bobie
|
BobE starts to open his mouth and holds out his mug, but beatrip jumps in front of him and clamps ectoplasm in his mouth and shoves him out.
| Turngut |
Oh! Thank you, Hoppo! Turngut says as he takes the blade in both hands before tucking it into his belt. Turngut save this to stick between Butcher's ribs.
Back on my character sheet! I agree with the plan to track down the Butcher first
| Benjen Harris |
If vengeance is what you wish fair, but do consider taking him alive Francis says to Turngut. Ib will give you some relative directions to get to the Lower Burg.
You guys exit the office and Ib leads you downstairs Be careful you lot! Ib then gives you some relative direction to get to the Lower Burg.
It is still a winding weaving tangle of buildings however so I will need a survival check with an extra +4 from Ib's directions. I will also need a perception check from everyone.
Nalia Malphason
|
survival: 1d20 + 8 + 4 ⇒ (11) + 8 + 4 = 23
perception: 1d20 + 4 ⇒ (7) + 4 = 11
If possible on my way I'll look for any proven or theorized methods to help with being drunk or hung over. Coffee if available, some nasty herb tea if not.
BobE, we need you. We can't do this without you. Pull yourself together my friend.
bobie
|
huh, ok sure. couple more drinks and I should be fine and dandy. I love you guys. (hiccup) Like I loved my little Dino, that's what we called my grandbaby. She loved hearing about the great lizards. Always asked me if they were real. She made me promise to find her one one day. Add another failure to my life. We thought she was playing like she was a dinosaur when she attacked her daddy. Didn't realize anything was wrong until blood squirted out his neck. (belch) I'll be OK here. I just need to get good and drunk. or drink some black coffee. That's what my wife used to give me before she made me promise not to drink anymore. Add a couple more failures up to my life why don't you there. (hiccup) I think I may puke here. Turnybutt, come over here and take my staff. You can summon stuff and I'll wrestle that thing over there. That ought to be fun.
survival: 1d20 + 3 + 4 ⇒ (3) + 3 + 4 = 10
perception: 1d20 + 5 ⇒ (14) + 5 = 19
I blew 3 summon 2 spells with the speech and all 3 of the giant summons. so I've got like 1 summon 2 and a couple summon 1s left. That and channeling is about all I have got left to be useful. I can role play it up like he is drunk and inadvertently effective or puke and chug something and be soberish if its annoying.
| Poppo Hedgehopper |
All these recent events seem to have set BobE in a bad way; I mean everyone knows there is no such thing as giant lizards, unless you count dragons. Are they lizards? We better just keep him moving along with us. Turngut keep a finger on him if you would, but steer clear if he puke's. Actually probably better if he does, give him a gentle shake and see if you can make it happen.
Aid Survival: 1d20 + 1 ⇒ (2) + 1 = 3
Perception: 1d20 + 12 ⇒ (18) + 12 = 30
| Benjen Harris |
You guys walk for close to an hour heading deeper and deeper into the Undercity until you get to an area that is basically walled in. The wall is made of stone but its crumbling and has so many cracks and breaks it could hardly keep anything out. Within is buildings similar to the rest of the Undercity but you notice some small differences. A lot of the people here look happier and have certain comforts like proper beds, proper clothes things of that nature.
As you're walking you sort of ask around for Greirat and many of the people praise the thief as a hero for the people of the Lower Burg. You also get a description. Halfling man who wears a sack over his head with two eye holes, scrappy leather armor, and boots that are far to nice for a person here in the Undercity. You look around and Turngut, Nalia, and BobE don't see Greirat at all. But Poppo does see the halfling that meets the description and locks eyes with him for a brief second. The next second Greirat leaps to his feet and runs off with an unnatural speed. And so begins the CHASE.
Nalia Initiative: 1d20 + 6 ⇒ (1) + 6 = 7
Poppo Initiative: 1d20 + 5 ⇒ (1) + 5 = 6
Turngut Initiative: 1d20 + 5 ⇒ (3) + 5 = 8
BobE Initiative: 1d20 + 2 ⇒ (15) + 2 = 17
Greirat Initiative: 1d20 + 11 ⇒ (14) + 11 = 25
Chase Order
Greirat
BobE
Turngut
Nalia
Poppo
Now every card in the slides it considered 30ft. It costs a move action to move onto the card and a standard action to get through one of the chase obstacles. If you have a speed of 20ft then you take a -2 penalty on these obstacle checks but still get to move onto the cards normally. If you have a 40ft movement speed you get a +2 to these checks but only move 30ft on the cards. Any questions you can look at the url above for the full chase rules. Greirat gets a slight head start and acts in the surprise round but since Poppo saw Greirat you may also act in the surprise round.
