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1a - Race to the Bridge


Kistler

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Flight from Phaendar - Stage 1


All is going to plan, at first. The group moves away, north through town, and then, right as the sounds of fighting seem to quiet to the north, Rezzik and Talus set off. A dog barks and yips through the streets, doors are pounded, and the pair shout as they run. About halfway through their dash of mayhem they notice the war drums start. The Ironfang is on the move. No more are there just sporadic bands of recruits turned loose to loots and plunder, murder and enslave. Now, glimpsed down streets and between houses, you see neat rows of soldiers, marching and spreading. Coming toward the east side of town. Still, people behind them are poking heads out and shouting, seeing the invaders, hearing the drums, and running for the bridge. Their actions have saved lives this night.

It seems the time has come to run. As the pair round the next corner though, spilling out onto a gravel side street, they see one of those groups of recruits up ahead. There are only two of them, but fighting them could take too long and draw attention. There are only two of them, and you might be able to scare them off, distract them, or possibly just sneak by.


The Chase

I assume you guys are familiar with the chase subsystem. For this Chase, Chase Points are going to represent your speed and how far ahead of the Ironfang you stay. This can buy the full group time at the bridge, help more people escape, and shorten the battle there if you do well.

Sorry, I can't recall if Rezzik is still looking like a Hobgoblin. If so, DC14 for deception. If you try something like throwing a rock to make them look the other was, DC18. Other approaches and ideas are always welcome.

Total Points: 0

Stage 1: Stealth (DC18), Deception (DC 14-18, depending on method), or Intimidation (DC16)

Stage 2: ?

Stage 3: ?

Stage 4: ?

Stage 5: ?

Edited by Kistler (see edit history)
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spacer.pngRezzik | HP 19/28 | AC 19 | Fort +7 Ref +8 Will +6 | Speed: 20 | Perception: +6
Hero Points: 0/3 | Exploit Vulnerability: N/A | 
Talismans 
Conditions: Drunk 1 , Addiction 2
Effects: Addiction Suppressed; +1 to saves against fear (10 minutes)


Rezzik, still in disguise, does his best impression of the Hobgoblin invaders ransacking the village. For all the group of recruits knows, Rezzik, Talus, and their hound are just another group of marauding invaders...

 

Deception check to pass by without suspicion.

Name
Deception
26
1d20+8 18
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 spacer.png Talus DeVale

HP: 34/30
AC: 19

Perception +8
Fort +7Pie
Ref +7
Will +10


Talus has been on edge, constantly wondering when more of the Ironfang would arrive... and now, here they come. The marching steps, the beating drums... unlike the scouts and recruits they've been fighting so far, this is not an enemy they can defeat. All they can do now is evacuate as many people as possible - including, hopefully, themselves.

The dog he summoned is still barking up a storm, rousing people and leading them to the bridge. And despite his internal panic, Talus has also been busy. He has been gathering items from the uniforms of fallen hobgoblins, wearing some and giving others to Rezzik to make themselves look more like the enemy. After all, the best way to escape them is to avoid their notice entirely.

Edited by Eagleheart (see edit history)
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Posted (edited)

Flight from Phaendar - Stage 1


Rezzik casually runs past the two hobgoblins, who wave as he goes. They don't pay particular attention to Talus either, dressed in hobgoblin armor as he is. One of them quips to Rezzik after he passes, "hey, Scarvinious said no booze until after the town's secure. He'll smell that on you a mile off, you best lay low!" in goblin.

At the next alley there's a stack of crates in the way. Going around would take you back to the west, toward the Ironfang, and take far longer. Climbing over or squeezing through a gap are probably the fastest ways through.


The Chase

I assume you guys are familiar with the chase subsystem. For this Chase, Chase Points are going to represent your speed and how far ahead of the Ironfang you stay. This can buy the full group time at the bridge, help more people escape, and shorten the battle there if you do well.

Total Points: 2

Stage 1: Stealth (DC18), Deception (DC 14-18, depending on method), or Intimidation (DC16)

Stage 2: Athletics (DC16), Acrobatics (DC16)

Stage 3: ?

Stage 4: ?

Stage 5: ?

