that they give the pouch back in payment for my singing which is also a dc18 will save


Following Teena's eye, Shanee notices one urchin who has broken from the pack. He takes a breath to convince the thief to stop, but the small form has already slipped into a nearby ally.

A chase is on!

Basic Chase Rules:

I'm using a variant of the chase rules from the Gamemastery Guide.

First, we roll initiative and resolve the surprise round. Those who didn't notice the pickpocket steal from Shanee are considered surprised and don't act in the surprise round.

In the normal initiative round you have a few options. Chases are basically broken up into obstacles to be overcome through skill checks modified by movement rate, special abilities, magic, etc.

The baseline speed is 30 for this chase. For each 10 feet slower than the chase's baseline speed a character moves, he suffers a cumulative –2 penalty on any check made to navigate obstacles. Likewise, for every 10 feet faster than the baseline speed he moves, he gains a cumulative +2 bonus on these checks. Significant mobility advantages over the baseline speed type (such as flight) grant an additional +10 bonus on checks made to avoid obstacles, simulating the character's use of enhanced movement to bypass obstacles entirely. Used properly, extremely powerful effects (such as teleportation) allow a character to instantly move forward a number of cards (use each card's distance to determine ranges).

It takes a move action to overcome an obstacle, which means you can overcome two separate obstacles in one round, or overcome one obstacle and use a standard action (like attack or cast a spell). Alternatively, you can spend a full-round action to try and overcome three obstacles by succeeding at both checks required by the current obstacle you face.

Due to the close quarters of this chase you must be within 1 obstacle (basically 30 feet) of the thief to target them with a ranged attack or spell.

Rolls:

Xerexis Perception: 1d20 + 7 ⇒ (7) + 7 = 14

INITIATIVE
Myhm: 1d20 + 2 ⇒ (16) + 2 = 18
Teena: 1d20 + 3 ⇒ (19) + 3 = 22
Troxell: 1d20 + 4 ⇒ (12) + 4 = 16
Xerexis: 1d20 + 1 ⇒ (8) + 1 = 9
Shanee: 1d20 + 3 ⇒ (7) + 3 = 10
Stroud: 1d20 + 6 ⇒ (13) + 6 = 19
Thief: 1d20 + 7 ⇒ (12) + 7 = 19

Obstacle 1 - A crowd of urchins
Swarmed by begging street urchins, you must get clear of them before you can give chase.
Checks: Acrobatics or Intimidate.

Obstacle 2 - A blind ally
The thief has turned into a dead end ally, but slipped through a broken slat in a wooden fence.
Checks: Escape artist or Climb.

INITIATIVE - Surprise Round
Teena is up
Thief
Troxell


Primal Air Sorcerer 9; AC 15/13/12: HP 56/56; F+5,R+7,W+7; Init+7,Perc.+0; Darkvision 60'; 1/1 Free Reroll

Intimidate. 1d20 + 10 ⇒ (14) + 10 = 24

"Don't make me strike you down with a bolt of lightning, you thief!"


Character Image Rogue 9 / AC 24 / HP 65 / F +6, R +14, W +5 / CMB +6, CMD 22 / Init +6

Stroud calls upon his knowledge of the area to see if he knows which thieves guild operates in the area.

Knowledge Local: 1d20 + 4 ⇒ (10) + 4 = 14


Rolls:

Thief Escape Artist: 1d20 + 12 ⇒ (11) + 12 = 23
Thief Acrobatics: 1d20 + 10 ⇒ (13) + 10 = 23

Stroud:
There are a few criminal groups that operate in the outer district. You think these are members of a gang of young thieves that call themselves the Copper Nails. They are a small group with little power, surviving by blending in with real urchins and beggars.

Teena gives the urchins a stern warning, bolstered by the glare of her strange first-world eye. They disperse and she is able to chase the thief to the ally. Unfortunately, the thief is quick, and had been able to slip through a crack in a fence blocking the way forward.

