The Shackles of Freeport on the Razor Coast - DM VoV's Piratey Jaunt (Inactive)

Game Master Mark Sweetman


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Male Human Swashbuckler (Corsair) 3
stats:
HP: (29/29) AC 19 (FF 15, Touch 14) FS +3, RS +7, WS +0 (+3 vs charms, +5 vs compulsions), Initiative: +4 Perception: +4

Once I can turn a corner I will slow down to a walk, going perpendicular to the answered whistle blast. I will approach someone who doesn't look too hammered but is drinking/tipsy and is in a relatively crowded area. He grabs a fistful of gold and surreptitiously puts it in the man/woman's hand.

Hey friend, what'd you say your name is? The name's James. I sure have been enjoying myself wetting my whistle with you these last 20 minutes. Haven't you?

Sleight of Hand so others don't notice: 1d20 + 4 ⇒ (8) + 4 = 12

[dice=Diplomacy to make "request"] 1d20 + 9 [/dice]


Male Elf Rogue 3 | Init +8 | Perc +6, low-light vision | AC 18/14/14 | DR/1 Bludgeoning | HP 14/15 | F +1 R +6 W +1; +2 vs charm and compulsion | CMB +2, CMD 16 | acid splash at will | mwk rapier +7 (1d6+4/18-20)
Skills:
Acrobatics +10, Bluff +7, Climb +4, Disable Device +10, Escape Artist +10, Intimidate +7, Perception +6, Perform (sing) +5, Perform (string) +5, Sense Motive +6, Sleight of Hand +9, Stealth +10, Swim +4

"You want to dance too, eh? Well, too bad." Iscarel spits, gaining a little distance before clambering up the walls. Iscarel will only use the accelerated climb option if there's a corner, chimney, or adequate handholds (i.e. a windowsill) to make that feasible. If not add 5 to these rolls:

Accelerated Climb: 1d20 + 4 - 5 ⇒ (14) + 4 - 5 = 13
Accelerated Climb: 1d20 + 4 - 5 ⇒ (15) + 4 - 5 = 14

Once he's made enough distance, (provided I have the movement left with a double move action) he'll quickly glance around to scope out his escape route and drop down the other side.

Acrobatics to Fall: 1d20 + 9 ⇒ (12) + 9 = 21

Assuming 10ft high walls he can reach the top with a double move action, with 20ft of movement to spare at 1/4 speed, which should be enough to drop back down out of sight. Faster if he's climbing at half speed.


Minor Crab-beast

Fickle Hand:
2d20 ⇒ (14, 3) = 17

Iscarel:
Taking to the wall Iscarel hopes to get a bit of distance on his chasing friend, catching a half-slip by the orc on the window sill he vaulted up... but his initial optimism drops precipitously as the orc discards his held club and easily keeps pace with him. The orc doesn't speak... but his mouth splits into a grim smirk around his nascent tusks...

Rackham:
Rackham easily finds a wee halfling who looks to be enterprising enough. The small sailor takes a quick look at the purse, shrugs and responds with a warding "S'long as there's no funny business... and ye buy me a drink."

He also realises though... that if he tarries for any length of time, he's likely to miss the start of the Mad Dash.


Male Elf Rogue 3 | Init +8 | Perc +6, low-light vision | AC 18/14/14 | DR/1 Bludgeoning | HP 14/15 | F +1 R +6 W +1; +2 vs charm and compulsion | CMB +2, CMD 16 | acid splash at will | mwk rapier +7 (1d6+4/18-20)
Skills:
Acrobatics +10, Bluff +7, Climb +4, Disable Device +10, Escape Artist +10, Intimidate +7, Perception +6, Perform (sing) +5, Perform (string) +5, Sense Motive +6, Sleight of Hand +9, Stealth +10, Swim +4

Spoiler:
Not really sure where I stand at present. Am I atop the building or have I vaulted down? I'm banking on the Acrobatics check making the difference as if he takes any falling damage he falls prone.

Acrobatics: 1d20 + 9 ⇒ (6) + 9 = 15


Minor Crab-beast

Fickle Hand:
1d20 ⇒ 11

Iscarel:
Sorry - wasn't that clear

Dropping lithely from the roof back to the street, Iscarel looks behind him to find that the orc had no trouble navigating the drop and is still on his tail.


Male Elf Rogue 3 | Init +8 | Perc +6, low-light vision | AC 18/14/14 | DR/1 Bludgeoning | HP 14/15 | F +1 R +6 W +1; +2 vs charm and compulsion | CMB +2, CMD 16 | acid splash at will | mwk rapier +7 (1d6+4/18-20)
Skills:
Acrobatics +10, Bluff +7, Climb +4, Disable Device +10, Escape Artist +10, Intimidate +7, Perception +6, Perform (sing) +5, Perform (string) +5, Sense Motive +6, Sleight of Hand +9, Stealth +10, Swim +4

Spoiler:
Vo huilen. This one is quick on his feet. For now.

