The Great Modron March (Inactive)

Game Master bookrat

In which the heroes must try to save a town from the unswerving march.

Scenes of the March (modern 5e art)
Scenes of the March (original 2e art)
Scenes of the March (deviantart, inside Mechanus)
Heart's Faith Map


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Male Air Genasi Bard 3 | HP 25/25 | AC 14 | Init +4 | Passive Perception 11 | Melee +4 (rapier, 1d8) | Ranged +4 (shortbow, 1d6) | Saves S0, D4, C2, I0, W0, Ch4 | Spells: DC 12, Slots 1st: 4/4 2nd: 2/2 | Inspiration [No] |

Initiative: 1d20 + 3 ⇒ (13) + 3 = 16

How far ahead of us is the corner where they just turned out of sight?


female Human Warlock 3 | AC 15 | HP 23/23 | PassPerc 9 | Saves: STR+0 DEX +3 CON +1 INT +2 WIS +1 CHA +5 | Spells 1/2; Spell Save DC 13 | [x] Inspiration

Init: 1d20 + 3 ⇒ (10) + 3 = 13


40 feet down the road to the next one.


Male Human (Variant) Warlock 1 Passive perception 13. AC 16. Hp 10/10. HD 1/1. Init +7 Spell slots: 1/1, save DC 13. Curse 1/1
Saves:
STR 0 DEX +2 CON +2 INT +1 WIS +3 CHA +5

Soolam speeds off.

Initiative: 1d20 + 3 ⇒ (1) + 3 = 4

Unless otherwise noted, Soolam will be using his bonus action every time he can to increase his speed to 40 feet.


Male Air Genasi Bard 3 | HP 25/25 | AC 14 | Init +4 | Passive Perception 11 | Melee +4 (rapier, 1d8) | Ranged +4 (shortbow, 1d6) | Saves S0, D4, C2, I0, W0, Ch4 | Spells: DC 12, Slots 1st: 4/4 2nd: 2/2 | Inspiration [No] |

Aerin is going to take 2 dash moves this first round, the thought being that the black clad folks may not yet realize how hard they are being pursued. He hopes to close in and keep them in sight.


Male Human (Illuskan) | Battle Master Fighter 3 | Inspiration (-) | AC 18 | HP: 28/28 | Init: +0 | Saves: Str +5 Con +4 Dex +0 Int +0 Wis +1 Cha +2 | Perception +3 - Passive: 13

Init: 1d20 ⇒ 16
Duncan will dash for the first five turns to try to over take them, if and when he gets close enough, he will attempt to knock one prone and restrain them
"Stop right there, criminal scum!"


Chase Scene Round 1.

Initiative Order:

Tiberius 20
Thug 1 18
Thug 3 18
Aerin 16
Duncan 16
Thug 2 16
Zethaya 13
Zan 8
Saloom 4

The first leg of the chase is a straight path 40' from where you are to the corner of the building where you last saw the men in black. Around the corner, they look to be going at a full sprint right past a broken Modron with an oil slick! The Modron spouts a thick oily cloud into the air, but it doesn't interfere with your sight or any abilities.

DC 10 Decterity Save to surf across the oil or fall prone on your second dash action (The Thugs have to make it on their first dash action). Falling prone means not using 1 dash action next round to get up. You may choose to forgoe your second dash action to carefully make your way around the oil slick.

Tiberius is the first off the line and books it, taking two dash actions (3 dashes remaining), he easily slides across the oil slick on the second dash. Thug 1 slides through the oil, his feet going faster than his torso, and he falls prone, coming to a stop at the end of the oil slick. He cannot use his second dash action (4 dashes remaining), instead getting up to a stand with Tiberius next to him (next round, the Thug or Tiberius can make an action to capture or escape).

Thug 3 easily bypasses the oil slick and keeps running (4 dashes remaining).

Pausing here for everyone else to declare actions.

Bot Notes:
The last time we heard from Tiberius, he was saying you should get some passes in Automata. Therefore, I'm going to assume he followed the group and is now outside.

GM Notes:

Botting Tiberius: initiative: 1d20 + 2 ⇒ (18) + 2 = 20
Chase Scene Complication: 1d10 ⇒ 5

Tiberius Dex Save: 1d20 + 2 ⇒ (20) + 2 = 22
Thugs Dex Save: 1d20 ⇒ 81d20 ⇒ 141d20 ⇒ 15

Scene Notes:
It is 40' from your starting position to the corner (where the thugs started). Most of you have 30' movement. Your first dash takes you to just before the corner, your second dash takes you around the corner and 20' down the next street (through an oil slick, where you come to a stop at the end of the slick, a total of 30' from the corner or 10' beyond your normal movement, whether you pass or fail the save). If you have 40' movement, your first takes you to the corner, your second takes you 40' down the street.

