Catch Those Apes!

Thanks, all! Great suggestions. Here're the cards I've decided on so far:

A Shortcut!
You see a quicker route, but it's not going to be easy. Make a DC 15 Acrobatics check. If you succeed, you move up 2 chase increments. This may actually put you ahead of the apes.

Clothesline!
In your haste in the dark, you didn't see the clothesline until just now. Make a DC 13 Reflex save or a DC 16 Acrobatics check (your choice) to avoid getting entangled in drying laundry. If you fail, lose 1 chase increment.

Loose Tiles!
Some of the roof tiles come loose underfoot. Make a DC 15 Reflex save or a DC 18 Acrobatics check (your choice) to avoid sliding to the edge of the roof. If you fail, lose 1 chase increment.

Flock of Pigeons!
You startle a flock of pigeons. The air is full of feathers and beating wings. Make a DC 15 Perception check to avoid losing 1 chase increment.

Poo!
One of the apes left a nasty surprise. Make a DC 15 Acrobatics check to avoid befouling yourself. If you fail by 6 or more, you slip and lose 1 chase increment.

Bounce Off That Awning!
You're coming up on a particularly wide alley. There's an awning you could use as a trampoline to help you clear the distance. Make a DC 15 Acrobatics check. If you succeed, you gain a chase increment; if you fail, you lose a chase increment.

Caltrops!
One of the apes has strewn caltrops in your path. [Insert normal caltrops rules.]

Chimney Smoke!
Make a DC 15 Fortitude save to avoid watering eyes and coughing until the end of your next turn. Suffer a -2 penalty to ability checks, skill checks, terrain checks, and attack rolls during this time.

A Cat Burglar!
Someone is sneaking out a window as you run by. Make a DC 15 Reflex save to avoid the collision. If you fail, take 1d3 points of nonlethal damage and lose 1 chase increment.

A Gust of Wind!
You're hit by a strong gust of wind. You suffer a -2 penalty to ability checks, skill checks, terrain checks, and attack rolls this round.

Chamber Pot!
A careless cleaning lady casts the night's leavings out a window. Make a DC 15 Reflex save to avoid losing a chase increment. If you fail by 6 or more, awful stuff gets in your eyes. Suffer a -2 penalty to ability checks, skill checks, terrain checks, and attack rolls until the end of your next turn.

A Black Cat!
An unlucky feline crosses your path. Make a DC 15 Will save or suffer a -4 penalty on your next terrain check.

Bell Tower on the Hour!
You pass a bell tower during the hourly chimes. Make a DC 15 Fortitude save or be deafened until the end of your next turn.

Target Practice!
No good punk kids pelt you with garbage as you run by. Make a DC 15 Defense check or lose 1 chase increment.

Shoddy Construction!
The roof gives way beneath your feet. Make a DC 15 Reflex save or fall 10 feet. Take 1d6 points of damage and lose 1 chase increment.

Pole Vault!
You snatch up a pole to use for clearing an alley. You get a one-time +2 bonus to an Acrobatics check.

"Hey, I Know This Part of Town!"
Make a DC 15 Knowledge (local) check. If you succeed, you know this part of town really well, and you get a +2 bonus to ability checks, skill checks, and terrain checks until the end of your next turn.

Follow 'em on the Ground!
You know a shortcut just ahead, but it's 20 feet down. Take 2d6 points of damage. A DC 15 Acrobatics check reduces this 1d6 points of damage. If you survive, you gain 2 chase increment.

Damn Chimney Sweep!
You lose sight of the apes when you collide with a chimney sweep. Make a DC 15 interaction skill check to get him to point you back in the right direction. Otherwise, lose 1 chase increment.

Barrels!
One of the apes kicks loose a bunch of barrels stored on atop of sloped roof of a brewery. Everyone within Point-Blank and Short chase increments must make a DC 15 Reflex save or a DC 15 Strength check (your choice). If you go for the Strength check and fail, you take 1d4 points of damage from trying to crash through the barrels. If you go for the Reflex save and fail, you lose 1 chase increment.
 

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The ending should be at a building under construction where there is a gorilla at the top who rolls barrels down the scaffolding at the heroes. Some of the barrels get to a burning oil barrel and out come flaming spheres. Luckily, somebody left a hammer hanging around that can destroy barrels...
 

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