Bluff: 1d20 + 6 ⇒ (13) + 6 = 19
Caltrop Attack Roll: 1d20 ⇒ 20

Iscarel scatters a little surprise for his pursuer behind him, turning to goad the orc into a charge. "Come on, Underbite. Catch me if you can." Under the assumption that caltrops are a splash weapon and can be drawn as part of an attack with my +1 BAB, I'll scatter the caltrops and make a single move. If possible I'll also use Sleight of Hand to do so unnoticed YMMV if that's a feasible use or no. Sleight of Hand: 1d20 + 9 ⇒ (11) + 9 = 20


Minor Crab-beast

Iscarel:
Information to inform actions:
Caltrops come in a two pound bag = long bow to call for being Sleight-able. Attempt can be made - but it'll carry some penalties.
Given that you're unlikely to have had the two pound bag of caltrops hanging from your belt - it's going to be a move action to retrieve it. So you'd be limited to a 5ft step to go along with the action.


Male Elf Rogue 3 | Init +8 | Perc +6, low-light vision | AC 18/14/14 | DR/1 Bludgeoning | HP 14/15 | F +1 R +6 W +1; +2 vs charm and compulsion | CMB +2, CMD 16 | acid splash at will | mwk rapier +7 (1d6+4/18-20)
Skills:
Acrobatics +10, Bluff +7, Climb +4, Disable Device +10, Escape Artist +10, Intimidate +7, Perception +6, Perform (sing) +5, Perform (string) +5, Sense Motive +6, Sleight of Hand +9, Stealth +10, Swim +4

Spoiler:
Have a bandoleer for storing combat gear (his potion, oil, feather token and a bag of caltrops). Would that not be sufficient? If one can hang an 8lb mace from their belt surely the caltrops aren't straining credulity too much.

If that's the case however Iscarel could scatter the caltrops and 5ft. step away, but I probably wouldn't have sufficient distance to force him to run or charge so he's going to catch right up to me, hobbled or otherwise, which kind of defeats the purpose somewhat. If I've got sufficient room I'll make a run action, otherwise I'll take the gamble and use the caltrops.

Given that I've rolled the check already, if all I stand to lose is him spotting it I'll attempt the subterfuge and use sleight of hand.


Minor Crab-beast

Iscarel:
Will update later when the kids are in bed - but:
This leather belt is worn over one shoulder and runs diagonally across the chest and back. It has small loops or pouches for holding eight objects the size of a flask or small dagger. You can use the "retrieve a stored item" action to take an item from a bandolier.
Retrieve a stored item = move action.
I'm not sold on the caltrops bag being weapon-like for the purpose of drawing either - a flask of alchy fire - yes; a bag of caltrops / tanglefoot - nope.

A cool idea though


Male Human Swashbuckler (Corsair) 3
stats:
HP: (29/29) AC 19 (FF 15, Touch 14) FS +3, RS +7, WS +0 (+3 vs charms, +5 vs compulsions), Initiative: +4 Perception: +4

What's the halfling's name, or is he avoiding the question?

Sure, isn't that what friends do for each other? C'mon, let's go watch the Dash.


HP 27/27, AC 12/9/12, CMD 14, F+5 R+0 W+2, Init -1

Seeing the guard, Ginger and his friends (not to mention the additional guards soon to arrive), have Bek, Quillin and Tipene outnumbered, Bek decides to back off and head for the Dash. They have a part in the song...we will meet again soon.


Minor Crab-beast

Rackham:
Raising an eyebrow the halfling replies "Costs extra to call me friend... and I'm still waiting on that drink?" assuming he's furnished under Rackham's purse from a nearby keggery the wee one perks up and taps his chest "Bruce... so which ways this dash thing?" clearly the halfling's interest has been bent more towards slow imbibition than focus on the day's games.

Bek:
You start off through the streets towards the start line of the Mad Dash, relatively quickly catching up to the last straggling lines of people already headed in that direction.

Are you planning to partake?

Tipene and Quillin I've got complying with the remaining orc's instructions?

Fickle Hand of Fate:
Perception: 1d20 ⇒ 5
Caltrop: 1d20 ⇒ 3

Iscarel:
Surprisingly the orc doesn't seem to respond to your draw and throw of the caltrops... his tusked face intent on yours as the insults pile up to the point of provoking some rage. Smirk dissolving and leaving cold hatred on his face, the orc draws his back-up cudgel and charges growlingly forward.

Iscarel's breath catches as the orc ploughs through the caltrops... but his hope is short lived as none of the barbed devices lodge in the orc's feet. Instead he sees the swift descent of the orc's club swung with two handed intent...
Charging Power Attack Club: 1d20 + 9 + 2 - 1 ⇒ (2) + 9 + 2 - 1 = 12 for 1d6 + 6 ⇒ (4) + 6 = 10 Comical...
...though the orc overcooks the attack. Still... he's left in a very dicey pickle with no easy way out of it...

Ask away for clarity on options before moving forward.


Male Elf Rogue 3 | Init +8 | Perc +6, low-light vision | AC 18/14/14 | DR/1 Bludgeoning | HP 14/15 | F +1 R +6 W +1; +2 vs charm and compulsion | CMB +2, CMD 16 | acid splash at will | mwk rapier +7 (1d6+4/18-20)
Skills:
Acrobatics +10, Bluff +7, Climb +4, Disable Device +10, Escape Artist +10, Intimidate +7, Perception +6, Perform (sing) +5, Perform (string) +5, Sense Motive +6, Sleight of Hand +9, Stealth +10, Swim +4

Spoiler:
I'd rolled for the caltrop in my own post. Did you overlook that? Also: A charging or running creature must immediately stop if it steps on a caltrop. Let me know how you want to proceed.


