OOC - Mad King's Monkey (Thread Closed)

1 - How far is the Gnoll from Eban at the start of Eban's turn?

30 feet.

2 - Assuming he makes the DC check to move down the ledge/hill, how far would that put him from the Gnoll after a single move action (leaving him a standard action left to declare his action)

Eban would advance 30 feet assuming a simple success (25 if he fails, 35 feet if he succeeds by 10, 40 feet if he succeeds by 15). The gnoll (who is stopping for no-one) would move 55-70 feet, depending on the success of its check.

thotd
 

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I took those as the distance that needs to be covered by the individual PCs. As we have different ability checks, the rate of change of each of those will be different - 5 feet could be important!

Also, [MENTION=8243]doghead[/MENTION], are armour check penalties applied to any of these attribute checks?

Ah, ACP. I hadn't thought about those ... Yes, they should apply to any STR or DEX based check. But since I haven't done so for the gnoll, you get a pass as well.

thotd
 

Couple of questions:

1. Is the Gnoll still in the river or is it out on dry land?

2. Can Libros chase the Gnoll without crossing the river, provided he is not bothered about getting into melee?

OK, for Jan and Libros who seem desperate to keep their boots dry, yes. You can scramble/tumble/acrobatics around the water. Check DC is 15. Jan can roll again, as I have changed the DC.

And, in anticipation ...

Question: If Bob who has STR 12 wants to burn a point of STR for a +5 bonus on a STR based check (like Jump), does he do so at STR 12 (with a +1 STR bonus) or STR 11 (with no STR bonus)?

Answer: Because you are such a clever little munchikin for thinking of that question, I will say you can make the check at the original attribute level (ie: 12) :)

thotd
 

Let me get this straight. If I choose to roll my dice with my left hand while my right is pouring a glass of Coke I get a +1.5 bonus? And that doubles if I also do it while standing on one leg?

Joking aside, no issues with the chase scene rules for me. Anything to break up mechanical monotony and make stuff exciting. :) Just need to find a dice roller that isn't walled off by The Great Work Firewall...

Edit: Discovered! http://orokos.com/roll/ Aaaaand...I missed the DC+10 by 1... Balls!
 
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Let me get this straight. If I choose to roll my dice with my left hand while my right is pouring a glass of Coke I get a +1.5 bonus? And that doubles if I also do it while standing on one leg?

Edit: Discovered! http://orokos.com/roll/ Aaaaand...I missed the DC+10 by 1... Balls!

If you post a picture of yourself rolling the dice with your left hand, while pouring a glass of Coke and standing on one leg, you can have that +3 bonus.

thotd
 


Libros (IC) said:
Libros looks at the terrain that he has to treverse in order to chase the Gnoll and decides to try to slow him down. So he casts a spell before running after the Gnoll.

Actions
Cast Grease - Move action (Acrobatics +2)

Grease is a game changer. Good choice. The only problem is range, 25 feet + 5 feet/2 levels. Libros is 25 feet from the gnoll, the moment Libros stops to cast, the gnoll will have moved out of range (about 30 feet out of range for a STD action).

Now Quickened Grease, done. But that's not an option here.

So how about this. Libros can hustle out a super-fast spell before the gnoll moves out of ranged if Libros can make a Spellcraft check at DC (distance between Libros and the gnoll*). So if Libros wants to cast Grease at the start of Round 4, the DC would be 25.

* So long as it is less than the range of the spell.

thotd
 


Well Done. That was over faster than I thought. I was surprised at the number of characters that chose to fall back and use range weapons. But it turned out to be a good solution.

I have a feeling that people were not incorporating the Inspire Courage bonuses, but it is hard to tell because some people have not updated their character sheets.

If you have any thoughts as to how the chase went, let me know. I have a couple:

1. Next time try Turns rather than Rounds maybe?
2. Next time incorporate some form of Perception check / range penalty I think as distances open up. If all the chasers fail the perception check, the quarry has escaped/evaded.

thotd
 

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