You watch as Greirat bolts from the street and quickly squeezes through a narrow gap in an alleyway. The nimble thief then leaps down to a lower section of the burg onto the rooftops of some shanty town houses.
Greirat Acrobatics(Jump): 1d20 + 18 ⇒ (20) + 18 = 38
Greirat is easily able to leap from rooftop to rooftop.
Poppo you're up in the surprise round.
| Poppo Hedgehopper |
I see him, he just went that way!
Poppo darts after Greirat, trying to squeeze through the gap!
Escape Artist: 1d20 + 11 ⇒ (2) + 11 = 13
But oh no his foot gets caught and he doesn't make it through.
So how's this advance 3 squares thing work?
| Benjen Harris |
A character who wants to attempt to move three cards during his turn can do so by taking a full-round action. That character must overcome both obstacles on the card he is leaving. In this case, if a character fails either obstacle check by 5 or less, he only moves one card forward and his turn ends. If a character fails either obstacle check by more than 5, he cannot move at all that turn. A character unfortunate enough to fail two obstacle checks in a turn becomes mired in his current square (he might have fallen from a ledge, gotten a foot stuck amid roots, or got caught in a crowd, for example). A character who is mired must spend another full-round action becoming unmired and effectively loses his next turn in the chase. In some cases, becoming mired might impart additional penalties (such as falling damage).
So you have to overcome both obstacles on each of those cards I guess.
Poppo can't quite squeeze through the narrow alley.
Chase Order
Greirat
BobE
Turngut
Nalia
Poppo
Greirat Stealth Check: 1d20 + 16 ⇒ (6) + 16 = 22
Greirat then moves into a street filled with a large amount of rioters but is easily able to sneak through a nearby alley to get through.
Everyone can go!
bobie
|
BobE pukes and his head clears slightly. He sees a shadow move and groans. ain't no way. he waves a hand and a tiny flying head appears and gives chase. fly 40 ft. he then runs forward jumps for the roof. [Dice=climb] d20 + 2
Beatrip runs ahead and goes through any obstacle in her way.
never done a chase. Let me know if I screw it up. BobE probably cant summon and try to climb.
| Benjen Harris |
So summoning the flaming skull would be your standard so you just get to the point of where Poppo is. Not sure what the action is to summon Beatrip but you can absolutely do that. The skull technically still has to make checks but gets a +10 to do them due to its flight.
| Benjen Harris |
Ah just saw it takes one minutes to summon Beatrip so no you likely would not be able to do that.
| Turngut |
At Poppo's request, Turngut grabs BobE by the collar and shakes him to see if he can get him to vomit. Unfortunately, it's enough to distract the orc and he misses seeing Greirat. Seeing Poppo run off down the alley, he lets BobE go just as he vomits. Ugh Wrinklebutt! You stay here and maybe Scarygirl help clean your sick. I go get little man!
Turngut tries to scramble up the wall, but fails to see the crumbling bricks and slides back down to the ground.
Climb: 1d20 + 7 + 2 ⇒ (8) + 7 + 2 = 17
Acrobatics: 1d20 + 11 + 2 ⇒ (14) + 11 + 2 = 27
Full-round attempt. I failed one obstacle by 5 or less, so I get to move ahead one card, correct?
| Benjen Harris |
So the rules on that are so strangely worded for me but I think you have to do both obstacles on each card. So you would need to do the escape artist and climb check on the first card. Honestly not 100% as to how it works but I think you have to do that for the three that you move through. And if you fail one of the checks you stop. I cant find a forum or anything on it lol
| Turngut |
Oops! Yep, that looks right. I read that wrong, sorry! I'll just try for one square since Turngut is surprisingly poor at the Escape Artist skill. Looks like he's just in square #1.
| Poppo Hedgehopper |
Poppo shakes his foot free and tries to squeeze through again.