Minor Crab-beast

Iscarel:
I rolled above (under the fickle hand spoiler).
Add: When I first read your initial post I filed the attack roll (for some reason) under an aim to hit a specific target with the caltrops (as in throwing them before you).
When I prepared my post I didn't reference back to explicitly what you had posted and went off my recollection - so yes, it was overlooked to a degree.
However in general I prefer to roll things as and when they become relevant - which in this case is to roll the caltrop's attack at the moment at which it gets run over (which is what I did). Saves the need for excessive back-tracking and back-referencing, especially when circumstances change between post 1 and post 2.
I'm not trying to twist this one way or the other - cross my heart.


Male Elf Rogue 3 | Init +8 | Perc +6, low-light vision | AC 18/14/14 | DR/1 Bludgeoning | HP 14/15 | F +1 R +6 W +1; +2 vs charm and compulsion | CMB +2, CMD 16 | acid splash at will | mwk rapier +7 (1d6+4/18-20)
Skills:
Acrobatics +10, Bluff +7, Climb +4, Disable Device +10, Escape Artist +10, Intimidate +7, Perception +6, Perform (sing) +5, Perform (string) +5, Sense Motive +6, Sleight of Hand +9, Stealth +10, Swim +4

Spoiler:
... and I'm not trying to be deliberately argumentative, promise! Just pleading my case and trying to keep the game moving to the best of my ability. I stuck with the caltrops despite the circumstances changing to avoid us having to retcon even though this was the exact situation I was trying to avoid, so I guess I'll do the same now.

Gridless is pretty unforgiving, though, in a chase. I'm rather limited in what I can handwave from the player's seat as far as terrain goes and I'm running out of skills I can apply. Next time can we use the chase rules and opt for opposed skill checks? This is quickly getting frustrating.

Turning to flee again, Iscarel withdraws to gain some distance, taking care to round a corner to prevent his foe from charging and finding somewhere he can employ his superior speed (run action next round toward the main square).


***INACTIVE*** Bloodrager/3

Tipene stands pat, keeping an eye on Ginger and the others and not saying anything.


Minor Crab-beast

Iscarel:
The orc keeps pace with Iscarel, not letting the elf get any real distance between them... if Iscarel is going to make a break... it'll need to be with some risk.

There is a sprint lane if you want to try and break - but you'll need to provoke to do so.

I know the mapless is a bit unforgiving... but the time I'd need to spend to build a reasonable map for this bit would grind it to a halt... so tis a necessary evil.
Chase rules might've been a reasonable fit... I had intended them for the Mad Dash - blame Quillin for why you're not already there :P


Male Human Swashbuckler (Corsair) 3
stats:
HP: (29/29) AC 19 (FF 15, Touch 14) FS +3, RS +7, WS +0 (+3 vs charms, +5 vs compulsions), Initiative: +4 Perception: +4

GM:
It's good seeing you again, Bruce, Rackham says, buying the halfling a round or two. Not sure--let's just look for wherever the biggest crowd is. Note--since Ginger didn't attack me that last time, I have 1 panache left. I intend on joining the Dash if possible.


HP 27/27, AC 12/9/12, CMD 14, F+5 R+0 W+2, Init -1

DM VoV:

Yep. Bek will hop into the Dash


Male Elf Rogue 3 | Init +8 | Perc +6, low-light vision | AC 18/14/14 | DR/1 Bludgeoning | HP 14/15 | F +1 R +6 W +1; +2 vs charm and compulsion | CMB +2, CMD 16 | acid splash at will | mwk rapier +7 (1d6+4/18-20)
Skills:
Acrobatics +10, Bluff +7, Climb +4, Disable Device +10, Escape Artist +10, Intimidate +7, Perception +6, Perform (sing) +5, Perform (string) +5, Sense Motive +6, Sleight of Hand +9, Stealth +10, Swim +4

Spoiler:
One hit is going to floor me so I'd rather not risk it just yet. I'll try one more round of skill checks to gain some distance and attempt it as soon as I can gain some.

Cursing as the orc dogs his heels, Iscarel begins to run up run of the guy-lines of a nearby merchant tent, before clambering onto the rooftops once more.

Acrobatics to Balance: 1d20 + 9 ⇒ (18) + 9 = 27
Climb: 1d20 + 4 ⇒ (17) + 4 = 21
Acrobatics to Fall (if applicable): 1d20 + 9 ⇒ (6) + 9 = 15


Minor Crab-beast

Iscarel Rules Stuff:
To avoid an AoO you need to withdraw - unfortunately for you that's a full round action, and has limited means of being combined with any other movement types (which in themselves are predominately modified move actions).
In essence I see it as thus - You have the enemy in base to base - which has three solutions:
a) Provoke an AoO, and act as you like
b) Use withdraw to avoid an AoO (but be limited to movement on the ground).
c) Use Acrobatics as part of a move action to avoid an AoO, then use your second move action as you like.
However in the interest of forward momentum I've adjusted your actions to read thus (and used the rolls made in order)
1) Acro to move out of threatened area
2) Acro to navigate the boxes and make the roof (using a jump rather than a climb so it's only a single move action)

Note - I've edited the 'guy-lines' to a pile of precariously stacked produce crates in my head. Guy-lines wouldn't support your weight - but the crates would and give you a similar means of 'potential barrier to follower'... so net effect is zero... but it makes sense to my head a bit better.

