[Adventure] The Race of the Five Horns (DM: stonegod, Judge: THB)

stonegod

Spawn of Khyber/LEB Judge
[sblock=OOC]You get one roll per round; please pick and choose. I don't want to have to be a tie-breaker. :) For example, you either get a +2 bonus with Intimidate or a success with Streetwise; you can't have both with one PC during one turn.[/sblock]
He then wills the sled straight up, quickly assesses surrounding area and the path needed (as pointed by Rikka) and slides down as if on the slope avoiding lower level hazards.
Bellegon feels the magic surrounding the sled, and pictures in his minds its construction. Its fairly advanced, and outside of his normal realm of expertise, but he soon thinks he has the hand of it. Twisting it a bit, he is able to remove a portion of the spell that keeps the soarsled safe at the cost of speed. Grinning darkly, he quickly repeats the spell for his companions and they burst ahead!
Following closely on Rikka's tail, he spots members of the hobgoblin gaining on him and his fellow Winds. he swerves toward them his eyes glowing slightly red and full of menace. He yells out "You witless, pork-bellied puke-inducing smelly-crotched oafs think you can handle these sleds?!? Best stay out of my lane!"

Crush maneuvers the sled as if to ram one of the hobgoblins...
The hobgoblin sneers at the warforged, likely part bravado and part fear, but it is enough of a distraction for Crush to slam the edge of his sled into the other's, forcing it off course and almost into his companions. They reform back together with military precision, but the damage is done: The Team of the Five Winds rounds the next tower ahead.

Stage 1
Successes: 3/4 Failures: 0/3
 

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renau1g

First Post
Vok thanks the man for his instruction and the map as he steps gingerly onto the soar sled. He'd seen people on them before and heard tales of bandits using them to assault some the sky coaches around the city, but he'd never used one before. The device did seem dangerous without any handrails or other steering devices, but after getting onto it, Vok was able to find it was moderately easy to maneuver with at least some manner of skill.

Being one of the last of their group out of the starting area, Vok follows the lead of Rikka and follows the course she plotted "Well done" he thought as he moves.

The half-elf considers where they are for a moment, a glimmer of recollection happens as he recognizes one of the towers they pass and he recalls a story an old veteran he was speaking with during his military service. The man told him about his old days as a part of a thieves guild in Sharn and a shortcut he used to evade the guards.

Vok speed up to Rikka and pointed to a small side path that would likely be missed by most others. It would surely cut down on their time, Vok was sure of it.

[sblock=OOC]
streetwise (1d20 7=27) haha... well done IC thanks for the pay back.[/sblock]
 

stonegod

Spawn of Khyber/LEB Judge
Vok catches up to the zooming Rikka, her sled enhanced by the magic of Bellegon. With a nudge and a low yell, he indicates a small tunnel that should connect to the main skyway and the end of the first stage. Ever bold, Vok leads the charge into darkness... and then bright sky right in front of the colorful banners of the First Stage!

Zooming past, the group is almost caught up as laundry lines, rope bridges, and other sundry obstructions appear around the corner. The race has entered the Tangled Towers, and strung peril is everywhere!

Stage 1 Complete
Successes: 4/4 Failures: 0/3

Soarsled Race, Stage 2

Similar skills as stage one, but as you race through the tangle of ropes you'll all have to make an Acrobatics check in addition to your normal checks. You can do two Acrobatics check (one normal, one mandatory) if you wish.

Rik & Spring are up next, then a new round.

Stage 2
Successes: 0/4 Failures: 0/3
 

renau1g

First Post
Vok stares at the tangled mess and really wishes he wouldn't have worn his platemail today. At least his shield is tucked away right now freeing up both hands.

[sblock=ooc]
oh shoot....well I suppose a +0 modifier without hte shield is better than the -2 with it... [/sblock]
 

[sblock=Just a quick question]
Curse by itself is not an attack, and besides, it shouldn't be visible to judges anyhow...so would it qualify for the following without disqualifying us from the race:

Bellegon holds a readied action and whenever one of the opposing racers approaches within range he curses him/it - unless it's one of bluffed 'allies' who shouldn't attack our group.
[/sblock]
 

stonegod

Spawn of Khyber/LEB Judge
[sblock=OOC]1) Cursing can be a form of an attack and does have an effect that is sometimes visible but always know by the recipient. Folks trained in Arcana could spot the effect (just as someone looking hard enough could see a Hunter's Quarry).
2) No readying outside of combat.
3) In general, cursing is a combat mechanics and useful on in that situation (they fade at the end of combat). Otherwise, we have a situation where a warlock could theoretically curse everyone in a city "just in case". So, no out of combat cursing.[/sblock]
 

[sblock=OOC]
Pity. I hoped those would last 5 minutes like utilities and other encounter powers...and curse by itself is not an attack IMO as it requires neither hit nor does damage.

Regardless, thanks for clarification..
[/sblock]
 

On Puget Sound

First Post
Ryk has a bit of trouble settling Spring in the sled; the nervous lizard throws the balance off at first. Quiet, brave one. We are safe together. He's never been certain whether the mental communication between himself and his companion is real or in his imagination, but the thought seems to help and soon the lizard is leaning into the curves, adding his mass to Ryk's and aiding in steering.

As the colorful banners of the first stage fly past, Ryk sees the tangle of ropes ahead and realizes he was here last night and knows where some of these ropes connect. He's certain he'll have no trouble slipping through, but as he notices Vok's sled weaving from side to side he worries for his teammate.

Vok! Follow me!

Ryk heads straight into the tangle of ropes, but instead of dodging around, he draws one of his knives and cuts a key strand that sends a quarter ton of gnarled hemp drifting to the street below, opening a wide gap.

[sblock="ooc"]acrobatics checks 16, 28 . Bonus success for scouting used to get Vok through his required acrobatics check. [/sblock]
 

stonegod

Spawn of Khyber/LEB Judge
Though slow to start, Ryk and Spring move as one through the twists and tangles of lines, easily making it clear. The halfling's inspired leaping and a well placed cut seem to have put Vok in a good position.

Both checks pass. Everyone up again.

Stage 2
Successes: 1/4 Failures: 0/3
 

Continuing his downward trajectory and quickly assessing probable pattern of crisscrossing ropes, Bellegon let's go one of his rods and pulls the dagger out. He drops on his knees on the sled putting his elbows forward with his forarms making a triangle with top just over his head and dagger braced on his skalp with blade facing outward.

His idea was to go very low and even if there is some ropes his hands would lead it to the blade.

Unfortunately, his earlier tampering destablized the craft slightly and as he started his maneuver it pitched forward spilling the drow over. Reacting on instinct honed with years of practice tightrope walking and underdark stone bridges he runs on one rope, grabs another cutting it so it swings him in wide arc and then teleports back on the craft.

"Good work, hunter! Keep up, elf!"

Mandatory Acrobatics (1d20+5=9)

Thievery (1d20+10=20)

[sblock=OOC]The story above assumes there is penalty for failing mandatory acrobatics, I'll change if something doesn't fit.

I had an idea to use eldritch strike on the ropes hit (so they are either cut or slid), but failed first check...if Thievery doesn't fit, use same roll as Arcana check and I'll (again) change the story
[/sblock]
 

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