| GM Infinity |
Outside
Smirking at Gorn "Ho, there it is...always it comes. Leave your patronizing behind, 'boy', it will take more than a few bird scratches! Keep up!" lunging again with disciplined technique...
Longsword: 1d20 + 5 ⇒ (14) + 5 = 19
Dmg: 1d10 + 3 ⇒ (6) + 3 = 9
Multi: 1d20 + 5 ⇒ (15) + 5 = 20
Dmg: 1d10 + 3 ⇒ (5) + 3 = 8
...scoring solid hits yet dampened by the mystic forces beneath the strange shadow assassin's feathers.
With the echoes of the horses reaching a crescendo, the ambuscade long ago having failed, with a final *caw!* the kenku favors defensive movements and begins his withdrawal... He routes into the coin's dim light radius, but is unable to hide this round.
Party up, cavalry will reach the post here after your next actions.
| GM Infinity |
But now, by the relentlessness that surges you ever forward towards truth, you have chipped away at the wall and revealed a man who in the end is enamored with self-preservation to the point of absurdity. His every attempt at cordiality has fallen flat, but he can't walk away from that spectre of kindness having brandished it so long.
You sense that he is being truthful, and will in the interest of keeping himself alive guide you inside the compound. What betrayal he might concoct from within, or if he could establish a sense of safety, is limitless. You have revealed yourself as a threat to this powerful man who loves life.
| Evendur "Grim" Greymantle |
Swing!!!!
1d20 + 4 ⇒ (9) + 4 = 13
And a likely miss...
Just in case
1d8 + 2 ⇒ (2) + 2 = 4
Gorn Steelbreaker
|
Insight!: 1d20 + 5 ⇒ (4) + 5 = 9
Gorn only knew to continue GLORIOUS COMBAT until something wasn't moving. Him or them, it ended the same place.
He ran fast to try and catch them before they got out of the light's radius.
Attack!: 1d20 + 5 ⇒ (12) + 5 = 17
Attack Advantage!: 1d20 + 5 ⇒ (17) + 5 = 22
Damage!: 2d6 + 3 ⇒ (4, 6) + 3 = 13
| "Mal" Malaric |
Just realized Grim told Mal about the fight outside.
"Don, they're fighting a demon outside." Mal says heading out one of the doors.
He spots the combatant of Gorn and whispers his Mistress's name, "Shar."
DC 13 Int Mind Sliver, psychic damage: 1d6 ⇒ 3
| Donal the Seeker |
Your word has proven of little value, but I recognize your type. You value your life over your loyalty to your family. Know that, if at any time I feel you wavering in your word, I will not hesitate to cave your pretty little head in. Do we understand each other? You help us tear down your mother's network, you will have the opportunity to live a long and full life.
If he gets a nod of understanding from the noble scion, Donal says, Let us destroy your mother's demon and get moving. The longer we tarry, the more danger your life is in...
I am assuming that playing on the man's self-preservation will work, and I will join the battle, looking for a way to help the others.
| GM Infinity |
Don, you are about 30 ft from where they were originally fighting in the alley, and about 60 ft to the current melee. Running across the street into the alley will likely be noticed by the advancing cavalry, and Amrik of course will be left alone in the cell. If you want to release him, it will take time to crank the portcullis bars.
| Donal the Seeker |
Damn, Donal swears as he heads back in to recover Amrik, We need to move boys, and now. Mal, find us an out.
Do we think that we could fake his death by collapsing in the outpost and slipping out another way?
| Donal the Seeker |
Tibs, tell Mal and the others to retreat into the outpost and bar the door. We are going out the back door and buy us some time.
| GM Infinity |
Mal, you still have movement and free use an object to get back inside and close up. Or, you could go for the alley as well, or do something else with movement. At this point Gorn and Grim will not be able to make it back inside before the mounted guardsmen arrive. I'll give Tibs another bit to post actions...sorry to delay but since the way this mess all shakes out will likely carry weight for a while I want to make sure everyone has a chance to do what their character wants.
| "Mal" Malaric |
ah ok.