Fickle Hand of Fate:
1d20 ⇒ 19

Iscarel Game Stuff:
Iscarel ducks out of the orc's reach lithely before frantically looking around the alley for an advantage. Spying a pile of haphazardly stacked produce crates he uses them as a platform to launch himself towards the roof again, the imperfect platform moving under his feet - but serving well enough to propel him unto the edge of the rooftop.

The orc below follows him towards the crates, attempting to use the same means of rooftop ascension. Despite his bulk and a more agricultural approach, the orc is able to easily power up the crates and make the roof. With his slight speed advantage he positions himself roofward of Iscarel, leaving the elf precariously positioned with empty air behind him... and the orc having blocked off the only egress.

Rackham:
The halfling snorts "Nei need to keep up the curtains if no-one's tryin to look in... who are ye running from anyhow?" but begins to amble in his own manner after the likely slightly more impatient man...

Three choices: 1) Go straight back the way you came and past the group (likely not)
2) Bear left and around (nearer to the outskirts)
3) Bear right and around (nearer to the city center and the water).

Bek:
Bek is able to freely mosey towards the starting line without the encumbrance of dogged pursuit. As he walks a black-armored half-orc hustles past him with a fierce countenance... obviously drawn to the sound of the whistle...

Just need to see if anyone else makes it to the starting line in one piece...

Law Abiding-ish and Less Reactionary Duo:
Tipene, Quillin, ginger and the boys are left to stand and wait while the sole remaining orc waits for back-up. Quickly two and then three other black-armored orcs and half-orcs arrive and they begin to hurridly grunt in their native language. After harsh words and a fair amount of gesticulating one of the new arrivals is left to shepherd the remaining captives towards their makeshift prison (see post above for information).

The other orcs and half-orc head out into Lilywhite proper - no doubt on the hunt...


Male Elf Rogue 3 | Init +8 | Perc +6, low-light vision | AC 18/14/14 | DR/1 Bludgeoning | HP 14/15 | F +1 R +6 W +1; +2 vs charm and compulsion | CMB +2, CMD 16 | acid splash at will | mwk rapier +7 (1d6+4/18-20)
Skills:
Acrobatics +10, Bluff +7, Climb +4, Disable Device +10, Escape Artist +10, Intimidate +7, Perception +6, Perform (sing) +5, Perform (string) +5, Sense Motive +6, Sleight of Hand +9, Stealth +10, Swim +4

Spoiler:
"What is it, orc? Taken a fancy to me?" the elf says, masking his worry behind a venomous grin. "I'm afraid I prefer my maids a little comelier. I'd ask you not to write me, but something tells me that mightn't be necessary." he says, calling out over his shoulder as he drops down from the rooftop once more. Okay, he has to roll lower one of these days. This is getting ridiculous. I apologise if I'm starting to try your patience, but there's little else I can try with him right on top of me.

Acrobatics to avoid AoO: 1d20 + 9 ⇒ (20) + 9 = 29
Acrobatics to Fall: 1d20 + 9 ⇒ (13) + 9 = 22
That reasoning makes sense. What speed advantage are you referring to that's let him overtake me, however?


Minor Crab-beast

Iscarel:
The elf again evades attention by slipping off the roof and dashing a ways down the alley to try and get some distance. The orc behind appears to have had enough though... and looks to put a swift resolution to the issue one way or the other...

Slight speed advantage by you needing to slow a 'bit' to use Acrobatics to withdraw. Was just enough for him to get 5ft more movement than you on the roof to put him inboard of you on the roof rather than alongside.

Booted feet thumping along the tiled rooftop, the orc gets level with Iscarel... before launching himself through the air in an attempt to crush Iscarel with his cudgel on the way down - betraying any attempt at finesse for a chance to put the chase to a swift end...
Power Attack DFA: 1d20 + 9 + 1 - 1 ⇒ (10) + 9 + 1 - 1 = 19 for 1d6 + 6 ⇒ (2) + 6 = 8
Attack from higher ground on the way down - automatically prone and 1d6 ⇒ 6 falling damage when he hits the deck.
...just catching Iscarel upon the upper back as he falls heavily to the deck. Breath comes ragged and painful to his elven lungs as the orc grunts and groans in a heap on the floor and looks to regain his feet.


Male Elf Rogue 3 | Init +8 | Perc +6, low-light vision | AC 18/14/14 | DR/1 Bludgeoning | HP 14/15 | F +1 R +6 W +1; +2 vs charm and compulsion | CMB +2, CMD 16 | acid splash at will | mwk rapier +7 (1d6+4/18-20)
Skills:
Acrobatics +10, Bluff +7, Climb +4, Disable Device +10, Escape Artist +10, Intimidate +7, Perception +6, Perform (sing) +5, Perform (string) +5, Sense Motive +6, Sleight of Hand +9, Stealth +10, Swim +4

Spoiler:
Unsure how he can reach me in a single move action when I should have two. A charge should be impossible jumping from the roof, no? And he can't have readied last round. This knocks me down to Staggered and would disqualify me from the dash, so waiting on a decision from you.


