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[Pathfinder] The Fog of War

OOC: Okay, let's get some dice rolling. Everyone please give me Climb checks vs. DC 10. If you fail, you still catch the train, but your feet are dragging. If you make the DC by +5 or more, you make it up to roof level.

Head to Invisible Castle, roll away, and narrate your results. :)
 

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Piedra's face is grim has he watches the train pass. At one point his hand unconsciously grabs hold of his axe. When the others start planning how to attack the train, he sighs, as he thinks its suicidal. However, he is not prepared to let his friends down, so he keeps quite.

When Mellisande starts to run after the train, Piedra also starts running as fast as his stubby legs will carry him. He aims for a different set of handholds than any of the others.

Puffing loudly, Piedra makes it to the train but just doesn't have the energy to pull himself up. Grabbing hold of a handle he attempts to climb on and fails. Ending up being pulled along by the train, feet dragging on the ground

[sblock="Rolls"]Catching Train (1d20+2=7)[/sblock]
 
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Jon runs towards the train. The machine is moving fast but he manages to grab hold of it and pull himself up, just barely. His strangely light weight on this world makes it a little easier to climb, but his arm is sore from the sudden pull of the moving train.

He looks around, to see how the others are faring, and what the guards are up to.

ooc: climb = 10
Yay - the castle is back!
 

Sam runs towards the iron beast and makes a succesful grab for one of the handholds along the side of the car, but promptlys trip over a railroad tie and is dragged alongside of the train. Mr. Chitters leaps from his shoulder and scampers easily up the side of the train then turns and scolds him from the roof, as though to show him how it's done.

OCC: Doh! Forgot the roll. 6
 
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Mellisande makes a valiant effort, but while her spirit is willing her flesh is small and not especially strong. Her mighty leap gets her in grabbing range of one of the iron loops on the side of the rushing 'house,' but she can't quite get her foot into it before a jog in its motion nearly dislodges her. She holds on desperately to the rung and tries to get a better handhold!

Climb: 7
Roll Lookup
(wow...really, really bad rolls for this all around)
 

Tevye mutters a prayer as the adventurers burst into action.

Puffing loudly, Piedra makes it to the train but just doesn't have the energy to pull himself up. Grabbing hold of a handle he attempts to climb on and fails. Ending up being pulled along by the train, feet dragging on the ground.

Sam runs towards the iron beast and makes a succesful grab for one of the handholds along the side of the car, but promptly trips over a railroad tie and is dragged alongside of the train. Mr. Chitters leaps from his shoulder and scampers easily up the side of the train then turns and scolds him from the roof, as though to show him how it's done.

Mellisande makes a valiant effort, but while her spirit is willing her flesh is small and not especially strong. Her mighty leap gets her in grabbing range of one of the iron loops on the side of the rushing 'house,' but she can't quite get her foot into it before a jog in its motion nearly dislodges her. She holds on desperately to the rung and tries to get a better handhold!

Jon runs towards the train. The machine is moving fast but he manages to grab hold of it and pull himself up, just barely. His strangely light weight on this world makes it a little easier to climb, but his arm is sore from the sudden pull of the moving train.

He looks around, to see how the others are faring, and what the guards are up to.

Both Jon and Mr. Chitters see a single guard about two car lengths away toward the front of the train. He has obviously spotted both Jon and the monkey as he walks cautiously hunched over, holding his rifle across his chest.

Another guard about two cars behind Jon and Mr. Chitters hasn't noticed anything as he busily scans the woods on the opposite side of the train. Jon sees Piedra and Mellisande half running along, grasping protrusions of the car atop which sits this latter guard. Sam struggles to climb the car adjacent and forward of Piedra's and Mellisande's locations.

[sblock=OOC]Seems like initiative checks are in order. Jon and Mr. Chitters don't need any more Climb checks, but moving at more atop the train requires a DC 10 Balance check. It's quite windy and wobbly.

Mellisande and Piedra are in a position to Aid Another with their respective Climb checks if desired.[/sblock]
 



Jon makes his way over to the guard.

ooc: balance = 17
ooc: how far / what kind of action?

When he gets within hearing distance he tells the guard "Don't mind us. We are a circus act and we needed a fast ride. Going to perform for some Nazis."

ooc: bluff = 13

ooc: If still have standard action left, ready action to try to disarm guard if violence breaks out, as Jon's weapons are not drawn
 

[sblock=OOC Clarifications]
1. Regarding Balance, by which I meant Acrobatics, a successful check lets you move at half your speed along the surface for 1 round. A failure by 4 or less means you can’t move for 1 round. A failure by 5 or more means you fall. The check itself is part of your move action. While you are using Acrobatics in this way, you are considered flat-footed and lose your Dexterity bonus to your AC (if any). If you take damage while using Acrobatics, you must immediately make another Acrobatics check at the same DC to avoid falling or being knocked prone.

2. The roof of a train car is about 15 feet above the ground, about 10 feet wide, and about 20 feet long. That's probably not historically accurate, but it'll work. I've been in an actual car used for transport to the death camps. It seemed oppressively small inside.
[/sblock]
 

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