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

"I don't think I can follow her," Brindom says with a frown. Placing a hand on Edmond's shoulder he silently asks Erastil's blessing. "Good luck, I'll follow from the ground." He then bolts for the stairs.

[sblock=OOC]Do to a -6 ACP I don't think I'm brave enough to try this so Brindom casts Touch of Good on Edmond and heads to the stairs. [/sblock]

[sblock=spells]
Orisons: Mending, Detect Magic, Create Water, Read Magic
1st lvl: Remove Fear, Sanctuary, Cure Light Wounds, Bless, Protection from Evil

Abilities:
Calming Touch
Touch of Good: Edmond [/sblock]
 

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Manachan

"ON IT!"

Manachan bolts out the front door and in the direction indicated by Edmond. He attempts to catch sight of Trinia occasionally and to keep up with her on the street level - if she falls he'll be there to provide help and to make sure (if possible) she doesn't flee again.
 

Edmond leaps across to the next building, landing clear of the edge. Chimney stacks, potted plants, stacks of wood and low lines impede his path. He ducks through them as best he can, catching his polearm occasionally. Looking ahead, Trinia still has a good lead on him.

Majenko soars over this with Dj'hân in his hat when suddenly there is a loud popping sound from around the pseudodragon.

"Hey hey, looks like a bit of fun clutchmates," says a spiteful voice. "Wanna play, lizard?"

Imps! says Majenko. Three of the buggers!.

Manachan sets off on the ground, dodging down narrow alleyways and past people in the street. Brindom reaches the front door of the apartment block. Some distance down the street he spots a squad of Hellknights.

[SBLOCK=OOC]
Well, not sure about the system myself but I think it'll work. If you end up in the same space as Trinia you can act in whatever combat fashion you like. You can elsewhere as well. Roughly, each space between you and her counts as about 30 ft. of range.

Yes, you could try to cut her off. You would probably need to get level with her to do so, but you'd probably also need four of you up there to cover all directions. Finer details would be resolved via combat rules.

Diplomacy is certainly possible, if you can get her to listen.

Harrow points: The book omits any mention for the chase mechanic, but I'm happy to allow spending one point to boost yourself one space. You can also use them to reroll any Dex check, which might be useful here.

However, you can use them to boost your speed "for one encounter". I'd be happy to let the chase count as "one encounter", and in this case an extra +10 ft. of speed counts as +2 to all checks made. In other words, spend one Harrow point, gain +2 to all checks until Trinia is caught, killed or escapes.

I've assumed that Edmond has done this. Manachan and Brindom have 1 Harrow Point each, I think Dj'hân still has two and Edmond will have spent his last one.

Good point about Acrobatics, although some things can affect specific uses so I'll keep with the old 3.5 names for now.
Edmond's checks - Jump total =16, success, Tumble total = 7, fail.

Current Initiative order and relative positions:

Brindom, position 0 (ground)
Edmond, position 2
Trinia, position 5
Dj'hân, position 4
Manachan, position 1 (ground)
Majenko, sort of position 4

Skills Checks for position 2: Spot DC 15, Escape Artist DC 15
Skills Checks for position 4: Balance DC 15, Tumble DC 20

Skill Checks for ground: Spot DC 15, Tumble DC 10 (avoids crowds) or Strength DC 12 (pushes through crowds)
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[sblock=ooc] I got the spot but not the tumble Roll Lookup [/sblock]

Brindom sees a fleeting image of Edmond as he stumbles after the frightened girl. He then starts after them both but gets tangled in a mess of people out in the street.
 
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Edmond sees a fleeting image of Edmond as he stumbles after the frightened girl. he then starts after them both but gets tangled in a mess of people out in the street.

Edmond had out of body experience :P

OOC: when did I spend Harrow point? I should have one more, no?

Edmond turns his weapon lengthwise to streamline his running, but it snags, pulling him backwards for few precious moments.

No luck this time: Escape Artist (1d20+2+2=10)
 
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OOC: Please do. I have in RG 2 points, I'll reduce it now to one. One other was conditional on Edmond loosing initiative vs. that thug at spider king, but it wasn't needed. Maybe that's the one you remember?
 

Manachan Aingaeli

Manachan sprints out the front door, looking up between the buildings frantically and quickly catching a glimpse (1d20+9=24) of their quarry. He weaves in and out (1d20+6=12) between the crowds, easily keeping up with his companions on the rooftops and even gaining a little ground on Trinia.

[sblock=OOC]After I posted this I remembered that you wanted us to simply roll, and then you'd weave it into the narrative . . . sorry about that![/sblock]
 


Majenko deftly executes an elaborate series of twists, turns and barrel rolls to avoid the tangle of clotheslines, upthrust chimneys and projecting balconies; all in an effort to escape the imps while pursuing the fleeing girl. Meanwhile, Dj'hân pushes his apple-sized head out the brim of the cap held in the pseudodragon's talons. Twisting around the young urchin eventually catches sight of the three pursuing devils. Apparently at ease with their wild aerobatics, the boy pushes his tiny forearm out of the hat to hold out the kid leather glove for Majenko to take up in his jaws. "Here. The stupid woman won't listen to anything we say so maybe you'll have better luck if you think at her." The pseudodragon turns his saurian head for a moment and quickly snatches the proffered glove. This is why I prefer simply sitting on a pile of coins; its exhausting having to do other people's thinking for them. The guttersnipe stifles a childish giggle as he turns his attention back towards their trio of pursuers. "I'll take care of these buggers..."

Turning his head back to face the imps, Dj'hân attempts something he's never done before; summoning a blast of wind without the aid of his staff of power. The urchin waits for the malicious devils to draw closer together in their single-minded pursuit before proceeding. [sblock=Assuming the imps draw near together]Then, with his tiny brow furrowed, the boy invites the air behind them to stir. Hanging laundry suddenly begins to flutter wildly on nearby clotheslines as first mist, then snow begins to coalesce in the air in front of the imps. Then, surging forth, a frigid arctic gale envelops the three devils causing hoarfrost to form along their leathery wings.[/sblock]
Drawing nearer to the fleeing girl, Majenko spares a brief glance at his pursuers before turning his thoughts towards Trinia's panic-ridden mind. This reckless flight through the Shingles is more dangerous than simply stopping to listen to these folks; what would happen were you to slip and fall? They're here to help safeguard you because your patron Vincario was afraid for you. But you're drawing unneeded attention and putting all of your lives at greater risk with this course of action. Even now, your guardians are fighting Shingle imps rather than turning their eldritch power against you. Here, look at Vincario's glove and see the truth for yourself.

[sblock=OOC]On his turn, Dj'hân will place the glove in Majenko's mouth as a move equivalent action. As a standard action he'll ready to unleash a 15'ft cone of frost breath once two or more imps are within range (15-ft cone of cold; 1d3 damage; Ref DC 13 for half; a failed save results in an imp becoming entangled and taking an extra 1d6 cold damage each round for 1d4 rounds). On his turn, Majenko will move as many "cards" as are necessary to pull up alongside Trinia to show her the glove. He'll communicate telepathically in common with her as a free action (60-ft range).

I'm also a bit sketchy on the whole Harrow point thing. I thought the Harrowing we received way back when only applied to our initial raid on the old fishery; I didn't realize we still had any Harrow points to spend. Wouldn't the new characters similarly need to receive their own Harrowing to get the bonuses?
[/sblock]
 
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