Minor Crab-beast

Iscarel:
Dropping from roof = move action (especially when combined with acrobatics to disengage).
Furtherest you could get is a single move action away.
DM could have just had him follow and end up beside you (with a minor Acrobatics to have him safely come down off the roof)... but then we'd be straight back in impasse town.
Instead DM said - why don't we bring this to an actual conclusion.

Hence pastiching together his move and attack into a jump off the roof (you'll note no charge bonuses on his attack) which resulted in one of two distinct outcomes:
A) He misses the attack, turns pancake and you get away.
B) He makes the attack, and you get unlucky.

Ended up with B, so you got unlucky in this instance - had he missed (a 50% chance) you would've been fine. If you want to draw out the frustration, then sure his attack roll on you could instead be his acrobatics to drop down off the roof... he'd still end up adjacent to you... is that a more 'fun' outcome? - or would you prefer the one which offered you a tangible chance at extrication from the situation?
Edit: Might be a thread of frustration boiling through there... but that's not wholly directed at Iscarel... more at the flow of the situation in entirety.


Male Elf Rogue 3 | Init +8 | Perc +6, low-light vision | AC 18/14/14 | DR/1 Bludgeoning | HP 14/15 | F +1 R +6 W +1; +2 vs charm and compulsion | CMB +2, CMD 16 | acid splash at will | mwk rapier +7 (1d6+4/18-20)
Skills:
Acrobatics +10, Bluff +7, Climb +4, Disable Device +10, Escape Artist +10, Intimidate +7, Perception +6, Perform (sing) +5, Perform (string) +5, Sense Motive +6, Sleight of Hand +9, Stealth +10, Swim +4

Spoiler:
I apologise for my tone, and for second guessing you every round. At a table I'd be able to ask these questions in real time and choose my action accordingly, but I seem to be coming off like an ingrate. Sorry about that. I shouldn't be telling you how to run your game when I air my frustration, leastwise in the game thread that you're working hard to keep updated and I know this impasse is just as frustrating in your shoes. But I ain't never said your games weren't fun, boss-man. Why would I have signed up for four of them if that was the case?

In this instance I had assumed Acrobatics in this instance would be part of a move action, ten feet of movement and then forty remaining, based on the previous round where I scaled the building and dropped down in a single round. I've used everything in my arsenal to avoid combat barring stealth and social skills, expecting that doing so is well within the capability of a second level rogue. I've rolled consistently high and have still seen little chance of success. I think I've had some legitimate questions, but your answers have been totally satisfactory and I know you aren't trying to stack the odds against me. If this is how this encounter ends, that's just the way the dice have fallen.

The Core Rules suggest resolving a chase against a foe of equal speed with an opposed Dex check. Irrelevant now, but might have saved us several days of head-scratching. I'll roll one in case you're feeling forgiving, but I understand that actions have consequences, even if they're partially the actions of another player some three weeks ago. I made a few gambits that didnt pay off, and if this is how they play out then so be it. I don't have to like it, but I do want to get back to feeling like a hero. Chases are dumb.

Iscarel, reeling, will attempt to stumble out of sight while his opponent is face down in the dirt.

Last-Ditch Stealth: 1d20 + 8 ⇒ (11) + 8 = 19
or Opposed Dex: 1d20 + 4 ⇒ (12) + 4 = 16

EDIT: Added an action. I may have forgotten that part. Silly me.


Minor Crab-beast

Iscarel:
No offence taken, and none intended... DM can be emo at times :P
In the interest of detente...
Dex: 1d20 + 3 ⇒ (11) + 3 = 14

Iscarel has a harrowing time of it initially, but seems to have slipped his near pursuit after the orc takes a tumble off some crates. While he's got enough breathing room to take stock... by god the orc looked p1ssed when he couldn't catch the elf...


Male Elf Rogue 3 | Init +8 | Perc +6, low-light vision | AC 18/14/14 | DR/1 Bludgeoning | HP 14/15 | F +1 R +6 W +1; +2 vs charm and compulsion | CMB +2, CMD 16 | acid splash at will | mwk rapier +7 (1d6+4/18-20)
Skills:
Acrobatics +10, Bluff +7, Climb +4, Disable Device +10, Escape Artist +10, Intimidate +7, Perception +6, Perform (sing) +5, Perform (string) +5, Sense Motive +6, Sleight of Hand +9, Stealth +10, Swim +4

Spoiler:
Cheers!
Iscarel will break into a sprint toward the gathering crowd at the course, hoping to gain some real distance on his pursuer and elude his fellows in the crowd. Realising his flight will make him seem the guilty party, he hopes to throw those that don't recognise him off of his tail. Cupping a hand to his mouth. "Last chance fer wagers on the Dash! Smart money's on Handsome! Too early in the day to be abed! On yer feet, rogues, before you miss the sport!"