Edited by Kistler (see edit history)
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spacer.png Talus DeVale

HP: 34/30
AC: 19

Perception +8
Fort +7Pie
Ref +7
Will +10


"Alright Talus, you can do this. Just like the Barrel Run," he says to himself. He casts a little spell to psych himself up, then conquers the stack of crates with a combination of climbing, jumping, and sheer youthful agility.

Edited by Eagleheart (see edit history)
Name
Athletics + Guidance
24
1d20+6 18
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spacer.pngRezzik | HP 19/28 | AC 19 | Fort +7 Ref +8 Will +6 | Speed: 20 | Perception: +6
Hero Points: 0/3 | Exploit Vulnerability: N/A | 
Talismans 
Conditions: Drunk 1 , Addiction 2
Effects: Addiction Suppressed; +1 to saves against fear (10 minutes)


Dwarves are known more for being stout and broad-shouldered than for being lithe, but Rezzik has always been slim compared to his kin.

He shifts his gear around to better fit through the gaps of the crates, then does his best to squeeze through.

 

Acrobatics time!

Name
Acrobatics
21
1d20+8 13
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Posted (edited)

Flight from Phaendar - Stage 3


Rezzik squeezes through the gap in the crates while Talus throws himself up and over the other side. They're perfectly matched as they spill out into the far street at the same time. There they find two townsfolk, a young man and a woman clearly only recently accosted by a hobgoblin, now dead on the ground. The man bleeds from a wound, but he wields a dagger and raises it as Rezzik approaches. This could get ugly if you don't act quickly to get past these villagers.

Convincing the man and woman to leave you alone would take just a moment. You could also try to treat his wound and convince them to flee to the bridge. This would help save them, though it would take more time.


The Chase

Total Points: 4

Stage 1: Stealth (DC18), Deception (DC 14-18, depending on method), or Intimidation (DC16)

Stage 2: Athletics (DC16), Acrobatics (DC16)

Stage 3: Diplomacy (DC18), Intimidation (DC16), Medicine (DC14)This check will naturally have a -2 to its points result, so a net 0 on a critical success.

It costs time in your chase, but will likely save two more people.

Stage 4: ?

Stage 5: ?

Edited by Kistler (see edit history)
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spacer.png Talus DeVale

HP: 34/30
AC: 19

Perception +8
Fort +7Pie
Ref +7
Will +10


Seeing the wounded man, Talus thinks Do we have time to help him? and immediately feels as if something is clutching at his chest. No, don't think that way. We came out here to help people. Let's do it.

Slowly stepping forward, he says "Take it easy, we're not the enemy. It's a magic disguise. Otherwise, why would I be with him?"

"Please," he adds, "let me look at your wound and patch you up. Let's all get out of here in one piece."

Edited by Eagleheart (see edit history)
Name
Diplomacy, if necessary
14
1d20 14
Medicine
26
1d20+8 18
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spacer.pngRezzik | HP 19/28 | AC 19 | Fort +7 Ref +8 Will +6 | Speed: 20 | Perception: +6
Hero Points: 0/3 | Exploit Vulnerability: N/A | 
Talismans 
Conditions: Drunk 1 , Addiction 2
Effects: Addiction Suppressed; +1 to saves against fear (10 minutes)


Rezzik holds his hands up in a placating gesture.

"He's speakin' true! I'm in this disguise to throw off the hobbos' suspicions. Got this magic scarf from Abby, lets me look like someone else. Now, Talus here's gonna get ya patched up, but them gobbos are roundin' folks up and takin' them to gods know what purpose. They ain't seemin' so friendly, as that dead fella can attest. Most everyone else has gotten over the bridge, but they're plannin' on blowin' it so you need to skedaddle just as soon as yer able or I can't guarantee yer safety."

Rezzik is antsy, clearly wanting to help these folks but anxious at the prospect of more hobgoblins delaying them or not getting over the bridge in time. This anxiety is unfortunately translating into the interaction, whether intentionally so or not.