Mal sees the mounted guardsmen and returns inside closing the door behind him. "There are mounted guardsman on their way. Who knows their allegiance."
| Donal the Seeker |
If Mal tells Donal this information, he would tell Mal to send them a message to meet us at a safehouse (maybe somewhere that we frequent) and throw a cloak around Amrik to keep him from making a spectacle.
| Tiberius Vorrack Kerrhylon |
Sorry, Getting a semi promotion/larger work load. Also, I've been slowly reading through the posts, but I can't remember why we want to avoid the upper guards, other than jurisdiction purposes? Ofc, this kinda fits with Tibs character. He is a bit... oblivious at times. So I'll roll with it.
Tibs pauses as he notices Mal run back in.
Well, its likely the upper district guards. Which... well could go either way. If they've seen anyone, hiding and sneaking around may make things worse. It may be better to have one or two speak with them as citizens, while the rest make their escape? I could perhaps speak about an attempted robbery of my person?
| Donal the Seeker |
The Upper City Guard is in the personal employ of the Dukes, meaning they will take Amrik and return him to his mother and we lose our advantage.
| GM Infinity |
The booming voice of the commander screams "Halt!" it takes a moment to realize he is talking to his formation, not any of you "By twos! From left, march! Guide right...halt!" follow his next commands as the horsemen rally in front of the post.
The dozen men seem to be half mounted infantry and half true cavalry, with lances and javelins adorning as many as long axe and crossbow. Common among all is the bright blue cape draping halfway down the horses ass, and mirror-like steel helms sporting thick metal wings on either side.
The commander among them makes himself clear by the puffy red plumage sprouting out a gold plated version of the same dual-winged helm. Outside, he finds only Gorn's faithful servant pissing his pants, and wastes no time leveling his sword at the man's face "Surrender your arms." A prompt *clank* is heard as the Fist's mace hits the cobbles. "Open that door."
"Havilar! Four runners down the backstreet arcade, sire." another armsman interjects.
"By twos! Split left!" answers the Havilar, wasting no time. A pair of the mounted warriors peel off and make chase single file after Gorn and Grim.
Assuming you guys don't stop, we'll have a little chase skill challenge to determine if you escape or not. Meanwhile...
"Why's that door shut, Blaze?" he asked rhetorically.
"Havi-er-sir, I think they've braced from within."
"Listen son. The way you answer my next question is gonna make or break your day, understand? You laid eyes on the Duke's boy?" there is no audible response "And he's braced tight there, with more of your men?" another quiet pause "How many?"
A few moments pass of mumbled chatter before the powerful voice returns "Mirador 24, your illegal capture of Amrik Vanthampur has come to an end. Surrender at once, or we will take this tower by force."
| GM Infinity |
*cracks knuckles* Got some 'splainin to do then. Alright, so first of all notice party is split with Gorn, Grim, the girl, and kenku (group A) being chased by 2 riders. Elsewhere Donal, Tibs, Mal, and Amrik (group B) being chased by 10 riders. Chase rules will be the same for both. I'll be tracking positions separately for the two groups.
Instead of tracking feet or grid spaces even remotely realistically, an abstraction will be made. You will all, runners and riders, start at Position 1. The goal is to reach Position 5. Position 5 means you have eluded the Watch, and (perhaps after covering your face) make it somewhere relatively safe.
Initiative will be rolled once for everyone at the very beginning.
On your turn, you do 2 things. 1: Take one of the following 4 special actions Dash, Jab, Taunt, or Trip. If you are feeling extra creative, you could create a 5th option as well. 2: roll raw d20 for obstacle (a result of 10 or less has special hazards to your character depending on what number results, prompting a skill check or save. A result of 11+ means no obstacle to your character that turn). Burning an inspiration will auto-succeed at an obstacle. Enemies have exactly the same options on their turn.
Dash: Player choice Athletics or Acrobatics check (DC 13) that moves you two positions ahead. Can be used only twice per character, not counting failed attempts.
Jab: Attack roll vs Mounted AC. On a hit, no damage, but Dex save or fall from the mount. Jab can only be used on chasers who share the same position number. The mount is free to take after.
Taunt: Intimidation vs Insight contested. Loser gets disadvantage on actions. Can be used on any adjacent (position wise) rider.
Trip: Player choice Athletics or Acrobatics check (contested). Fail means chaser on foot stumbles and loses position.
If you don't suffer some malady/setback, its assumed you move forward 1 position per turn.