Bluff: 1d20 + 6 ⇒ (8) + 6 = 14

Incidentally I've a former PC named Handsome. My homegame's setting has the last Elves as custodians of the blighted, undead-filled wasteland that was their former empire. They dress in full plague-doctor get up and rarely show their faces at risk of exposing themselves to corruption. Naming my masked elf Handsome was my idea of being clever at the time, and also a lesson in why I prefer madmen and braggarts over strong silent types. I'd sit at the table scowling and dispensing knowledge checks with no hope of succeeding with social skills, but no bombastic personality to put on at the table... I was subsequently bored out of my skull.


HP 27/27, AC 12/9/12, CMD 14, F+5 R+0 W+2, Init -1

DM VoV:

Warning them about Ginger is just going to get me dragged off for questioning. They'll be out soon enough. Bek is silent as the orc passes. The Bekyar's black gaze doesn't waver from the scene ahead.
No worries. I'll try to keep to a post a day, even if it is a flavor post.


Minor Crab-beast

Bek, Rackham, Iscarel:
Iscarel finds his jostling and words drowned out and ignored in the general hubbub... and though he's sure he's got a small lead on his chaser... his confidence begins to shake a bit when he notices a sprinkling of black armored orcs and half-orcs in elevated vantages near to the course start.
Unless advised otherwise I'm assuming you're looking to unobtrusively make your way into the 'competitors' scrum of peoples?

Bek finds the startline of the Mad Dash easily enough, making his way towards the knot of people looking to compete.

Rackham wisely chooses to skirt round the outskirts and miss any chance of re-encountering the makeshift gendarme of the day on the prowl. He makes the starting line just in time - slightly out of breath as he pushes forward.

The starting line is near to coastline and in the middle of Lilywhite proper. A knot of athletic, muscular, mean and ornery looking folks (some half to full cut already) have gathered before a canvas sail that's been hung off the side of a building and looks to be rigged to be easily dropped to start the race. Resting on an elevated platform near to the sail you see a dashingly good-looking gent beside a less attractive bald man with fairly horrific burn scars on his head. The bald man's bellowing "Come on ye bastards... step up step up."

Also near to the starting line are a few of the black armored orcs, watchfully watching both the competitors... as well as the greater crowd a dozen steps back.


Male Human Swashbuckler (Corsair) 3
stats:
HP: (29/29) AC 19 (FF 15, Touch 14) FS +3, RS +7, WS +0 (+3 vs charms, +5 vs compulsions), Initiative: +4 Perception: +4

James looks at the competitors to his left and right, smiling. Should be fun, huh?

He jogs in place for a few moments and stretches his legs a bit, eying the sailcloth intently.


HP 27/27, AC 12/9/12, CMD 14, F+5 R+0 W+2, Init -1

DM VoV:

Not worried about the orcs, Bek makes his way forward, checking amidst the crowd for any sign of Rackham or Iscarel. He smiles menacingly at some of the less inebriated competitors figuring the drunken ones will sort themselves out.


Male Elf Rogue 3 | Init +8 | Perc +6, low-light vision | AC 18/14/14 | DR/1 Bludgeoning | HP 14/15 | F +1 R +6 W +1; +2 vs charm and compulsion | CMB +2, CMD 16 | acid splash at will | mwk rapier +7 (1d6+4/18-20)
Skills:
Acrobatics +10, Bluff +7, Climb +4, Disable Device +10, Escape Artist +10, Intimidate +7, Perception +6, Perform (sing) +5, Perform (string) +5, Sense Motive +6, Sleight of Hand +9, Stealth +10, Swim +4

Iscarel keeps his head down, weaving through the crowd with ragged breaths. He curses as he notices the guards surveying the starting line. Vo huilen. This could go sour.

He grins as he spots Rackham, winking at him if he manages to catch his eye but not being foolish enough to draw attention to himself. Stealth: 1d20 + 8 ⇒ (7) + 8 = 15

Given that the race is starting soon, I probably don't have the 1d3 ⇒ 2 20 minutes Iscarel would have time to fashion a crude disguise. (I'd have to totally elude my pursuer first, also.) Plus all I have on hand is a burlap sack and a +1 Cha mod, so it isn't going to hold up under scrutiny. But distance modifiers and the fact that the majority of guards arent actively searching for me (yet) might make the difference. The rules seem to imply observers Take 10. If it seems Iscarel will have time to, he'll find somewhere out of sight to fashion a hood. Disguise (Take 10): 10 + 1 = 11

If the above is impossible (likely) I'll just use the Stealth roll above and pray to every god and his mother.


Minor Crab-beast

Note: If Tipene or Quillin want to do anything before they're re-visited in the holding room, let me know. Otherwise I'll step you guys forward after you confirm you're ready to do so.

Mad Dash:

The bald man continues as the knot of competitors crowd forward... you wager that there's about twenty of you ready to put yourselves at the mercies of the shenanigans "Right, it's easy enough - run the course. The way is marked but your path there is your own. No punches before the whistle, and no blades at any time... 'less ye want to make Gordo's acquaintance." indicating a particularly nasty looking orc nearby "Apart from that it's the first to make the distance and chug the jug. Any questions?" though any detailed response is forestalled by two things unfolding at the same time.

Firstly, the sailcloth drops and a whistle sounds... clearly the bald and burned figured that anyone who didn't understand the rules would need to let the others get a bit of distance on them.

Secondly, harsh toned orcish words sound out from the town whence Iscarel came from... his friend has returned. The black armored orcs and half-orcs snap to attention and listen... but there's a sliver of opportunity to act before they get more interested.

