24 - 4e style


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As the pack races through the forest Garrick uses his agility to vault over and run along fallen trees trying to point out shortcuts to the less acrobatic of his team.

[sblock=OOC]Acrobatics: 14+4=18[/sblock]
 


[sblock]Garrick; What's that roll?
1 - No link.
2 - Your acrobatic is +14, not +4.

Either way, that's a good use of acrobatics. Since Nature already covered the 'find the best path' angle, I'll allow it as a punctual assistance to one PC. A basic stunt is DC 15, +14 means automatic success and grants a +2 to a Dagran and he succeeds after all.

Barrion made his own check fair and square.

Nathan is going to make a new endurance check

Endurance (1d20+10=14)

Hum, what are the odds he'd fail to check in a row with +10 to a DC 17. Oh yes, 9%.

Leyra hasn't acted but I'll void her action rather than risk a failure needlessly (plenty of time to get the next 2 success).

Tally

Success 10
Failure 3

Round 4, everyone's action is up.
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[sblock=OOC]Didn't you guess? I know my Acrobatics is +14 - trouble is IC only gave me a 4 out of my D20!!! This is happening all to often with IC. The lookup is Roll Lookup [/sblock]

Garrick treks on and on. He considers asking how far they still have to go but decides to save his breath for running. Thank the Lady that he is only wearing light armour!

[sblock=OOC]Endurance roll 11+3 (skill) +2 (bonus) = 16.[/sblock]
 


Puffing quite heavily now with the effort, Garrick glances round at the rest of his team. Some are managing well others seem on the point of expiry.

"I say...chaps...come along now, not much...further." He wheezes a little but somehow manages to inject a note of encouragement, of optimism into his panting.

"Think of the...people...if those cowardly...curs...succeed in their plans."

[sblock=OOC]Diplomacy: 15+11 = 26; Roll Lookup [/sblock]

It's no good, he can say no more. Catching a quick breath he winces as the air burns down his parched and dry throat. Wish I had thought to grab a drink before we started.
 


[sblock]
Nathan's check

Endurance (1d10+10=16)

Believe it or not, this would have been a third failure in a row if not for the +2 endurance. He makes it.

Tally reaches 12, you succeed.

Failure would have cost you a healing surge each and would have seen you arrive on site too late to prevent some of the dumping.[/sblock]
 

The agents struggles to catch their breath as the stumbles out of the woods. To their left is the massive Kevel dam, the largest artificial structure in the city-state. It channels water down the irrigation system at a controlled pace.

You are on elevated ground and a good view of the field. Out in front, you see two chillborn zombie up on the dike wall setting up plank connecting the top of the dike with two wagons. They are positioned just before the first branching mechanism

They are assisted by a troop of human looking guards in thick armour and commanded by, disturbingly, a flying skull wreathed in green flame. Flying high above the scene you see winged creature. It looks like a burning man, carrying

-''The flying creature is an Angel, people. Don't be fooled, they can be mean.'' warns control one. ''The skull is clearly in charge. It must be the remains of an evil wizard.''

The Angel easilyt spot the the agents as they coime out of the ground and call the alarm. The skull barks orders and his troop dumps several packs of grey death in the water without bothering to open them. When the agents gets closer they stop and prepare for battle.

-''You have to shut down the grate to prevent the bags from going too far upstream! This is enough grey death to seriously compromise our security.''

Dam1.jpg


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