Obstacle 1 - A crowd of urchins
Swarmed by begging street urchins, you must get clear of them before you can give chase.
Here: Shanee, Troxell, Xerexis.
Checks: Acrobatics and/or Intimidate.

Obstacle 2 - A blind ally
The thief has turned into a dead end ally, but slipped through a broken slat in a wooden fence.
Here: Teena
Checks: Escape artist and/or Climb.

Obstacle 3 - Laundry
A back ally is filled with hanging laundry, obscuring sight and hindering pursuit.
Checks: Perception and/or Acrobatics.

Obstacle 4 - Through a window
An open window on the second floor of a building provides an avenue of escape from the area.
Here: Thief
Checks: Acrobatics and/or Climb.

INITIATIVE
Teena <
Thief
Stroud, Myhm, Troxell, Shanee, Xerexis


M Half-Elf Druid (Menhir Savant) 9 - HP 63/63 - AC 21*/T: 14/FF: 17* - Resist: Acid 10, Cold 20* - Perception: +21 - Fort: +9, Ref: +8*, Will: +11 (+2 against enchantment, +4 against fey/plant abilities, immune to magical sleep) - CMB: +6, CMD: 20* - Speed: Fly 60' - Init +6*

Would the spell Freedom of Movement basically negate all the obstructions? What about changing into a tiny or diminutive sized bird?

Also to clarify, does Troxell get both a surprise round action and the second round actions?


@Troxell, freedom of movement would grant a +10 bonus to movement oriented checks. Flight of any kind in this situation would grant a +10 bonus to movement oriented and probably a few other checks as well, depending on circumstances.
Also, Troxell does get a surprise round action (I forgot he actually made the perception check), plus a normal action.

Grand Lodge

m Asamar aasimar bard 8 Init +3; Senses darkvision 60 ft.; Perception +14 AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex) hp 68 (8d8+16) Fort +4, Ref +7, Will +7; +4 vs. bardic performance, language-dependent, and sonic Resist acid 5, cold 5, electricity

could I use knowledge local to get some knowledge about the local underworld that might get me a name to throw out or a phrase that would give me safe passage from these miscreants or know where they might run?

knowledge local = lore master +20 / skill +11 / total 31

Shanee tries to vanish...

concentration: 1d20 + 12 ⇒ (4) + 12 = 16


Primal Air Sorcerer 9; AC 15/13/12: HP 56/56; F+5,R+7,W+7; Init+7,Perc.+0; Darkvision 60'; 1/1 Free Reroll

Escape artist 1d20 + 3 ⇒ (7) + 3 = 10

"Come back, you mongrel!"


Shanee casts a spell and vanishes from sight.

@Shanee: Read Stroud's spoiler above. The Copper Nails are not very big or organized, and often changes their hideout. You know enough to probably track them down, but it might take some time.

@Teena: you still have a move or standard action left.


M Half-Elf Druid (Menhir Savant) 9 - HP 63/63 - AC 21*/T: 14/FF: 17* - Resist: Acid 10, Cold 20* - Perception: +21 - Fort: +9, Ref: +8*, Will: +11 (+2 against enchantment, +4 against fey/plant abilities, immune to magical sleep) - CMB: +6, CMD: 20* - Speed: Fly 60' - Init +6*

Troxell casts Freedom of Movement during the surprise round. Afterwards, he attempts to use acrobatics to make it through the crowd of urchins.

Acrobatics + FoM: 1d20 + 10 ⇒ (1) + 10 = 11

Assuming his first attempt to make it through the crowd fails, he tries again.

Acrobatics + FoM: 1d20 + 10 ⇒ (11) + 10 = 21


Primal Air Sorcerer 9; AC 15/13/12: HP 56/56; F+5,R+7,W+7; Init+7,Perc.+0; Darkvision 60'; 1/1 Free Reroll
Teena Akaash wrote:

Escape artist 1d20+3

"Come back, you mongrel!"

Teena again tries to move through the fence!