The path ahead beyond the fallen sailcloth reinforces the 'Mad' aspect of proceedings. A hasty constructed set of bamboo scaffold frames out past the edge of the building before turning to the left and over a hefty drop below it into the drink. Within a moment you see there isn't enough room for all to pass easily upon the boards themselves... The path is nominated by a set of red hessian flags and clearly goes out and to the left beyond the edge of the building.

Chase Options:

  • Make way - by hook or crook force or dance your way at the front of the line across the boards which mostly everyone else is making for. (Acrobatics, Intimidate)
  • Up and over - there's enough structure to the scaffold that you might risk going up above the common rabble for an easier way. (Climb, Acrobatics)

Essentially we're in chase rules - and rounds will be unfolding together (so out of initiative unless initiative is called for). Choose one of the suggested skills above, or apply one of your own in a creative way. No you don't get to know the DCs before making a decision - and for the 1st obstacle you can't either attempt both or get a headstart.
Any questions on chase rules and whatnot - lets take it to the Discussion thread.


***INACTIVE*** Bloodrager/3

Tipene is going to just keep his head down at this point.


Male Human Swashbuckler (Corsair) 3
stats:
HP: (29/29) AC 19 (FF 15, Touch 14) FS +3, RS +7, WS +0 (+3 vs charms, +5 vs compulsions), Initiative: +4 Perception: +4

Up and Over for me

Rackham leaps onto the scaffold and attempts to bypass the majority of the field.

Acrobatics: 1d20 + 8 ⇒ (3) + 8 = 11

Derring Do adds to above (0 panache left): 1d6 ⇒ 3

And likely comes crashing down, total is a 14 acrobatics


HP 27/27, AC 12/9/12, CMD 14, F+5 R+0 W+2, Init -1

Bek darts ahead, sharp elbows, threats and hard stares clearing a path through the crowd. His menace is an elemental force, harsh and unforgiving.
Intimidate: 1d20 + 9 ⇒ (4) + 9 = 13
Right there with you Rackham


Male Elf Rogue 3 | Init +8 | Perc +6, low-light vision | AC 18/14/14 | DR/1 Bludgeoning | HP 14/15 | F +1 R +6 W +1; +2 vs charm and compulsion | CMB +2, CMD 16 | acid splash at will | mwk rapier +7 (1d6+4/18-20)
Skills:
Acrobatics +10, Bluff +7, Climb +4, Disable Device +10, Escape Artist +10, Intimidate +7, Perception +6, Perform (sing) +5, Perform (string) +5, Sense Motive +6, Sleight of Hand +9, Stealth +10, Swim +4

Acrobatics: 1d20 + 9 ⇒ (16) + 9 = 25

Iscarel takes flight, leaping onto the scaffolding above, turning to give a two-fingered salute to his pursuer before clambering down to rejoin the throng.


Minor Crab-beast

Quillin and Tipene:

Your silent reflection and reverie is interrupted by a quiet knock upon the door...

Mad Dash:

Bek is stymied by the fact that people are more focused on the race than on each other and Rackham is bustled as he makes his approach towards the scaffold - putting off his leap.
No movement - faced with the same obstacles next round.

Iscarel however bobs up and traverses the upper supports, pausing momentarily to give a less than savory gesture... which is immediately combined with a couple of the orcish words being yelled to pinpoint himself without a shadow of a doubt as the target of the black armored one's ire. His sight is distracted though by what looms up next...

The scaffold continues on for a short span before growing more sparse and scanty. The angle dips a tad and leads to a small ledge cut into the rock, where a tangle of knotted ropes and a pair of ladders have been affixed - leading downwards towards the sea. His fellow competitors surge main

Take a rope Climb
Take a ladder Bullrush / Intimidate - to barge others out of the way
No guts no glory A twenty-ish foot dive straight into the surf - quicker, but there's rocks down there as well - Perception / Survival


M Gnome Conjurer

Quillin raises a long feathering blue eyebrow at Tipene. "The guards knock?"

Smudge gets it for him. "COME IN!!!"


Minor Crab-beast

Quillin and Tipene:

The door is opened by a middle aged ex-pirate who is missing half of his left arm, and moves with a fairly pronounced limp. Looking beyond him you can see that there is still an orc in attendance, but he's not moving to come in.

The gent closes the door behind him, finds a seat to gingerly lower himself into and then opens with a steady and even "So... explain yourselves..."

You get the distinct sense that he's no yokel, and has heard more than one tall tale in his years. There isn't malice to his eyes - but there is a degree of dispassionate judgement.


M Gnome Conjurer

"Gladly!" Quillin says agreeably. "We were just enjoying the festival here and spotted that lot hiding in an ally snorting whatever the hells that stuff was. Have you identified it? If it ain't outlawed, it oughta be. Nasty drug made them into madmen. No sooner did they see us then they rushed us with blood in their eyes. Now as you can see these wee legs were not going to be outrunning them so it was most fortunate that I know a trick or two. Just dazzled them for a moment, but it didn't stop all of 'em and next I know- SMACK! right in the chest! Coulda killed me! I already healed it, but here I can show you what it looked like." The gnome opens his shirt and casts a quick prestidigitation to make an UGLY bruise in the exact likeness of the original.