Diplomacy check! Intimidate check! 😬

Edited by VennDygrem (see edit history)
Name
Intimidation
17
1d20+8 9
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Posted (edited)

Flight from Phaendar - Stage 4


Rezzik talks to the people, who seem skeptical at first, but when Talus wraps a quick bandage around the man's wound they start to listen. Rezzik and Talus take off for the bridge, the two townsfolk quickly falling behind. The advance of the Ironfang troops can still be seen to the west, the delay to help those people letting them get closer than ever to beating to two to the bridge. Racing on past a few cross streets and out of nowhere a sizeable patrol turns the corner! The pair of heroes dart down a side alley, only to find a dead end with a locked gate! Boots are tramping closer behind with every second.

The hasp on the gate seems simple enough, even with just a dagger or belt knife you may be able to jimmy it open. Or you could try to remember where people like to hide a key around here. Under the flower pot? On the door sill? A loose brick or cobble? Or you could always resort to brute force...


The Chase

Total Points: 4

Stage 1: Stealth (DC18), Deception (DC 14-18, depending on method), or Intimidation (DC16)

Stage 2: Athletics (DC16), Acrobatics (DC16)

Stage 3: Diplomacy (DC18), Intimidation (DC16), Medicine (DC14)

Stage 4: Thievery (DC14), Society (DC16), Force Open (DC 16)

Stage 5: ?

Enemy Points: 3

Edited by Kistler (see edit history)
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spacer.pngRezzik | HP 19/28 | AC 19 | Fort +7 Ref +8 Will +6 | Speed: 20 | Perception: +6
Hero Points: 0/3 | Exploit Vulnerability: N/A | 
Talismans 
Conditions: Drunk 1 , Addiction 2
Effects: Addiction Suppressed; +1 to saves against fear (10 minutes)


Rezzik wipes his face in frustration before shaking it off, then begins trying to figure out where people might hide the spare key. He sure wasn't going to be forcing the thing open anytime soon, and he was no good otherwise with locks.

Society check time. 😰

Name
Society
11
1d20+5 6
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spacer.png Talus DeVale

HP: 34/30
AC: 19

Perception +8
Fort +7Pie
Ref +7
Will +10


"Wait... I remember this gate. I used to play with it when I was a kid. I think I remember how to get it open..."

It takes some finagling, but Talus manages to open the gate.

Edited by Eagleheart (see edit history)
Name
Thievery
16
1d20+3 13
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Posted (edited)

Flight from Phaendar - Stage 5


Talus pops open the lock on the gate, and the two rush through, just in time. Racing through yards and open ground, they're almost to the bridge when they see something large and hairy. A massive wolf, maybe even a warg, trots along in their path.

There are some shrubs and bushes it wouldn't be too hard to sneak behind, or Talus might be able to use his talent with animals to make it run away. There's even an item Talus picked up that might be useful here.


The Chase

Total Points: 5

Stage 1: Stealth (DC18), Deception (DC 14-18, depending on method), or Intimidation (DC16)

Stage 2: Athletics (DC16), Acrobatics (DC16)

Stage 3: Diplomacy (DC18), Intimidation (DC16), Medicine (DC14)

Stage 4: Thievery (DC14), Society (DC16), Force Open (DC 16)

Stage 5: Stealth (DC18), Nature (DC16) (using the whistle can lower these) If you both fail this creature will be joining the coming fight.

Enemy Points: 4

Edited by Kistler (see edit history)
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 spacer.png Talus DeVale

HP: 34/30
AC: 19

Perception +8
Fort +7Pie
Ref +7
Will +10


Talus tries to distract the doggo by leaving a piece of meat for it, but a trained war hound is unlikely to fall for the trick.

Edited by Eagleheart (see edit history)
Name
Nature
12
1d20+8 4
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spacer.pngRezzik | HP 19/28 | AC 19 | Fort +7 Ref +8 Will +6 | Speed: 20 | Perception: +6
Hero Points: 0/3 | Exploit Vulnerability: N/A | 
Talismans 
Conditions: Drunk 1 , Addiction 2
Effects: Addiction Suppressed; +1 to saves against fear (10 minutes)


Rezzik freezes for a moment upon noticing the massive wolf, then gets his bearings. He taps Talus's arm, then points to the shrubs and bushes before moving as quietly as possible to use them as cover and remain unseen.

Stealth time. 🥷

Name
Stealth
20
1d20+8 12
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