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DC 16 Athletics: 1d20 + 11 ⇒ (20) + 11 = 31
Tai Ghee senses that their luck may finally shifting. "C'mon dudes, we've got 'em right where we want 'em!"

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Herkemer continues chasing after the rowdy goblins, but when it becomes a test of Athletics, he knows he must pivot to something else, so he tries to make sure the game pieces all get put back as they originally stood.
Herk Society DC19: 1d20 + 4 ⇒ (5) + 4 = 9
Herk will Also use a Hero Point to avoid a crit fail.
Herk Society DC19, Hero Point: 1d20 + 4 ⇒ (17) + 4 = 21 success!!!

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Bustral, Herk and Tai Ghee manage to make enough headway that the Pathfinders actually catch up to the goblins again!
Anyone who's left to go -- you may now attempt a DC 21 Athletics/Thievery to try to grab a train model!
------------------
CHASE TRACKER
Round: 3
Obstacle: GAME ROOM
Skills:
DC 18 Society
DC 16 Athletics
Special Conditions:
If you end up in the same Obstacle as the goblins you may, on your turn, attempt a DC 21 Athletics/Thievery to to wrench a train model from a goblin’s hand.
Successes: 4/4
Goblin Thieves Location: 0 obstacle(s) ahead
------------------
Those with ** may go
Bustral
**Thulle Poche
Tai Ghee
**Old Glim
Herkemer Halfshanks
**Jack Jin Dune

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Thulle is unskilled at both, but she could try, she might suppose?
thievery: 1d20 + 3 ⇒ (16) + 3 = 19

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Jack and Old Glim manage to grab two more train models, Firozet and Danixki will be glad to get their models back. Thulle attempts to grab another model but the goblin twists out of her reach. The goblins sprint harder and make for the back of the house. The hallway ends in a large bay window. The goblins have disturbed the portraits of previous Winter Queens along the wall, including defacing a portrait of Queen Elvanna, triggering a magical trap that fills the hall with blinding sleet.
You see one of the goblins hurl something at the window, making a rather large hole and they're about to jump through.
------------------
CHASE TRACKER
Round: 4
Obstacle: BACK HALLWAY
Skills:
DC 18 Crafting to quickly repair the paintings
DC 16 Arcana to deactivate the magical trap
Special Conditions:
If you end up in the same Obstacle as the goblins you may, on your turn, attempt a DC 21 Athletics/Thievery to to wrench a train model from a goblin’s hand.
Successes: 0/4
Goblin Thieves Location: 1 obstacle(s) ahead
------------------
Those with ** may go
**Bustral
**Thulle Poche
**Tai Ghee
**Old Glim
**Herkemer Halfshanks
**Jack Jin Dune

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"They damaged the painting? Why? Oh yeah, Goblins." ponders Bustral, shaking his head..."Let me see what I can do to fix that,"
Crafting vs. DC: 18: 1d20 + 7 ⇒ (6) + 7 = 13
Damn. No re-rolls left either.