Escape Artist: 1d20 + 11 ⇒ (20) + 11 = 31
This time he easily squeezes through and onto the Shanty town rooftops.
Nalia Malphason
|
Sorry guys, busy couple of days.
climb: 1d20 + 6 ⇒ (14) + 6 = 20
Nalia tries to scramble up the wall but slides back down as she nears the top.
Their must be another way!
| Benjen Harris |
Poppo squeezes through the narrow alley and bolts onto the rooftops. Nalia tries to scramble up the shanty houses but as she reaches the top one of the flimsy shingles of the roof breaks off.
Greirat Acrobatics: 1d20 + 14 ⇒ (20) + 14 = 34
Wow what is that the second natural twenty Greirat got? Tough chase against a skillful rogue.
Greirat nimbly balances on a rope suspended above a river full of feces.
Everyone can go!
bobie
|
acro: 1d20 + 2 ⇒ (17) + 2 = 19
climb: 1d20 + 2 ⇒ (10) + 2 = 12
beatrip is tethered to 30 ft of bobE
the flying skull goes another 40ft
you have to pass both in the same round? BobE is going to have a heart attack
| Poppo Hedgehopper |
Poppo tries to leap across the rooftops.
Acrobatics DC20: 1d20 + 12 ⇒ (19) + 12 = 31
He makes it look easy as he tries to catch up to the elusive rough.
| Benjen Harris |
No Jon you can go one at a time, look at the the slides for each card, you use a move action to move onto the card and a standard to do the obstacle your choice of which one. Your skull needs to make the checks thats why I said it had to make the check but it gets a +10 because it flies.
| Turngut |
Climb: 1d20 + 7 + 2 ⇒ (19) + 7 + 2 = 28
Now upset with his failed attempt, Turngut takes a running start and leaps into the air and onto the wall. Finding cracks and groves easily, he clambers up onto the rooftops and begins to sprint after Greirat.
Come on Wrinklebutt!! Don't move so slow!
Nalia Malphason
|
climb: 1d20 + 6 ⇒ (5) + 6 = 11
Nalia tries to rush again up the wall to follow Poppo but in her rush she makes obvious mistakes that would have shamed even a novice climber.
| Benjen Harris |
Flaming Skull Escape Artist Check: 1d20 + 12 ⇒ (1) + 12 = 13
The flaming skull tries to squeeze through the gap of the alley but can't quite do it. Poppo nimbly dashes across the rooftops to make chase. Turngut is finally able to clamber onto the rooftops. Nalia still can't get a proper foothold in climbing.
Greirat Bluff Check: 1d20 + 8 ⇒ (2) + 8 = 10
Greirat meets his first obstacle unable to bluff his way through an illegal gambling den.
Everyone can go!
| Turngut |
Grunting as he pulls himself over the ledge, Turngut hits the roof running at top speed, barely slowing down as he hurdles over the gaps.
Acrobatics: 1d20 + 11 + 2 ⇒ (12) + 11 + 2 = 25
Looking ahead, Turngut is going to have a very difficult time with the Gambling Den and I'm thinking of trying to do the multi-card movement as a full round soon. So, I'm confused as well, but after reading the following paragraph about 10 times, this is what I think is going on. Ben, do you agree or have a different interpretation?
- Must announce the attempt to make a full-round check.
- Roll vs the DCs of both tasks in the current card. Depending on those 2 rolls, the following might happen:
-- If both are passed, the PC moves ahead 3 cards
-- If one passes and one fails by only 5 or less, the PC moves ahead 1 card
-- If one passes and one fails by more than 5, ????? Not addressed in the rules, but presumably, the PC doesn't move but also doesn't get "mired"
-- If both fail, the PC is "mired" and essentially loses their next turn.
Sound fair??
| Benjen Harris |
Yeah I think I'd agree with that, really isn't super specific with it. Does seem a bit strange that you're just able to bypass all the obstacles on the other two cards.
| Poppo Hedgehopper |
Agree that's how it reads (after reading 10 times also...lol, the forums generally support this, but many don't like it. That said it's tough to pass 2 on the same turn, so it's definitely a challenge. I guess if you pass 2 and move 3 squares, you find a short cut.
If you don't like RAW, you could house rule, something like move 2, instead of 3, like skipping ahead.
