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The Mad God's Key (Bront Judging)


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GwydapLlew

First Post
[Sblock=To Rionus]To move along the southern edge of the tower, you will need to make a Balance check (DC 17) for each move action (total of 2). If you move at half-speed, those DCs drop to 12. As you start out, you realize the water is relatively calm, and appears to be about 10 feet deep. If this information would cause you to change your action, you'll spend 5' of movement (ending up just south of where Alysina started) and can change your action from there.[/sblock]

[sblock=To Alysina]I'm unclear as to your actions - are you charming Irontusk or talking to him? :) If the latter, you are going to want to make the Bluff check, as using Diplomacy as a full-round action will inflict a -10 on your check. When you enter the boat, you'll need to make a Balance check (DC 14) or fall prone.[/sblock]

[sblock=To Tam]The wall is only 10' high, so that will allow you to climb up and move east 4 squares as a move action. You can continue to follow along the edge of the tower, but you'll either need to move down the wall or make a Jump check (DC 10) to make it to the next section of the tower[/sblock]
 
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Patlin

Explorer
Rio only takes a step forward before he gets a better look at the drop off, and turns north. He heads for the first open street and turns east, hoping to parallel the pursuit and intercept the half orc should he move further into the city.

He'll try to keep an eye on Tam's rooftop progress, so as to know if the chase changes direction.
 

GwydapLlew

First Post
[sblock=To Rionus]Well, once you get off the map, you'll be inside the tower itself, so you won't be able to keep track of Tam - you'll be inside, and he'll be outside. It's still a viable tactic. :)[/sblock]
 

Rystil Arden

First Post
[SBLOCK=OOC]Charming him--those rolls were just in case you wanted them for some reason. I figured they'd probably both just be wasted, but I didn't want to slow things down.[/SBLOCK]
 

Patlin

Explorer
[sblock=ooc]This wouldn't be a surprise to Rio, it's just player confusion. Instead of trying to keep an eye on Tam, he will plan to take a look south when he gets to the next turn. With luck, The Half Orc will run straight into him...[/sblock]
 

Rystil Arden

First Post
[SBLOCK=OOC]Alys won't go to the boat if she can help it. And if she can't help that but can take 10, she will. She doesn't feel particularly threatened, since right now she's just trying to talk (with Charm). If all this fails, she rolls a Balance check if necessary and falls prone barely. She can still cast spells while prone, though[/SBLOCK]
 

Someone

Adventurer
GwydapLlew said:
[sblock=To Tam]The wall is only 10' high, so that will allow you to climb up and move east 4 squares as a move action. You can continue to follow along the edge of the tower, but you'll either need to move down the wall or make a Jump check (DC 10) to make it to the next section of the tower[/sblock]

[sblock=ooc]Notice that Tam also has Speed ot thought, so he moves 40 ft. The +4 bonus to the Jump skill for movement greater than 30 feet isn't included in the sheet; that makes Tam's Jump skill modifier +11, so for him it's impossibl to fail the jump. So he should be as far as about the middle part of the second building, but not farther than Irontusk

However he can't help to add a little acrobatics into the jump (Tumble check 18)[/sblock]
 

GwydapLlew

First Post
[sblock=To Alysina]While you can Take 10 on a Balance check, it would require you to spend a minute doing so. :) You would have to enter the boat to get Irontusk within range of your spell - Charm Person has a range of 25' + 5'/2 levels. Unfortunately, you fall prone outside of that range. You could spend the second half of your action standing, if you wish.[/sblock]
 

Rystil Arden

First Post
[SBLOCK=OOC]That's not how Take 10 works ;) If you can use it, you can use it immediately without extra time.

[SBLOCK=Take 10]When your character is not being threatened or distracted, you may choose to take 10. Instead of rolling 1d20 for the skill check, calculate your result as if you had rolled a 10. For many routine tasks, taking 10 makes them automatically successful. Distractions or threats (such as combat) make it impossible for a character to take 10. In most cases, taking 10 is purely a safety measure —you know (or expect) that an average roll will succeed but fear that a poor roll might fail, so you elect to settle for the average roll (a 10). Taking 10 is especially useful in situations where a particularly high roll wouldn’t help. [/SBLOCK]

I think this qualifies for taking 10, but if you say that she's threatened / this counts as combat and disallow it, I'd understand your viewpoint (though I would not agree).[/SBLOCK]
 

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