The thugs started 40' from you, at the corner. They moved 30' down (or slipped on the oil), then 30' further for a total of 60' down.

If you have 30' movement, you won't be able to take any additional actions this turn. If you have 40' movement, you may take some ability at range (if they are within range) instead of a second dash.

Once everyone has gone, I'll draw up a map for a visual aid.


Male Human (Variant) Warlock 1 Passive perception 13. AC 16. Hp 10/10. HD 1/1. Init +7 Spell slots: 1/1, save DC 13. Curse 1/1
Saves:
STR 0 DEX +2 CON +2 INT +1 WIS +3 CHA +5

Soolam empowers his speed, slowing down his perception of time while running, and attempts to slide across the oil.

Dexterity: 1d20 + 3 ⇒ (3) + 3 = 6

Using . Increases speed by 10 feet for this round, and standing up from prone only uses 10 feet of movement. If he falls over, he will stand up.


INACTIVE - GAME DIED

Dex save: 1d20 + 5 ⇒ (14) + 5 = 19

Zan rushes in pursuit, leaps over the oil slick and easily clears it, and keeps going at speed!


Male Air Genasi Bard 3 | HP 25/25 | AC 14 | Init +4 | Passive Perception 11 | Melee +4 (rapier, 1d8) | Ranged +4 (shortbow, 1d6) | Saves S0, D4, C2, I0, W0, Ch4 | Spells: DC 12, Slots 1st: 4/4 2nd: 2/2 | Inspiration [No] |

Racing around the corner, Aerin tries to pull within range of the nearest fleeing figure. "You there, running with the black leathers: Could you come here for a moment please."

This presumes he closes within range, Aerin will cast Charm Person


Male Human (Illuskan) | Battle Master Fighter 3 | Inspiration (-) | AC 18 | HP: 28/28 | Init: +0 | Saves: Str +5 Con +4 Dex +0 Int +0 Wis +1 Cha +2 | Perception +3 - Passive: 13

Duncan dashes in pursuit...Dex save: 1d20 ⇒ 7... and falls face first in the oil slick.


Aerin - dex save?


Male Air Genasi Bard 3 | HP 25/25 | AC 14 | Init +4 | Passive Perception 11 | Melee +4 (rapier, 1d8) | Ranged +4 (shortbow, 1d6) | Saves S0, D4, C2, I0, W0, Ch4 | Spells: DC 12, Slots 1st: 4/4 2nd: 2/2 | Inspiration [No] |
GM Bookrat wrote:
Aerin - dex save?

It was 40' to the first corner, so one dash would put him 20' up the street from there but before the oil slick. Are the black clad baddies within range of his spell then?


Aerin Whispersson wrote:
GM Bookrat wrote:
Aerin - dex save?
It was 40' to the first corner, so one dash would put him 20' up the street from there but before the oil slick. Are the black clad baddies within range of his spell then?

If you only took one dash action, then you're not around the corner yet and you can't see them to target them with the spell. I'll draw up a map later today to make it more clear.


Images up of a representative map for Automata and the current chase scene.


Male Air Genasi Bard 3 | HP 25/25 | AC 14 | Init +4 | Passive Perception 11 | Melee +4 (rapier, 1d8) | Ranged +4 (shortbow, 1d6) | Saves S0, D4, C2, I0, W0, Ch4 | Spells: DC 12, Slots 1st: 4/4 2nd: 2/2 | Inspiration [No] |
GM Bookrat wrote:
Aerin Whispersson wrote:
GM Bookrat wrote:
Aerin - dex save?
It was 40' to the first corner, so one dash would put him 20' up the street from there but before the oil slick. Are the black clad baddies within range of his spell then?
If you only took one dash action, then you're not around the corner yet and you can't see them to target them with the spell. I'll draw up a map later today to make it more clear.

So can Aerin round the corner but stop short of the oil?


female Human Warlock 3 | AC 15 | HP 23/23 | PassPerc 9 | Saves: STR+0 DEX +3 CON +1 INT +2 WIS +1 CHA +5 | Spells 1/2; Spell Save DC 13 | [x] Inspiration

Zethaya takes after them. Just a little closer... she thinks to herself.