As he sneaks through a nearby alleyway to avoid the rioters, he catches as glimpse of Greirat getting slowed at the Gambling Den and works to close-in.
Stealth DC16: 1d20 + 16 ⇒ (20) + 16 = 36 Boom! 2 natty 20s for me in this chase.
bobie
|
bad time to be busy and scanning post instead of reading. Sorry benji completely missed your post about the fly checks.
So a movement action to get on the card and you cant pass until you pass at least 1 check? Pass 2 checks and you jump 3 cards?
Also I though beatrip was in ectoplasm as that is where I usually leave her, but I never stated so. So right now I am stuck on the first card until I pass a relatively high check that I only have a 2 plus modifier on. My tiny flying skull just smashed into a wall. And I am rolling again to get through? Is that right?
BobE climb climb: 1d20 + 2 ⇒ (9) + 2 = 11
Skull climb climb: 1d20 + 10 ⇒ (11) + 10 = 21
| Benjen Harris |
It's all good Jon. Yes move action to move from card to card. Standard action to attempt one of the obstacles. If you pass one you move on to the next. You can attempt a full round action but have to complete both obstacles on that card but move three cards forward. Go ahead and role three attempts for Beatrip, only thing is she is tethered to you so will only be able to be one ahead of BobE.
Like an orcish vigilante Turngut leaps across the rooftops expertly. Nalia and BobE continue to struggle climbing to the rooftops, but BobE's flaming skull finally is able to fly out of the alleyway and onto the rooftops. Poppo ahead of the pack is able to stealth past the rioters in the street.
Greirat Bluff Check DC:17: 1d20 + 8 ⇒ (20) + 8 = 28
Holy crap! Another natty twenty!
Oh you see dear chaps I too am a fellow gambler! Greirat says in a quiet mousy voice.
Alright mate go on in! the bouncer at the gambling den lets Greirat through.
Everyone can go!
Also the pronunciation of Greirat is Grey-rat
| Turngut |
CMB (Bull Rush): 1d20 + 11 ⇒ (19) + 11 = 30
At full head-long sprint, Turngut reaches the edge of the buildings and parkours off the rooftop and bounces between the walls of a narrow alley to reach the ground safely. If someone were able to get near enough to him, they would notice that his eyes had glazed over with the feral look of a predator. Seeing his prey dash into the gambling den, Turngut tears through the market square with all the grace of a proverbial bull in a china shop. Knocking bystanders aside, he reaches the sluggish, foul smelling river.
| Poppo Hedgehopper |
Poppo sees Turngut catch up to him, This guy is good! We can't let him get away. He tells the orc.
Then he tries to tightrope across the river of dung.
Acrobatics DC23: 1d20 + 12 ⇒ (4) + 12 = 16
He gets part way and starts to loss his balance, he fights to hold onto it, moving from one foot to the other, his wee arms swinging around rapidly as he tries to avoid falling into the poo below. He manages to regain his balance, but has lost valuable time, as Greirat bluffs through the den.
bobie
|
The skull does a full round for both checks.
test1: 1d20 + 10 ⇒ (19) + 10 = 29
test2: 1d20 + 10 ⇒ (6) + 10 = 16
BobE again tries to squeeze through
escaspe: 1d20 + 2 ⇒ (15) + 2 = 17
Beatrip groans will you move it
| Benjen Harris |
Turngut easily rushes through the crowd pushing the rioters aside. Nalia and BobE still can't get through the first obstacle but BobE's flaming skull finally makes it through. Poppo nearly falls into the river of poop as he loses his balance.
Greirat Reflex Save DC:15: 1d20 + 10 ⇒ (13) + 10 = 23
Greirat is easily able to dodge through the mass amount of horses that come speeding past.
Everyone can go!
Nalia Malphason
|
Nalia has no idea where everyone has gone to at this point. BobE, how will we find them, if we are able to make it up this wall?
climb DC 22: 1d20 + 6 ⇒ (9) + 6 = 15
Think it would work if I gave you a boost and then you dropped a rope down to me? Maybe we can work at this as a team?
| Turngut |
Swim: 1d20 + 7 ⇒ (13) + 7 = 20
Acrobatics: 1d20 + 11 ⇒ (18) + 11 = 29
Fortitude save: 1d20 + 9 ⇒ (2) + 9 = 11
Seeing the little Greirat grow even smaller as he rushes away, Turngut take a reckless, flying leap onto the tightrope that crosses the river. Not realizing that Poppo was still standing on the rope, as Turngut lands, he launches the halfling into the air. As Poppo sails through the air, Turngut run/walks along the rope and is himself suddenly launched in the air as Poppo returns - landing a perfect 3-point landing on the rope.