Let me just pause here a moment for questions and concerns.
| Donal the Seeker |
Okay, for us in the building how does this start? The ruse to make them think that we are caught in the collapse is not an option? Just trying to visualize how we ended up in a chase for escaping the outpost through a 'backdoor'...
| GM Infinity |
Donal, yes, definitely an option. Please decide quickly what you are doing. For visualization, remember the 'backdoor' is jumping off a watchtower onto an adjacent building's roof. I imagine at minimum insiders would need stealth checks vs Watch passives to sneak out on the roofs. If that fails, chase begins.
Also forgot to mention, if you do steal a mount (via successful Jab against someone in same position) Dash becomes a Wisdom Animal Handling roll with the same DC.
Watch NPCs will use the Veteran stat-block with wisdom modified to 12. Amrik, the kenku and girl will use their normal stats.
Movement check = choice of Athletics or Acrobatics. Animal Handling if mounted.
1 Blockade. A short wall of wood and debris blocks your path. Make a DC 12 movement check. If failed, you stumble and lose a position rank.
2 Banana Peel. You actually slip on a banana peel, if you don't make a DC 13 dexterity save. No position gain.
3 Mud Slick. Make a successful DC 13 movement check. If failed, you lose a position rank and may not Dash on your following turn.
4 Puzzling Pedestrians. A massive crowd appears and you must quickly navigate, DC 13 int investigation check or gain no position.
5 Pole! You must make a DC 13 athletics or acrobatics check. If failed, you are dragged off of your mount, losing a position rank. If unmounted, you stumble from a slam to the face and do not gain position.
6 Vigilante. A random citizen with a stink in his eye works against you, make a charisma persuasion or deception check DC 13 to escape his ire.
7 Oh hi! A sudden person/obstacle swings down in front of you. Make a DC 14 Dexterity saving throw. If failed, you are dismounted and lose a position rank. If unmounted, you also lose a position rank.
8 Glass pain. Some idiots are hauling a huge, exposed pane of glass across town for some reason. DC 13 strength save to break through clean, or lose position picking out the pieces.
9 Praying Orphans. Make a DC 13 Wisdom saving throw to navigate the praying orphans. If failed, you and your mount fall, costing you two position ranks.
10 Didn't eat my Wheaties. You or your mount is suddenly tired of the chase. DC 14 Con saving throw to power through, or lose position.
11-20 No Obstacle. Nothing Happens.
Explaining by Example, Position Tracker might look like:
5
4
3 Gorn
2 W1, Grim
1 W2
Here, Gorn could Taunt W1 since it is adjacent, but not W2. He could also Dash, potentially escaping. Grim could Jab W1 and potentially steal his horse, or Taunt W1/W2.
| Donal the Seeker |
We will attempt the stealth first, if unsuccessful, let the chase commence!
Stealth: 1d20 + 2 ⇒ (3) + 2 = 5
Sadly, I was in Fist attire, so disadvantage: 1d20 + 2 ⇒ (5) + 2 = 7
Let the chase commence!
| Evendur "Grim" Greymantle |
I'm game
Lets string em out Gorm! And keep an eye on that shadow thing!
The priest hopes to put some distance between himself and the main body of riders. Two? Now two wouldn't be a problem, if they weren't re-enforced that is.
Athletics: 1d20 + 4 ⇒ (5) + 4 = 9
Which was a real good plan except he bounced off a carelessly flung open door and stumbled into a wall, before trying to stagger forward again.
| GM Infinity |
Donal: 1d20 + 2 ⇒ (14) + 2 = 16
Evendur: 1d20 + 0 ⇒ (3) + 0 = 3
Gorn: 1d20 + 2 ⇒ (3) + 2 = 5
Malaric: 1d20 + 3 ⇒ (18) + 3 = 21
Tiberius: 1d20 + 2 ⇒ (16) + 2 = 18
Watch A1: 1d20 + 1 ⇒ (20) + 1 = 21
Watch A2: 1d20 + 1 ⇒ (9) + 1 = 10
Watch B1: 1d20 + 1 ⇒ (10) + 1 = 11
Watch B2: 1d20 + 1 ⇒ (8) + 1 = 9
Watch B3: 1d20 + 1 ⇒ (13) + 1 = 14
Girl: 1d20 + 1 ⇒ (18) + 1 = 19
Kenku: 1d20 + 4 ⇒ (19) + 4 = 23
Amrik: 1d20 + 4 ⇒ (7) + 4 = 11
Group A Inits:
Kenku, A1, A2, Girl
Gorn, Grim
Group B Inits:
Mal, Tibs, Donal
B3, B1
Amrik
B2
Everyone starts at position 1. Tibs, if you wanted to try a charisma check of some sort, I'll push the group B guards back to -1 on a DC 15 success.