DEX: 1d20 + 3 ⇒ (3) + 3 = 6


Aerin Whispersson wrote:
GM Bookrat wrote:
Aerin Whispersson wrote:
GM Bookrat wrote:
Aerin - dex save?
It was 40' to the first corner, so one dash would put him 20' up the street from there but before the oil slick. Are the black clad baddies within range of his spell then?
If you only took one dash action, then you're not around the corner yet and you can't see them to target them with the spell. I'll draw up a map later today to make it more clear.
So can Aerin round the corner but stop short of the oil?

Yes, but then you won't be able to cast a spell this round. You can sacrifice your second dash to carefully avoid the oil and completey avoid the dex save.


Male Air Genasi Bard 3 | HP 25/25 | AC 14 | Init +4 | Passive Perception 11 | Melee +4 (rapier, 1d8) | Ranged +4 (shortbow, 1d6) | Saves S0, D4, C2, I0, W0, Ch4 | Spells: DC 12, Slots 1st: 4/4 2nd: 2/2 | Inspiration [No] |

I am glad you posted a map because in my head I was picturing having to take a left hand turn around the corner, heh.

Dex Save: 1d20 + 4 ⇒ (20) + 4 = 24

Aerin leaps the oil slick with genasi grace and panache. Probably executes a double somersault half-twist front layout flawlessly. Watching too much Olympics?


Chase Scene Round 1, continued

Aerin easily slides through the oil without losing his balance, catching up to one of the Thugs.
Next to Aerin, Duncan comes sliding to a stop on his back, his clothes covered in Modron Oil. Thug 2 easily makes it past the oil, as does Zan. But Saloom and Zethaya all come sliding right into Duncan and the fallen Thug.

==========================================

Chase Scene Round 2.

Remember, you’re always considered to be running and moving in this chase scene. Each round takes place in a different part of the city as you’re running through. The rounds represent overcoming complications and obstacles and the relative distance between each participant.

Those in the oil take one action to get up and continue the chase (you only get one 1 dash or other action this round).

Tiberius uses one of his actions to grab Thug 1, but the Thug manages to get away. He then proceeds to use a Dash action to keep up with the Thugs.

As you keep chasing the thugs down the street, you see two men up ahead carrying a large pane of glass set into an artfully crafted archway, as if they’re on their way to install a new piece into a building. The lead Thug (Thug 3) tried to jump through the two workers, not realizing that they’re carrying a pane of glass! But instead of shattering glass, the entire archway turns a shimmer of blue and the thug disappears into the newly created portal.

The next Thug in the lead (Thug 1) tries to follow suit, but the portal closes before he can get there, and he shatters through the glass pane, shards flying everywhere! The glass falls into a perfect geometric pattern on the ground.

You will encounter the broken glass on Dash 2. Bypassing the glass shards requires a Dexterity (Acrobatics) check or an Intelligence (no prof) check, DC 10. If you fail, you take 1 point of piercing damage. (Acrobatics to physically avoid the glass or Intelligence to recognize the pattern and avoid the glass)

Duncan, Saloom, and Zethaya:
Until you get the modron oil cleaned off your clothes, you’re at disadvantage for any persuasion check to anyone who cares about cleanliness, and you have advantage to escape grappling checks. The grappling advantage will end after a long rest. Since each of you have fallen last round, you only have one dash or action this round.

Aerin:
You're in the best position to try to capture Thug 2. You have two Dashes. You can use one to catch up to Thug 2 and then use your second to do an action like cast a spell. Or you can try to cast a spell from where you are (it's a 30' range from where you are to Thug 2).

Initiative order and Remaining Dashes
Tiberius: 3 --> 2
Thug 1: 4 --> 2
Thug 3: 4 -->2
Aerin: 4
Duncan: 3
Thug 2: 1 -->0 (if he's not captured, he will need to make 1 DC 10 con check for second dash or gain a level of exhaustion)
Zethaya: 2
Zan: 2
Saloom: 2

Note that none of you will need to make con checks this round, since everyone has at least 2 dashes remaining.

DM Notes:

Chase Scene Round 2 Complication: 1d10 ⇒ 6
Tiberius Grapple: 1d20 + 1 ⇒ (9) + 1 = 10
Thug 1 Grapple: 1d20 + 2 ⇒ (14) + 2 = 16

Thug 2 Con Check: 1d20 ⇒ 20
Glass Damage: 1d4 ⇒ 1

Image for the results of Round 1 and an image for Round 2 are up!


