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IC - Mad King's Monkey II


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doghead

thotd
Day Five, Before daybreak, In the Streets of the city

Bran eagerly sets off down the street. Nose to the ground he jerks left and right as he follows the scent. Occasionally he slows, sniffing madly be for setting off again. Occasionally he bonds forwards eating up the distance. He passes the two men with the cart with hardly a sniff.

The two men slow for a moment to watch the dog work his way down the street followed by a motley collection of characters. Despite the darkness, it is light enough for them to see that the characters are armed at least, reason enough to follow Bayar's direction and keep to their side of the street. To his challenge they make no response, but something is muttered between them. Probably less than flattering and better not heard.

At the first junction Bran slows for a moment, circles around, then shoots down a narrow alley. It soon becomes apparent that the assassin is sticking to the back alleys and streets working his way down parallel to the larger roads. The general direction takes the party down hill, away from the residences of the town's wealthier citizens and towards the more crowded district surrounding the docks along the river.

For those following Bran's pace is one that they can match, but only for a while. After a minute it the effort is starting to tell on you. You won't be able to keep this up for much longer without a serious effort.

[sblock=OOC]May I have two d20 rolls as well as your Perception, Stealth and Sense Motive Check bonuses in each post from here.

Assuming that the Assassin is waking, you are closing the distance between you at a rate of about 500ft a minute and he would have been about 4500 feet ahead when you started.

Bran is hustling, moving at 80ft/round. To match this means characters have to Run(x3) which they can sustain for CON rounds. Then they have to make a CON Check vs DC10 +1/Round after the first. You may burn ATTRIBUTES here (-1 to Attribute for +4 check bonus). Failure means the character is puffed, and has to stop and rest for a minute (Walk only).

So, decide how many Rounds you wish to keep Running and make your rolls.
i.e. Bob CON 12 (+1)
Round 12: No Check
Round 13: 1d20+1=13 vs 10 (pass).
Round 14: 1d20+1=16 vs 11 (pass).
Round 15: 1d20+1=09 vs 12 (fail) - Bob slows to a walk.


What do you do when one of the others can't run any more and slows?
[/sblock]
 



Isida Kep'Tukari

Adventurer
Supporter
[sblock=Running Rolls]d20 rolls of 9 and 17
Perception +9, Stealth +1, and Sense Motive +10
Ullara has a Con of 13, and will burn attributes in an order of Str, Dex, Con, Int, then back again, one out of each pool in a cycle, if need be.
I have no idea how many rounds I'm going to run - it'll depend on what we see or sense or find along the way.[/sblock]
 

Axel

First Post
Bayar does his best to keep pace with the enthusiastic animal, but it is hard going trotting uphill in armour and before long he is sweating freely. The steel plates on either side of his torso exacerbate Bayar's problem, constricting his rib cage is he tries to breathe heavily. "I not be meant for this work! Show me the enemy and I will crush him, but I be no hunter!" he gasps on the next uphill segment.

[sblock=rolls etc]
2x 1d20= 13,14
Modifier for all requested stats is +1 (untrained)

Bayar's Con is 13 (13 free rounds). He will burn a point from Charisma (13-->12), Con (13-->12) and Str (17-->16) before burning Int (8-->?) as necessary to keep the roll required to pass at 10 or better. He will keep moving as fast as he physically can up until the point Ullara and/or Bran can't keep pace anymore (including chasing them down as necessary). At the point that Bran (or his pet human) can't keep up the pace, Bayar will call a general halt.

Anything he can do to assist in the tracking (mostly through Intimidate or Prof[Soldier]) will be done as a priority over running. This will probably take the form of shouting at people, because a big tatooed guy in armour and armed to the teeth clattering down the street at top speed isn't scary enough.
[/sblock]
 

Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
[sblock=rolls etc *edited*]
2x 1d20= 13,14
Modifier for all requested stats is +1 (untrained)

Anything he can do to assist in the tracking (mostly through Intimidate or Prof[Soldier]) will be done as a priority over running. This will probably take the form of shouting at people, because a big tatooed guy in armour and armed to the teeth clattering down the street at top speed isn't scary enough.
[/sblock]

ooc: yeah, you might need an enlarge spell or some illusio to boot.

as fo Jan,
stat burn: dex, con, int, wis, dex, int, wis
keep up with the dog and the 'pet human' until the dog stops
 

doghead

thotd
Day five, before daybreak, in the streets of the city

Down the narrow alleys the party follows the dog following the assassin. The sound of pounding feet echo hollowly in the empty streets. After a minute the effort, however is beginning to tell.

Jan crashes back to a walk. Bayar, Libros and Ullara continue on, leaving the panting bard behind.

Bayar manages another half minute of the brutal pace before he also crashes to a walk. He sucks in a lungful of air to call a general halt but before he can form the words, Libros and Ullara come staggering to a synchronised halt a few a dozen or so yards ahead of Bayar and just over 100 yards ahead of Jan.

Jan figures he has probably got his breath back enough to catch up. But then if the others start running again, he probably wont be able to keep running with them.

For the next few seconds the street is silent except for the sounds of people dragging in great lungfuls of air.

[SBLOCK=OOC]
MINUTE TWO
RND BAY(CON13/+1) JAN(CON11/+0) LIB(CON14/+2) ULL(CON13/+1)
11 -------------- -------------- -------------- --------------
12 -------------- dc10/DEX/+4/07 -------------- --------------
13 -------------- WALKING->RND22 -------------- --------------
14 dc10/CHA/+5/23 -------------- -------------- DC10/STR/+5/19
15 dc11/CON/+5/15 -------------- DC10/---/+2/20 DC11/DEX/+5/18
16 dc12/STR/+5/17 -------------- DC11/---/+2/22 DC12/CON/+5/19
17 dc13/INT/+5/06 -------------- DC12/---/+2/21 DC13/INT/+5/20
18 Walking->RND27 -------------- DC13/---/+2/08 DC14/STR/+5/11
19 -------------- -------------- WALKING->RND28 WALKING->RND28
20 -------------- -------------- -------------- --------------
MINUTE THREE


Bayar: Burnt 1 CHA, CON STR and INT
Jan: Burnt 1 DEX
Libros: N/A
Ullara: Burnt 1 DEX, INT and CON. Burnt 2 STR

This Attribute loss will be recovered at the rate of 1 point per ten minutes of full rest.

Wow. The rules really don't lend themselves easily to chases at this level of scale - not quite hot on the heels, but not yet an overland chase. But the level of detail is quite impressive. They could allow us to to calculate to the 'six second' how long it takes to run down the assassin. It might take a few months. No?

OK. How about something simpler. Lets work on a Hustle/Minute scale. The characters would gain 300ft/minute according to the RAW. However, as they can sustain a better than normal run/walk ration, lets say they gain an additional 100 ft/minute.

So 400ft/minute closing rate. The assassin, assuming normal walking for the whole time, is about a half a mile (3000 ft) ahead of the characters.

If you wish to push harder and close faster, you can make a CON Check VS DC10. The level of success will determine how much more you gain. You can continue to burn ATTRIBUTES if you wish.

You need to let me know how far ahead of the other characters you are willing to get if you choose this option.

The party is currently spread out over about 120 yards of street.[/sblock]
 

Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
Jan continues to walk huffing and puffing to catch up with the party. Once he arrives he grows out words, phlegm oozing from his mouth, " Can't keep going."
 

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