Using the momentum, Turngut lands on top of the gambling den. He runs across the roof and is able to leap over the race way using the flagpole on the far side of the gambling hall. Rolling through the final few horses that tear by, Turngut ends up flat on his stomach with his face smeared with horse dung, but his right hand is tightly gripping the ankle of the fleeing man.
Full-round to bypass the tightrope and river. Success!! I think that means I caught Greirat? Failed the fort save, so I added the horse dung to simulate the sickened condition.
| Benjen Harris |
Not quite caught him you are past the raceway but not in the busy blackmarket. And Greirat is in the busy blackmarket but not through it yet.
| Poppo Hedgehopper |
After catching his balance Poppo suddenly launches in the air, he does a somersaut and realize it was Turngut that launched him, as he lands back down the tension on the rope sends Turngut flying.
Oops!
Acrobatics DC23: 1d20 + 12 ⇒ (15) + 12 = 27
He then easily gets across and heads into the gambling den, as Turngut closes the gap, he looks back quickly with a shrug as Nalia and BobE are nowhere to be seen.
bobie
|
[B] here let me help you up and ypu run ahead. I heard there was a man named uber who will transport people for a fee. I will take the long way and try to call this uber. [B]
assist: 1d20 ⇒ 4
Flaming skull whatever check he is on: 1d20 + 10 ⇒ (18) + 10 = 28
| Benjen Harris |
Nalia and BobE still can't progress the flaming skull easily flies above the rooftops. Turngut takes a short cut and almost catches Greirat but not quite yet. Poppo is able to tight rope across the sewage river.
Greirat Acrobatics DC:18: 1d20 + 14 ⇒ (7) + 14 = 21
Greirat moves into a blackmarket and quickly leaps up onto some boxes and ziplines above the busy market.
Everyone can go!
| Poppo Hedgehopper |
Bluff DC17: 1d20 + 6 ⇒ (11) + 6 = 17 on the nose
Hey good bet! What's the odds here? Poppo walks on through the den, he gets a few weird looks, but they let him pass.
| Turngut |
Acrobatics: 1d20 + 9 + 2 ⇒ (5) + 9 + 2 = 16
Scrambling up off the ground, Turngut hurries into the black market and tries to follow Greirat on the zip line. Unfortunately, with the stench of fresh horse manure, Turngut loses his grip and can’t remain on the line.
Bummer! If not for the sickened condition, he would have made the check!
Nalia Malphason
|
Nalia starts to get creative, wondering if she could meditate up the wall or maybe she would be more successful trying the climb upside down.
climb DC22: 12d20 + 6 ⇒ (8, 9, 14, 4, 6, 11, 19, 2, 6, 10, 14, 5) + 6 = 114
Oops! I will point out my first roll of 8 +6 is a fail and all but one out of the twelve fails. Did we plan a meeting spot? You know, like if the kids get lost, look for mom and dad here? Ha!
bobie
|
skull check full round: 1d20 + 10 ⇒ (16) + 10 = 26
skull check 2 : 1d20 + 10 ⇒ (10) + 10 = 20
BobE takes a run and go to try to fire into the space.
escape artist: 1d20 + 2 ⇒ (2) + 2 = 4
| Benjen Harris |
Poppo is able to bluff his way past the gambling den. Turngut loses his grip as he vomits a little bit on the people below. Nalia and BobE still can't make it past the first obstacles buts BobE's skull is able to fly at break neck pace to catch up with Poppo.
Greirat Swim Check DC:18: 1d20 + 6 ⇒ (13) + 6 = 19
Greirat continues his nearly unstobble dash as he is able to swim through a cistern infested with rats. Only a tower remains between Greirat and his escape.
Everyone can go!
bobie
|
BobE looks over at nalia, So, want to get a drink?
Skull fullround check: 1d20 + 10 ⇒ (17) + 10 = 27
check: 1d20 + 10 ⇒ (4) + 10 = 14