Male Human (Variant) Warlock 1 Passive perception 13. AC 16. Hp 10/10. HD 1/1. Init +7 Spell slots: 1/1, save DC 13. Curse 1/1
Saves:
STR 0 DEX +2 CON +2 INT +1 WIS +3 CHA +5

Soolam dashes to catch up, attempting to avoid the glass.

Acrobatics: 1d20 + 3 ⇒ (8) + 3 = 11


Male Human (Illuskan) | Battle Master Fighter 3 | Inspiration (-) | AC 18 | HP: 28/28 | Init: +0 | Saves: Str +5 Con +4 Dex +0 Int +0 Wis +1 Cha +2 | Perception +3 - Passive: 13

Duncan leaps to his feet and continues the chase.
2 dashes remaining. Next turn, since he comes before the thug in initiative, Duncan will attempt to grapple thug 2.
Athletics check vs enemy's Athletics or Acrobatics: 1d20 + 5 ⇒ (1) + 5 = 6
... and probably fail. If he can sacrifice his second dash to do another action, he will attempt another grapple, if not he'll dash to get ahead of thug 2 and not even attempt to avoid the glass. With his heavy armor mastery, the glass does no damage to him.
Athletics check vs enemy's Athletics or Acrobatics take 2: 1d20 + 5 ⇒ (16) + 5 = 21
If by some miracle the first grapple succeeds, Duncan will try to bring thug 2 to the ground with Duncan on top of the thug.


INACTIVE - GAME DIED

Acrobatics: 1d20 + 3 ⇒ (6) + 3 = 9

Zan continues her pursuit, moving as fast and as far as she can, heedless of the fragments of glass and just barely twisting out of the way to avoid slamming into the porters or their cargo.


female Human Warlock 3 | AC 15 | HP 23/23 | PassPerc 9 | Saves: STR+0 DEX +3 CON +1 INT +2 WIS +1 CHA +5 | Spells 1/2; Spell Save DC 13 | [x] Inspiration

Zethaya scrambles to her feet, and continues the pursuit.

I'm not sure if Thug 1 would be in 60 feet range this round, so I will post two alternate actions Depending on whether he is or isnt

Thug 1 is within 60 feet:
Zethaya points at the thug leading the fleeing party and with an otherworldly ring in her voice shouts "Approach!"
Casting command on the thug. Using the approach option, forcing him to use his next turn's move to come directly toward me if he fails his save.

Thug 1 is NOT within 60 feet:
Zethaya keeps running after the fleeing thugs.
Dash.


Male Air Genasi Bard 3 | HP 25/25 | AC 14 | Init +4 | Passive Perception 11 | Melee +4 (rapier, 1d8) | Ranged +4 (shortbow, 1d6) | Saves S0, D4, C2, I0, W0, Ch4 | Spells: DC 12, Slots 1st: 4/4 2nd: 2/2 | Inspiration [No] |

If I am understanding my options correctly...

Aerin sprints forward as if carried on a whirlwind, closing in on the nearest thug before attempting to slow the man down with a charm. "You there, running with the black leathers: Could you come here for a moment please."

One dash, one charm person


Chase Scene, Round 2 Conclusion

Aerin catches up to Thug 2 and casts Charm Person, and the Thug looks at him before mouthing, "Sod off."

Duncan also catches up to Thug 2, but just barely misses his chance to grab him. The Thug dashes forward and gets cut on the glass but continued to move forward.

Duncan - as part of the falling prone last round, you lost a dash this round to get up. Therefore, you can use your dash to catch up to Thug 2, but cannot attempt to grapple him this round.

Zethaya scrambles to her feet and casts Command (Thug 1 is within range of the spell). The thug seems to shrug it off.

Zan and Saloom move up past the broken portal.

=============================================================

Chase Scene Round 3

The chase scene diagram is starting to get more complex as you all spread out. I've labelled each of the dash options as 1-7. When you make your dashes, please let me know which dash lines you're moving along.

Wyaph Initiative: 1d20 - 1 ⇒ (13) - 1 = 12

Wypah:
A few days ago, while you were in Sigil, someone stole your belt pouch. You've been tracking them since and managed to figure out that they're a theive's group from Automata. What they were doing in Sigil, you do not know. Over the past day and a half, you have finally spotted one of them. Not surprisingly, they seem to be in trouble again; they're being chased by this strange group of people. And they're not a block from you!