Group B PCs are up. Remember the two things I need from you each turn are one of the 4 actions, and a raw d20 for obstacle. Look at obstacle table, and do what it requires (if anything). And of course the usual wonderful and colorful RP describing it all, if you like.
Group A NPCs up in subsequent post...
| GM Infinity |
Group A
Kenku
The kenku surges forward, the soft clicks of his talons on cobble tapping a zig zag path through the rubble and trash of the alley...
Dash: 1d20 + 4 ⇒ (20) + 4 = 24 Success
Obstacle: 1d20 ⇒ 6 Vigilante
Resolve Obstacle: 1d20 + 2 ⇒ (9) + 2 = 11 Fail
...a woman shouts from above "Quiet you stupid crow!" threatening to pour a chamber pot down on the blackfeathered assassin. He throws daggers with his eyes, but it isn't enough to deter the old hag...and the slop rains hard upon him. Loses position, turning his dash into a gain of only 1 instead of 2.
A1
One of the mounted watchman rushes forward, trying to cut off your exit...
Animal Handling: 1d20 + 3 ⇒ (8) + 3 = 11
Obstacle: 1d20 ⇒ 6 Vigilante
Resolve Obstacle: 1d20 ⇒ 19 Success
...but the horse seems spooked shadowy alley, and refuses the command. The same woman threatens with another, heavier chamber pot You too, horsy! Shaaadup! OH! Sorry mister Watch, honest mistake..." before shuttering herself in.
A2
The second watchman follows the tactics of his horse mate, spurring forward...
Animal Handling: 1d20 + 3 ⇒ (6) + 3 = 9
Obstacle: 1d20 ⇒ 18 No obstacle.
...but again, the tight backstreet poses a hard sell to the equine's refined tastes.
Girl
The girl glances back, trying to get eyes on Amrik, but sees nothing but a wall of Watch "Damnit!" She hesitates a split second before lunging for the closest horseman, twisting a barding strap with her blade and yanking down in a swift motion...
Jab: 1d20 + 3 ⇒ (19) + 3 = 22
...and the Watchman hits the ground! She wastes no time leaping up into the saddle and taking over the reigns.
Obstacle: 1d20 ⇒ 13No obstacle
Group A Positions:
5
4
3
2 Kenku, Girl
1 Gorn, Grim, A1, A2
Gorn and Grim up. Grim, that's a failed dash. Roll raw d20 for obstacle.
| Donal the Seeker |
Donal, making sure that Amrik is in front of him, kicks a banner pole down, hoping to clothesline the rider!
Going Trip: Athletics: 1d20 + 4 ⇒ (3) + 4 = 7 Here come those terrible rolls...
| GM Infinity |
B1 oppose Donal: 1d20 + 5 ⇒ (17) + 5 = 22
The guard sees the pole fall at the last second, catching it with his upper body strength and turning his horse slightly to deflect.
Trip is unsuccessful, however you could still gain 1 position depending on your obstacle roll. Throw a raw d20.
| "Mal" Malaric |
Feet do your duty! Mal takes off running.
Dash Acro: 1d20 + 3 ⇒ (19) + 3 = 22
Obstacle: 1d20 ⇒ 14
If he gets far enough in advance, could Mal hide and let them pass by ?
| GM Infinity |
Don, its good. Anything 1-10 is a random check/save, 11+ is No Obstacle. I posted the list above in a spoiler if you want to take a look (that way you know ;P). You advance 1 position.
Mal, that's essentially what will happen should you reach position 5.
Group B Positions:
5
4
3 Mal
2 Donal
1 Tibs, B1, B2, B3
Tibs up group B, Gorn and Grim for group A.
| GM Infinity |
Hmm, guess Tibs is gone again. Posting for him to nudge things along.
Dash: 1d20 ⇒ 13
Obstacle: 1d20 ⇒ 12
Tibs wastes no time getting the hell out of dodge.