Escape artist 1d20 + 3 ⇒ (16) + 3 = 19


Character Image Rogue 9 / AC 24 / HP 65 / F +6, R +14, W +5 / CMB +6, CMD 22 / Init +6

Stroud thinks about where the leaders of the Copper Nails hang out in the city.

Knowledge Local: 1d20 + 4 ⇒ (7) + 4 = 11


Thief: 1d20 ⇒ 20
Thief: 1d20 ⇒ 12

Stroud doesn't think the Copper Nails has official leaders, or a place where they often meet.

Though he gets turned around for a moment, Troxell soon slips through the crowd and reaches the ally. There he spots Teena as she squeezes her way through the fence into the laundry-filled back street. There, Teena spots the thief climb through a window a short distance away.

Obstacle 1 - A crowd of urchins
Swarmed by begging street urchins, you must get clear of them before you can give chase.
Here: Stroud, Myhm, Shanee, Xerexis.
Checks: Acrobatics and/or Intimidate.

Obstacle 2 - A blind ally
The thief has turned into a dead end ally, but slipped through a broken slat in a wooden fence.
Here: Troxell
Checks: Escape artist and/or Climb.

Obstacle 3 - Laundry
A back ally is filled with hanging laundry, obscuring sight and hindering pursuit.
Here: Teena
Checks: Perception and/or Acrobatics.

Obstacle 4 - Through a window
An open window on the second floor of a building provides an avenue of escape from the area.
Here:
Checks: Acrobatics and/or Climb.

Obstacle 5 - Up to the roof
An open window on the second floor of a building provides an avenue of escape from the area.
Here: Thief
Checks: Acrobatics and/or Climb.

Obstacle 6 - Cross the gap
An open window on the second floor of a building provides an avenue of escape from the area.
Here:
Checks: Acrobatics and/or Climb.

INITIATIVE
Thief
Stroud, Myhm, Troxell, Shanee, Xerexis, and Teena are up!


Primal Air Sorcerer 9; AC 15/13/12: HP 56/56; F+5,R+7,W+7; Init+7,Perc.+0; Darkvision 60'; 1/1 Free Reroll

Teena ducks under the clothesline and tries to make up time by twisting through the hanging laundry.

Acrobatics 1d20 + 3 ⇒ (2) + 3 = 5

Acrobatics 1d20 + 3 ⇒ (7) + 3 = 10


M Half-Elf Druid (Menhir Savant) 9 - HP 63/63 - AC 21*/T: 14/FF: 17* - Resist: Acid 10, Cold 20* - Perception: +21 - Fort: +9, Ref: +8*, Will: +11 (+2 against enchantment, +4 against fey/plant abilities, immune to magical sleep) - CMB: +6, CMD: 20* - Speed: Fly 60' - Init +6*

Not wanting to waste more time changing forms, Troxell attempts to climb the fence.

Climb + FoM: 1d20 + 2 + 10 ⇒ (13) + 2 + 10 = 25

Assuming he makes it over, the druid next relies on his keen sight to figure out the way the thief went through the hanging laundry.

Perception: 1d20 + 20 ⇒ (12) + 20 = 32


Character Image Rogue 9 / AC 24 / HP 65 / F +6, R +14, W +5 / CMB +6, CMD 22 / Init +6

Stroud attempts to slip past the crowd!

Acrobatics: 1d20 + 17 ⇒ (4) + 17 = 21


@Stroud: check out the chase rules I posted above. There is more then one option.

Grand Lodge

m Asamar aasimar bard 8 Init +3; Senses darkvision 60 ft.; Perception +14 AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex) hp 68 (8d8+16) Fort +4, Ref +7, Will +7; +4 vs. bardic performance, language-dependent, and sonic Resist acid 5, cold 5, electricity

acrobatics: 1d20 + 8 ⇒ (17) + 8 = 25


Character Image Rogue 9 / AC 24 / HP 65 / F +6, R +14, W +5 / CMB +6, CMD 22 / Init +6

Stroud also puts out a deadly vibe against any who would get in his way!

Intimidate: 1d20 + 8 ⇒ (11) + 8 = 19

Attempting to make Obstacle 4.