==========================================

If you're not already familiar with the house rules specifically set up for this chase scene, then please read up on the chase scene rules, posted here. You've been marked as W on the map linked in the campaign sub heading at the top of the page.

Tiberius dashes up to Saloom and Zan (Dashing along Dash Line 2)and casts Sleep at Thug 2 (he doesn't want to risk getting Saloom or Zan at Thug 1). Realized that Tiberius is a wizard and he'd actually use his spells

Tiberius Sleep: 5d8 ⇒ (5, 7, 6, 6, 7) = 31

As Thug 2 had just taken 1 point of damage, which puts him at 31/32 HP, that's exactly enough to put him to sleep. Wow that was a lucky roll

Thug 1 Dashes up past Thug 2 and into the crowd! (Dashing along Dash Lines 5 and 7). He tries to push his way though, but he gets caught up!

Crowd Complication Rules: Make a DC 10 Strength (Athletics) or Dexterity (Acrobatics) check to push your way through the crowd. Failure means it takes two dash actions to get all the way through.

***Special Circumstance! If you succeed on your check through the crowd, you get one free Opportunity Attack against Thug 1.***

Initiative order and Remaining Dashes
Tiberius: 2 --> 1
Thug 1: 2 -->0
Aerin: 3
Duncan: 2
Thug 2: 0 (Needs to make a DC Con check for each dash or suffer one level of exhaustion)
Zethaya: 2
Wyaph: 6
Zan: 0
Saloom: 1

Saloom and Wyaph:
Since both of you have 40' movement, and that's not really working to your advantage in this chase scene, you're getting one additional Dash before you have to make con checks.

This additional dash represents your increased movement for the purposes of this chase scene.

DM Notes:

Round 2
thug 2 save vs charm person: 1d20 ⇒ 14
thug 2 dex check: 1d20 ⇒ 5
thug 1 save vs command: 1d20 ⇒ 15

Round 3
complication: 1d10 ⇒ 2
Thug 1 Athletics: 1d20 + 2 ⇒ (2) + 2 = 4

Exhaustion Penalties:

Level 1: Disadvantage on Ability Checks
Level 2: Speed is Halved (requires two dash actions per Dash Line)
Level 3: Disadvantage on attack rolls and saving throws
Level 4: HP maximum is halved
Level 5: Speed reduced to 0. Character is out of the chase scene.


Male Human (Variant) Warlock 1 Passive perception 13. AC 16. Hp 10/10. HD 1/1. Init +7 Spell slots: 1/1, save DC 13. Curse 1/1
Saves:
STR 0 DEX +2 CON +2 INT +1 WIS +3 CHA +5

Soolam speeds forwards, time slowing down. He acrobatically weaves his way through the crowd. He catches up to the thug, and strikes out with his dagger, glistening with psionic energy. It fails miserably, and he almost trips over himself attempting it.

Acrobatics: 1d20 + 3 ⇒ (10) + 3 = 13

Psionic weapon on the dagger gives it +1 to attack and damage.
Opportunity Attack: 1d20 + 6 ⇒ (2) + 6 = 8
Damage: 1d4 + 4 ⇒ (1) + 4 = 5


Male Human (Illuskan) | Battle Master Fighter 3 | Inspiration (-) | AC 18 | HP: 28/28 | Init: +0 | Saves: Str +5 Con +4 Dex +0 Int +0 Wis +1 Cha +2 | Perception +3 - Passive: 13

Duncan dashes down the street down lanes 2 and 5 drawing the rope from the side of his pack as he runs. He drops the rope by the sleeping thug and readies himself to force his way through the throng next round.
Tie him up! I'm going after the last one! he calls out to his companions.


female Human Warlock 3 | AC 15 | HP 23/23 | PassPerc 9 | Saves: STR+0 DEX +3 CON +1 INT +2 WIS +1 CHA +5 | Spells 1/2; Spell Save DC 13 | [x] Inspiration

Zethaya runs and pulls around the first corner, trying to get a view again.

Dash, along street 1 and then up street 3


Male Bariaur Barbarian 3 | AC 13 | HP 32/32 | Init 0 | Saves: STR +5 DEX 0 CON +5 INT +1 WIS -1 CHA +1 | Perception -1 (9) | Inspiration: [ ]

The bariaur smiles broadly, and announces to no one in particular, "Ah ha!! I knew if I searched long enough, the multiverse would have to surrender you thieves to me. Now, let's see if you are a worthy quarry to chase!!"

