Dr. Si's Curse of the Crimson Throne - Beta Group

Stopping in front of the door Edmond calls to her.
"Trinia, we're here at behest of Marshal Kroft and Vencarlo Orisini. He gave us his gauntlet to prove it to you. Hellknights are on the way, we don't have much time. Will you let our little friend in with the gauntlet so you can examine it? He can fly up to the window. If we were here to hurt you I'd be already bringing that door down. Please, we're here to help."
 

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Manachan

The monk continues his vigil on the first floor landing, attentive for a signal that he is needed upstairs but confident that his friends and allies are able to handle the situation there.
 

Dj'hân eases his sword back into its sheath in his liripoop as the window swings open. Seeing Edmond on the interior landing, the guttersnipe offers the holy knight a brief wave, a sheepish grin and a shrug of apology as he pulls the red cap back onto his disheveled head. Dj'hân contemplates a course of action as he turns to the dragon at his side: Might you be able to carry me to the next sill over? In answer, the pseudodragon merely bobs his saurian head in acknowledgement, hops up and gingerly wraps his talons around the tiny urchin's shoulders. Beating the air wildly with patagia wings, the queer looking miniature dragon-child chimera arcs through the air three stories above the street below. A jubilant Dj'hân giggles delightedly as the pair alights delicately on the neighboring window sill. Hopping down off of the urchin, Majenko once more takes his place next to his companion and the pair peer in curiously through the grimy window.
[sblock=OOC]In case anyone is curious, as a tiny quadruped with a Strength of 6, Majenko's maximum carrying capacity while flying is 15 lbs (a light load). Dj'hân's weight with his handy liripoop of holding and clothes is just under that limit.[/sblock]
 
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OOC: I should clarify that the two rooms, and their windows, are on opposite sides of the building, not adjacent, but you can still fly around to the other side if you wish.
 

OOC: Such are the pitfalls of playing without a map. :o So sure, Dj'hân and Majenko will circle to the other side of the building as described.
 

Edmond gets no reply, and things have gone quiet on the other side of the door. He tries to open in and finds that it pushes against some kind of resistance. With help from Brindom, the two men shove the door open.

Meanwhile, Majenko and Dj'hân fly around to the other side of the building, alighting on the window sill at about the same time Edmond and Brindom pile into the room. It is empty, and the window hangs wide open. Dj'hân sees Trinia running across the cluttered rooftops nearby. As she dodges around a woman hanging out her washing, Trinia looks back, an expression of panic on her face.

[SBLOCK=OOC]
I guess you've all seen Casino Royale and/or Bourne Supremacy? This section is an attempt to mimic the almost obligatory parcour chase sequence seen in such films.

Here's how the mechanics work. You are currently in Position 1. Trinia is at Position 4. The chase is otherwise conducted quite freely, without a map or other tools. Each round, you have the option to move 1 position forwards, taking a careful route. Each position has a choice of two skill checks. You can take one (either one will do) and move 2 positions, or risk both checks and move 3 positions forwards. Fail one by 5 or less, you move one position. Fail one by more than 5, you fail to make headway. Fail both by more than 5, you fall to the streets.

If you make a ranged attack or cast a spell, you can also move 1 position, unless it is a full round action, in which case you stay where you are.

Majenko can fly, so he can move 2 cards with Dj'hân, or 3 cards unladen, without needing to make any checks. If you move faster, you get a bonus to your rolls, but otherwise movement rate does not affect how you dodge the obstacles of the Shingles.

Remember, the goal is to catch her, not kill her!

You act in Initiative order, which is:

Brindom
Edmond
Trinia
Dj'hân
Majenko

(I'll roll for Manachan if he enters the chase).

Your skill checks for this position are: Jump DC 15 and/or Tumble DC 10
To save time, you can roll in Invis Castle at the same time you declare. I'll turn the numbers, hopefully, into an interesting narrative.
[/sblock]
 

Manachan

[sblock=OOC]If Manachan hears anything that would clue him in to what's going on, he'll attempt to follow at street level (much like the bad guy in 'Bourne'). If he hears nothing, or if Brindom/Edmond don't call out to him, he'd not know what's happening.[/sblock]
 

Seeing the woman fleeing through the Shingles, Dj'hân merely rolls his eyes and mutters disgustedly: "Grownups..." In one swift motion the urchin raises both hands up and pulls his liripoop down over his head, body and legs until the red cap rests limply on the sill. Taking the magical hat gingerly into its foreclaws, Majenko launches himself into the air with a powerful downbeat of his wings and gives chase.

[sblock=ooc]Dj'hân will enter his handy liripoop of holding on his turn. Majenko, on his turn will take the cap and move as many "cards" as are allowed. He'll continue moving three cards in subsequent turns until he catches up to Trinia.

I have some reservations about this abstract chase-scene mechanic; it seems to circumvent the established system in favor of a new one simply for the sake of expediency. What occurs if one or more characters succeed in catching up or even passing Trinia? Can all escape routes somehow be blocked so as to force her to stop? Is is it possible to simply talk her out of escaping via a diplomacy check or is this chase inevitable?
[/sblock]
 

"Manachan, she's out, going over the roofs <include the direction>wards (i.e. eastwards). Follow her!"

"Majenko, Dj'ahn, show her the gauntlet. Go!"

"Brindom, if you can hold her from here, do so, please. Otherwise, come with me or go to Manachan! Better yet, try to talk to those guys down there if they are still here to see if they give us her location, but be wary. I'm going after her!"

Edmond climbs out of the window, holding his polearm as stabilization pole and runs after the woman.

OOC: Would spending Harrow point for increase of speed work in this setting? Maybe as +5 insight to said skill checks? Also, we are in PF, doesn't acrobatics cover both Jump and Tumble? Edmond will go for broke so to speak IF Harrow deck works, otherwise he uses one skill (Tumble, DC 10) to move 2 places

OOC2: is the hook on guissarme 'catchy' enough he can try to hook it on something if it comes to falling? He is 'deathwish' and will accelerate after first round.
 

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