As the mounted Watch fan out, a few of them stand upright in their saddles and climb up onto the roofs to pursue...
B1
Dash: 1d20 + 5 ⇒ (8) + 5 = 13
Obstacle: 1d20 ⇒ 7
The first to scale to the top slips on a loose shingle just as he bursts into a sprint...
Dex vs DC 14: 1d20 + 1 ⇒ (9) + 1 = 10
...and ends up scraping his face on the broken ceramic. Failed dash and lost position for 0 gain.
B3
Dash: 1d20 + 5 ⇒ (13) + 5 = 18
Obstacle: 1d20 ⇒ 5
Pole!: 1d20 + 5 ⇒ (8) + 5 = 13
The next guard up has better luck, until a clothesline snags him in the neck. Luckily, he was moving fast enough to break the clothesline, instead of his neck. Dash success and obstacle avoided for 2 gain
Amrik
Dash: 1d20 + 6 ⇒ (11) + 6 = 17
Obstacle: 1d20 ⇒ 2
Banana Peel: 1d20 + 4 ⇒ (6) + 4 = 10
Amrik seems to play along at first, nimbly running the ridgeline like a practiced alley cat...until slipping on a banana peel (how the hell did that get on the roof, anyways?). Landing face first and struggling to hold on. Dash success foiled by obstacle, no gain.
B2
Dash: 1d20 + 5 ⇒ (4) + 5 = 9
Obstacle: 1d20 ⇒ 2
Banana: 1d20 + 1 ⇒ (6) + 1 = 7
The final guard seems rather proud of himself for climbing up onto the roof in full pursuit, until he stupidly steps on the same damn banana peel that cursed Amrik. no gain
| GM Infinity |
End of Round 1 Group A Positions:
Group A Positions:
5
4
3
2 Kenku, Girl, Grim, Gorn(m), A1, A2
1
End of Round 1 Group B Positions:
5
4
3 Mal, Tibs, B3
2 Donal
1 B1, B2, Amrik
Reminder, every turn roll for action, then roll raw d20 for obstacle and consult list.
Dash: Player choice Athletics or Acrobatics check (DC 13) that moves you two positions ahead. Can be used only twice per character, not counting failed attempts.
Jab: Attack roll vs Mounted AC. On a hit, no damage, but Dex save or fall from the mount. Jab can only be used on chasers who share the same position number. The mount is free to take after.
Taunt: Intimidation vs Insight contested. Loser gets disadvantage on actions. Can be used on any adjacent (position wise) rider.
Trip: Player choice Athletics or Acrobatics check (contested). Fail means chaser on foot stumbles and loses position.
Movement check = choice of Athletics or Acrobatics. Animal Handling if mounted.
1 Blockade. A short wall of wood and debris blocks your path. Make a DC 12 movement check. If failed, you stumble and lose a position rank.
2 Banana Peel. You actually slip on a banana peel, if you don't make a DC 13 dexterity save. No position gain.
3 Mud Slick. Make a successful DC 13 movement check. If failed, you lose a position rank and may not Dash on your following turn.
4 Puzzling Pedestrians. A massive crowd appears and you must quickly navigate, DC 13 int investigation check or gain no position.
5 Pole! You must make a DC 13 athletics or acrobatics check. If failed, you are dragged off of your mount, losing a position rank. If unmounted, you stumble from a slam to the face and do not gain position.
6 Vigilante. A random citizen with a stink in his eye works against you, make a charisma persuasion or deception check DC 13 to escape his ire.
7 Oh hi! A sudden person/obstacle swings down in front of you. Make a DC 14 Dexterity saving throw. If failed, you are dismounted and lose a position rank. If unmounted, you also lose a position rank.
8 Glass pain. Some idiots are hauling a huge, exposed pane of glass across town for some reason. DC 13 strength save to break through clean, or lose position picking out the pieces.
9 Praying Orphans. Make a DC 13 Wisdom saving throw to navigate the praying orphans. If failed, you and your mount fall, costing you two position ranks.
10 Didn't eat my Wheaties. You or your mount is suddenly tired of the chase. DC 14 Con saving throw to power through, or lose position.
11-20 No Obstacle. Nothing Happens.