"The pair of us weren't using no deadly force. Lilywhite rules, right? Then those others joined in and things got really ugly. You can't question them 'cause they ran off, but to be honest, they probably saved our lives. That ginger creep's bunch of junkies started the whole thing. If you do catch those others, you should give them a metal for saving us is what I say."


***INACTIVE*** Bloodrager/3

"They did not see us until I turned to fl--to leave. Then they gave chase."


HP 27/27, AC 12/9/12, CMD 14, F+5 R+0 W+2, Init -1

Frustrated with his lack of progress, Bek snarls and tries again to force his way forward through the crowd.
Intimidate: 1d20 + 9 ⇒ (5) + 9 = 14
Oh boy...you sure you don't want to use the revised chase rules they've been using in PFS ;-)


Male Human Swashbuckler (Corsair) 3
stats:
HP: (29/29) AC 19 (FF 15, Touch 14) FS +3, RS +7, WS +0 (+3 vs charms, +5 vs compulsions), Initiative: +4 Perception: +4

James, hard-headed, tries the scaffold again.

Acro: 1d20 + 8 ⇒ (8) + 8 = 16


Male Elf Rogue 3 | Init +8 | Perc +6, low-light vision | AC 18/14/14 | DR/1 Bludgeoning | HP 14/15 | F +1 R +6 W +1; +2 vs charm and compulsion | CMB +2, CMD 16 | acid splash at will | mwk rapier +7 (1d6+4/18-20)
Skills:
Acrobatics +10, Bluff +7, Climb +4, Disable Device +10, Escape Artist +10, Intimidate +7, Perception +6, Perform (sing) +5, Perform (string) +5, Sense Motive +6, Sleight of Hand +9, Stealth +10, Swim +4

Climb: 1d20 + 6 ⇒ (17) + 6 = 23

Iscarel grins at the new chance to humiliate his pursuers, and not wanting to dash his brains out on the rocks below opts to clamber down the rope instead.


Minor Crab-beast

Quillin and Tipene:

The man distrustfully measures your words before responding "So... you're saying you don't know the two who ran? - the elf that killed and the man?" clearly holding back some of his thoughts and feelings despite the query.

"And if these lads were blood-eyed and frothy... why'd they take a knee at the first of asking?"

Mad Dashers:

Despite Bek's attempts at intimidating his way through again falling shy of being impressive (a few chuckles from the chuckle gallery can be heard as well) he still manages to surge through with the dregs of the running pack. As he does one who tried to swing through the scaffold trips and ends up dangling by a rope-twined leg.

Rackham is similarly aided by the thinning of the crowd and rather than needing to get head height, manages to monkey his way around side like. Both of you notice that a few of the half-orcs break off to take a circuitous inland route - while another pair move up to the edge of the cliff-face.
Both progress to the second obstacle above - same choices.

Iscarel however balances his seeming intent on further burying his prospects with the constabulatory and moving through the course - finding a rope to make his way down. A rotund dwarf barges his way to the ladder and a pair of men end up diving... one more successfully than the other... who judging by the crack is in dire need of some chiropractic help.

The course goes seaward a span before seeming to drop down and under the waves. Squinting you see an upturned and submerged dinghy laid perpendicular to the course and just below the swell's surface. The bow and stern are festooned with spiky protrusions - leaving what looks to just be a pair of options across. The course continues beyond the boat.

Under the surface Dive and pass under the dinghy - Swim
Over the top Clamber over the mid-section of the boat that's clear of anything spiky. Roll two d20s
Long way round Ignore the two obvious choices and take the longer and slower circuit to the side - Swim, but slower.


Male Elf Rogue 3 | Init +8 | Perc +6, low-light vision | AC 18/14/14 | DR/1 Bludgeoning | HP 14/15 | F +1 R +6 W +1; +2 vs charm and compulsion | CMB +2, CMD 16 | acid splash at will | mwk rapier +7 (1d6+4/18-20)
Skills:
Acrobatics +10, Bluff +7, Climb +4, Disable Device +10, Escape Artist +10, Intimidate +7, Perception +6, Perform (sing) +5, Perform (string) +5, Sense Motive +6, Sleight of Hand +9, Stealth +10, Swim +4

2d20 ⇒ (8, 17) = 25

Iscarel tries to catch a glimpse of the man ahead of him before slipping into the surf. Even with the warm bloodgrog coursing through his system, the cold shocks the life out of him. He lurches out of the brine with all the gracelessness and fury of a wet cat, attempting to clamber over the dinghy.


HP 27/27, AC 12/9/12, CMD 14, F+5 R+0 W+2, Init -1

Angered at his initial lack of progress, but stubborn to the core, Bek charges on to the ladder and tries again. This time, he charges hard into the center of the mass of men and women making for the ladder before letting our a fierce growl that is drowned out in the crowd, sounding more like a whimper.
Not sure if I need both Bull Rush and Intimidate or if its an either/or...
Bull Rush: 1d20 + 4 ⇒ (19) + 4 = 23
Intimidate: 1d20 + 9 ⇒ (1) + 9 = 10


***INACTIVE*** Bloodrager/3

Tipene shakes his head. "I have not seen any of them before tonight, and I do not know their names."

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