Drawing looks from those around him, Wyaph rears up on his hind legs and then dashes down the street toward the thugs. At the first intersection, he glances to his right, considering turning and trying to get ahead of the fleeing thug, but decides against it and charges forward, smiling the entire way.

Dash down 6 and 5


INACTIVE - GAME DIED

I... don't understand the chase diagram map at all.

Zan is trying to continue pursuit of the non-sleeping thug.

Athletics: 1d20 + 2 ⇒ (5) + 2 = 7


Male Air Genasi Bard 3 | HP 25/25 | AC 14 | Init +4 | Passive Perception 11 | Melee +4 (rapier, 1d8) | Ranged +4 (shortbow, 1d6) | Saves S0, D4, C2, I0, W0, Ch4 | Spells: DC 12, Slots 1st: 4/4 2nd: 2/2 | Inspiration [No] |

Aerin sprinted up to the corner only to see one of the strangers they had been pursuing laying on the ground, apparently unconscious. He pulled up short there at the corner, unsure now why they were even racing after these two fellows in the first.

With a shrug, he strolled up the unconscious thug to wait. Well, whatever the reason, one was all they needed as far as he was concerned.

Sleep is now hp based? Huh


Chase Scene Round 3 - Conclusion:

Aerin, Duncan, and Wyaph catch up to the sleeping Thug (Thug 2). Zethaya is just down the block but has a clear view. Saloom makes it through the crowd, but Zan gets caught up in it with Thug 1.

End Round 3.

Chase Scene Round 4 (unlike previous rounds, we'll keep this scene as a direct continuation of last round. This is because one of the Thugs is asleep and nearly caught).

Initiative order and Remaining Dashes
Tiberius: 1
Thug 1: 0 (Needs to make a DC Con check for each dash or suffer one level of exhaustion)
Aerin: 2
Duncan: 0
Thug 2: 0 (Asleep)
Zethaya: 0
Wyaph: 4
Zan: 0
Saloom: 0

If you have 0 dashes remaining, you need to make a DC 10 Con check for each Dash Action you make to continue the chase. Each failure means you gain 1 level of exhaustion. For the purposes of this chase scene, all levels of exhaustion go away after a short rest.

Tiberius dashes up Dash Line 2 to the sleeping thug and waits for someone to tie him up.

Thug 1 escapes the crowd along Dash Line 3 and past Saloom up Dash Line 4. He looks like he's starting to get tired.

GM Notes:

Thug 1 Con Check 1: 1d20 ⇒ 18
Thug 1 Con Check 2: 1d20 ⇒ 5

Thug 1 Exhaustion Level 1

Dash Lines:
The chase scene is nearly over, so I'm not sure if this matters too much, but the numbered dash lines were to accommodate the different routes people may take.

In rounds 1 and 2, there weren't many options to take for the chase scene, but once PCs started getting further apart, the options increased for where they may go. I had to try to predict that, and in doing so I numbered the dash lines so people could tell me which direction they wanted to go.

Hope that helps explain them.


female Human Warlock 3 | AC 15 | HP 23/23 | PassPerc 9 | Saves: STR+0 DEX +3 CON +1 INT +2 WIS +1 CHA +5 | Spells 1/2; Spell Save DC 13 | [x] Inspiration

Zethaya continues heading north, determined to keep an eye on the last fleeing thug.


Male Human (Variant) Warlock 1 Passive perception 13. AC 16. Hp 10/10. HD 1/1. Init +7 Spell slots: 1/1, save DC 13. Curse 1/1
Saves:
STR 0 DEX +2 CON +2 INT +1 WIS +3 CHA +5

Just a note DM, it's 'Soolam,' not 'Saloom.'
Soolam speeds on, dashing forward.

Con: 1d20 + 1 ⇒ (8) + 1 = 9


Damn it, Soolam! I've been saying it wrong the whole time!


Male Human (Variant) Warlock 1 Passive perception 13. AC 16. Hp 10/10. HD 1/1. Init +7 Spell slots: 1/1, save DC 13. Curse 1/1
Saves:
STR 0 DEX +2 CON +2 INT +1 WIS +3 CHA +5

Sorry for not pointing it out earlier :) I kept forgetting to.