Xerexis Acrobatics: 1d20 + 1 ⇒ (9) + 1 = 10
Xerexis Escape Artist: 1d20 + 1 ⇒ (13) + 1 = 14
Shane Climb: 1d20 + 6 ⇒ (9) + 6 = 15

Troxell and Shane keep pace with the thief while Stroud manages to close distance with a shortcut. Shanee slips into the alley but gets stuck at the fence. Teena gets laundry in her face and gets turned around in the side street.

Xerexis is left far behind with Myhm.

Thief: 1d20 ⇒ 1
Thief: 1d20 ⇒ 4

Just ahead of Stroud the thief makes a big mistake and trips on the stairs leading to the roof of a building.

Obstacle 1 - A crowd of urchins
Swarmed by begging street urchins, you must get clear of them before you can give chase.
Here: Myhm, Xerexis.
Checks: Acrobatics and/or Intimidate.

Obstacle 2 - A blind ally
The thief has turned into a dead end ally, but slipped through a broken slat in a wooden fence.
Here: Shanee
Checks: Escape artist and/or Climb.

Obstacle 3 - Laundry
A back ally is filled with hanging laundry, obscuring sight and hindering pursuit.
Here: Teena
Checks: Perception and/or Acrobatics.

Obstacle 4 - Through a window
An open window on the second floor of a building provides an avenue of escape from the area.
Here: Troxell, Stroud
Checks: Acrobatics and/or Escape Artist.

Obstacle 5 - Up to the roof
Stairs lead to the rooftops.
Here: Thief
Checks: Acrobatics and/or Climb.

Obstacle 6 - Cross the gap
An open window on the second floor of a building provides an avenue of escape from the area.
Here:
Checks: Acrobatics and/or Climb.

Obstacle 7 - A locked hatch
Seeing figures approaching across the rooftops, a citizen locks a hatch leading back down.
Here:
Checks: Strength and/or Disable Devices.

Obstacle 8 - Guards!
A small group of guards await below.
Here:
Checks: Difficult Acrobatics and/or Bluff.

INITIATIVE
Thief
Stroud, Myhm, Troxell, Shanee, Xerexis, and Teena are up!


M Half-Elf Druid (Menhir Savant) 9 - HP 63/63 - AC 21*/T: 14/FF: 17* - Resist: Acid 10, Cold 20* - Perception: +21 - Fort: +9, Ref: +8*, Will: +11 (+2 against enchantment, +4 against fey/plant abilities, immune to magical sleep) - CMB: +6, CMD: 20* - Speed: Fly 60' - Init +6*

Acrobatics 1: 1d20 + 10 ⇒ (1) + 10 = 11
Acrobatics 2: 1d20 + 10 ⇒ (7) + 10 = 17

Troxell has some initial trouble fitting his bulky robes through the window, but has high hopes on his second attempt.

If that first roll somehow made the DC, Troxell will take a standard action to cast Wind Wall in front of the child to stop him/her from moving.


Character Image Rogue 9 / AC 24 / HP 65 / F +6, R +14, W +5 / CMB +6, CMD 22 / Init +6

Stroud leaps through the window attempting to close the distance with the young thief!

Acrobatics: 1d20 + 17 ⇒ (8) + 17 = 25

He then swings on the Thief with the flat of his Scimitar!

Scimitar: 1d20 + 16 - 4 ⇒ (6) + 16 - 4 = 18, Non Lethal Damage: 1d6 + 9 ⇒ (2) + 9 = 11


Primal Air Sorcerer 9; AC 15/13/12: HP 56/56; F+5,R+7,W+7; Init+7,Perc.+0; Darkvision 60'; 1/1 Free Reroll

Teena wasn't giving up just yet. She again ducks under the clothesline and tries to make up time by twisting through the hanging laundry.

Acrobatics 1d20 + 3 ⇒ (4) + 3 = 7

Acrobatics 1d20 + 3 ⇒ (13) + 3 = 16

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