Group A Inits, Round 2:
Kenku, A1, A2, Girl <--UP
Gorn, Grim
Group B Inits, Round 2:
Mal, Tibs, Donal <--UP
B3, B1
Amrik
B2
| GM Infinity |
Kenku
Dash: 1d20 + 4 ⇒ (7) + 4 = 11
Obstacle: 1d20 ⇒ 7
Oh hi!: 1d20 + 8 ⇒ (18) + 8 = 26
The failed assassin again sees a quick exit, turning a corner on a dime. He startles a mason worker atop some scaffolding who drops a giant bucket of mortar, but the fluid footpad somehow evades it and carries on. Failed dash, avoided obstacle. gain 1
A1
Dash: 1d20 + 5 ⇒ (13) + 5 = 18
Obstacle: 1d20 ⇒ 1
Blockade: 1d20 + 5 ⇒ (7) + 5 = 12
The dismounted and highly embarrassed guard pushes his body to the limit in an effort to regain some dignity. He nearly trips on the top of a low fence, but pushes forward down a side passage to cut off the group. Dash success and obstacle avoided for 2 gain.
A2
Dash: 1d20 + 5 ⇒ (16) + 5 = 21
Obstacle: 1d20 ⇒ 1
Blockade: 1d20 + 5 ⇒ (2) + 5 = 7
The other equally shamed dismounted officer follows the same tactics as his mate, but plows into the fence Hot Fuzz-style instead. Dash success but caught by obstacle for net gain of 1.
Girl
Dash: 1d20 + 1 ⇒ (12) + 1 = 13
Obstacle: 1d20 ⇒ 20
The girl finds a break in the crowds and lashes her reins furiously. 2 gain
Group A Current Positions, Grim and Gorn yet to act:
5
4 Girl(m), A1
3 Kenku, A2
2 Grim, Gorn(m)
1
Everyone up.
| "Mal" Malaric |
| 1 person marked this as a favorite. |
Mal notices Amrik falling behind. He needs to get back there and help Donal. But these stupid guard need to meet their demise. So, the mean halfling gets close and into the legs of the guard and tries to trip the Mr. Clothesline off the rooftops.
Acro: 1d20 + 3 ⇒ (1) + 3 = 4
Obstacle: 1d20 ⇒ 9
Wis DC 13: 1d20 + 1 ⇒ (6) + 1 = 7
But, he misses Mr. Clothesline running into a bunch of praying orphans on the rooftop, which covers his move next to Amrik. Yeah, he meant to do that.
| Donal the Seeker |
Donal will not leave Amrik behind. Are we still up on rooftops? If so...
Donal reaches back to pull Amrik forward and kicks the following guard toward the ledge!
This is Sparta!: 1d20 + 4 ⇒ (9) + 4 = 13 A little better...
Obstacle: 1d20 ⇒ 7
As the other guard comes through with a tackle, Donal tries to juke out of the way! Dex save: 1d20 + 2 ⇒ (5) + 2 = 7 Damn, back at 1.
| Evendur "Grim" Greymantle |
Panicked he was losing ground and fearing being trapped behind even as Gorn mounted up, he put his head down and charged forward yelling...
Dash/Athletics: 1d20 + 4 ⇒ (20) + 4 = 24
It seemed to have the desired effect...
Obstacle: 1d20 ⇒ 12
Because everyone else seemed keen to avoid him!
He was puffing even as he rounded a corner, and he knew he didn't have another such burst of speed left in him. Chest heaving, he threw his head left and right, seeking ideas and options.
Dammit... I have buyers remorse. Lol. That 20 would have gotten me a horse. Oh well. Options for the future
| Tiberius Vorrack Kerrhylon |
Sorry, time got away from me due to work and some other matters. I made a small post, but I forgot to click the "submit post" button after previewing it.
dash: 1d20 + 2 ⇒ (17) + 2 = 19
obstacle: 1d20 ⇒ 5
Eyesuptibs!: 1d20 + 2 ⇒ (18) + 2 = 20
Tibs sprints further ahead, after all, he couldn't very well let other nobles hear of his doings here. It'd be disastrous! He couldn't let them recognize him. Though, making a clean escape, after letting them see him... what a roguish story that would be!
He nearly loses himself to his thoughts and almost runs smack into pole as he rounds a corner! Luckily, his body is quicker than his mind and with a burst of wind he manages to spin neatly around the obstacle before continuing onwards.