Male Human (Illuskan) | Battle Master Fighter 3 | Inspiration (-) | AC 18 | HP: 28/28 | Init: +0 | Saves: Str +5 Con +4 Dex +0 Int +0 Wis +1 Cha +2 | Perception +3 - Passive: 13

Duncan pushes himself past his limit to try to catch the remaining thug.
Dash Con check 1: 1d20 + 4 ⇒ (20) + 4 = 24
Athletics to bull through crowd: 1d20 + 5 ⇒ (1) + 5 = 6
He tries to push his way through the crowd, but ends up getting swarmed.
Dash Con check 2: 1d20 + 4 ⇒ (13) + 4 = 17
He makes it through the crowd, catching up with Soolam briefly before he speeds off.


Male Bariaur Barbarian 3 | AC 13 | HP 32/32 | Init 0 | Saves: STR +5 DEX 0 CON +5 INT +1 WIS -1 CHA +1 | Perception -1 (9) | Inspiration: [ ]

Wyaph smiles and gives a brief bow as he passes by the group surrounding the sleeping thug. "Greetings, cutters! It appears we chase the same quarry!"

He then turns and charges through the crowd, leaping back and forth to dodge through the people.

Dash lines 3 and 4

Athletics: 1d20 + 5 ⇒ (9) + 5 = 14


Soolam:
As I was updating the map with your actions, I noticed that you only took one dash action this round. You can use your other action to try to grab or cast a spell on Thug 1.

Do note that your first action resulted in a failed constitution save, so you have one level of exhaustion. That's disadvantage on ability checks. The good news is that Thug 1 has the same thing.


Male Human (Variant) Warlock 1 Passive perception 13. AC 16. Hp 10/10. HD 1/1. Init +7 Spell slots: 1/1, save DC 13. Curse 1/1
Saves:
STR 0 DEX +2 CON +2 INT +1 WIS +3 CHA +5

Soolam attempts to grab the thug...

Athletics: 1d20 + 1 ⇒ (16) + 1 = 17
Disadvantage: 1d20 + 1 ⇒ (2) + 1 = 3


INACTIVE - GAME DIED

Constitution check: 1d20 + 1 ⇒ (20) + 1 = 21

Zan keeps pushing, trying to get through the crowd and chase down the fleeing thug.


Chase Scene Round 4 Conclusion:

Aerin stays with the sleeping Thug 2. Duncan barrels through the crowd, hot on the heels of the thug. Quickly followed by Wyaph and Zan. Zethaya stafes the runners, keeping pace two blocks away but keeping them in sight.

Soolam attempts to grab the thug, but he barely manages to writhe free and keeps running.

Chase Scene Round 5

Tiberius stays with the sleeping Thug 2.

The remaining thig keeps running, but he's slowing down! He's only able to make one dash this round!

Pretty sure this will be the last round, so we'll just forego the map. At this point, Duncan, Soolam, Wyaph, and Zan are all one dash away from Thug 1. Make your one dash, con check if needed, then you get an action to try to capture, harm, or kill the thug.

Initiative order and Remaining Dashes
Tiberius: 1
Thug 1: 0 (Needs to make a DC Con check for each dash or suffer one level of exhaustion)
Aerin: 2
Duncan: 0
Thug 2: 0 (Asleep)
Zethaya: 0
Wyaph: 2
Zan: 0
Saloom: 0

Zethaya:
Forgot your con check: I'll make it here for convenience. I'm having you make two dashes north to keep them in sight through Round 5. That way, you can cast a spell or make a ranged attacks if you have one wth a range of 60' or more, or dash twice to catch up to them, or dash once and do an action.
Zethaya con check: 1d20 + 1 ⇒ (14) + 1 = 15
Zethaya con check: 1d20 + 1 ⇒ (17) + 1 = 18

GM Notes:

Thug 1 Grapple Defense; disadvantage: 1d20 + 2 ⇒ (5) + 2 = 71d20 + 2 ⇒ (17) + 2 = 19
Thug 1 Con Check; disadvantage dash 1: 1d20 ⇒ 51d20 ⇒ 4
Thug 1 Con Check; disadvantage dash 2: 1d20 ⇒ 101d20 ⇒ 2

Thug 1 Exhaustion Level 3
Soolam Exhaustion Level 1

Exhaustion Penalties:

Level 1: Disadvantage on Ability Checks
Level 2: Speed is Halved (requires two dash actions per Dash Line)
Level 3: Disadvantage on attack rolls and saving throws
Level 4: HP maximum is halved
Level 5: Speed reduced to 0. Character is out of the chase scene.


female Human Warlock 3 | AC 15 | HP 23/23 | PassPerc 9 | Saves: STR+0 DEX +3 CON +1 INT +2 WIS +1 CHA +5 | Spells 1/2; Spell Save DC 13 | [x] Inspiration

Yes let's hit them with Eldritch blast (120 feet range). Trying to knock them out, not kill them.

Eldritch Blast: 1d20 + 5 ⇒ (12) + 5 = 17
Damage: 1d10 ⇒ 9


Male Bariaur Barbarian 3 | AC 13 | HP 32/32 | Init 0 | Saves: STR +5 DEX 0 CON +5 INT +1 WIS -1 CHA +1 | Perception -1 (9) | Inspiration: [ ]

If I understand correctly, I should be able to catch up to the thug with one dash, correct? Also, if my following action isn't possible with Soolam trying to grapple, that's fine, I can do something else.

Wyaph lowers his head and charges forward, ramming into the thug.

Ram: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 2d6 + 3 ⇒ (1, 5) + 3 = 9
If successful, then DC 15 Str save or knocked prone.


Male Air Genasi Bard 3 | HP 25/25 | AC 14 | Init +4 | Passive Perception 11 | Melee +4 (rapier, 1d8) | Ranged +4 (shortbow, 1d6) | Saves S0, D4, C2, I0, W0, Ch4 | Spells: DC 12, Slots 1st: 4/4 2nd: 2/2 | Inspiration [No] |

The bariaur had leapt away before Aerin could ask what was going on or why they were even chasing these men in the first place. He looked down at the slumbering man; he had nothing to tie him up with or otherwise secure him do, so he drew his rapier and waited. If the man woke up Aerin would make it clear he was gong no where.


Male Human (Variant) Warlock 1 Passive perception 13. AC 16. Hp 10/10. HD 1/1. Init +7 Spell slots: 1/1, save DC 13. Curse 1/1
Saves:
STR 0 DEX +2 CON +2 INT +1 WIS +3 CHA +5

Soolam keeps running, and tries to grab the man again.

Exhaustion saving throw: 1d20 + 1 ⇒ (17) + 1 = 18

Grapple: 1d20 + 1 ⇒ (5) + 1 = 6
Disadvantage: 1d20 + 1 ⇒ (12) + 1 = 13


Male Human (Illuskan) | Battle Master Fighter 3 | Inspiration (-) | AC 18 | HP: 28/28 | Init: +0 | Saves: Str +5 Con +4 Dex +0 Int +0 Wis +1 Cha +2 | Perception +3 - Passive: 13

Aerin:
There is rope on the ground by the thug that Duncan dropped

Dash Con check: 1d20 + 4 ⇒ (11) + 4 = 15
Duncan dashes forward and attempts to grapple the fleeing thug.
Opposed athletics: 1d20 + 5 ⇒ (14) + 5 = 19


A flurry of activity happens all at once. Duncan grabs the thug's arm at nearly the same time a beam of eldritch energy slams into him. Then a humanoid/quadruped with ram's horns head-butts the thug, knocking him to the ground. And then Soolam gets in on the action and grabs the Thug's leg.

Nearby, there's a vacant building with a sign outside that reads, "For Rent."

End Chase Scene.

If you have exhaustion, a short rest will remove all of it. Additinally, at the end of that short rest, everyone will be level 2.

GM Notes:

Thug opposed grapple vs duncan; disadvantage: 1d20 + 2 ⇒ (13) + 2 = 151d20 + 2 ⇒ (17) + 2 = 19

-18 damage from EB/Ram

thug check to knock prone, disadvantage: 1d20 + 2 ⇒ (2) + 2 = 41d20 + 2 ⇒ (15) + 2 = 17

Thug opposed grapple vs Soolam; disadvantage: 1d20 + 2 ⇒ (16) + 2 = 181d20 + 2 ⇒ (5) + 2 = 7


Male Human (Variant) Warlock 1 Passive perception 13. AC 16. Hp 10/10. HD 1/1. Init +7 Spell slots: 1/1, save DC 13. Curse 1/1
Saves:
STR 0 DEX +2 CON +2 INT +1 WIS +3 CHA +5

Soolam drags the man into the For Rent building. "What do you want to do with him?"

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