Jake, with the crazy single-mindedness of a 17-year-old, pulls his 'waifu' from the front of the cart and runs- 'Tock-tock-tock-tock' as his wooden leg strikes the marble floor.
Re: Chapter 2: The Sinews of War
Posted: Wed Feb 15, 2017 4:08 am
by mjulius
Langston ends Brick's quick escape attempt, snatching him back by the collar. Push this cart, fowl Brick! Both will attempt to move the cart as much as possible while the rats begin to close ranks. If there is no help or if the rats make quick headway, they will abandon their efforts and run.
Re: Chapter 2: The Sinews of War
Posted: Wed Feb 15, 2017 12:03 pm
by coil23
Horton will hurry back to the tent city as well, calling out an alarm to hopefully rally the mass of incompetents there.
Re: Chapter 2: The Sinews of War
Posted: Wed Feb 15, 2017 1:38 pm
by Pulpatoon
(The currently NPC'd)Deet and Vanis join Langston and Brick in pushing the cart.
Let's have DEX checks from Jake and Horton, to see how well wooden legs run.
Any other actions to take into account before we resolve this chase?
Re: Chapter 2: The Sinews of War
Posted: Wed Feb 15, 2017 2:39 pm
by coil23
Pulpatoon wrote:
Any other actions to take into account before we resolve this chase? resolve this successful escape?[/ooc]
'Shaggy' Beaker will urge Mouse to push the cart from the back and if the rats get too close then jump inside the cupboard and shut the door to stop being nibbled as cheese, putting his own weight behind the cart and huffing and puffing the group to a likely escape route.
Re: Chapter 2: The Sinews of War
Posted: Thu Feb 16, 2017 4:05 pm
by Pulpatoon
You know what? I think it's time for a Mini-game!
We'll model this chase with a modified version of David Black's chase sheet, Snakes & Swords!
Heavily Encumbered (armored, pushing a cart, carrying a sewing dummy): 1d4
Medium Encumbered (equipped): 1d6
Unencumbered (drop everything and run): 1d8
Every character rolls. Add together the lowest two results. You can move that many rungs up or down the number-ladder below.
The GM rolls 2d6 for the pursuers’ progress.
If the rats land on the same spot as you, they can attack. You can either stop and fight back, or keep running.
You escape if you reach the end, first.
Each turn, you can change your circumstances: drop what you’re carrying, stop to fight, split off from the group, etc.
START
2. LUCK! You may re-roll all your dice, next turn.
3. +10!
4. Trip and fall! Everyone takes 1 damage.
5. Distract the rats! GM rolls 2d4 next turn.
6.
7. +9!
8.
9.
10. +9!
11.
12. -10!
13.
14.
15. Second Wind! +1 hp.
16.
17. Skip to the END!
18.
19.
20. Quickly! D4’s are now d6’s.
21. Exhausted! D6’s re now d4’s.
22. -12!
23. They’re close! Rats get +3 spaces!
24. Last Hurdle! Move back 1d6 spaces. END! You escaped!
Because this involves several rounds of dice rolling, I'm going to set time limits on responding. If you don't have a chance to reply in 24 hours (ish), I'll roll for you. In the interest of momentum.
Now, put some pepper on it, and get running![/ooc]
Re: Chapter 2: The Sinews of War
Posted: Thu Feb 16, 2017 4:09 pm
by GreyWolfVT
Kurt & Hans continue retreating down to the ground level to return to camp with their compatriots.
The party gets off to a rough start as Hans and Deet bump into one another, causing the cart handle to slip out of Deet's hand. But once they get going, they feel the wind at their backs. No sign of the rats, quite yet.
Good fortune! Next turn, everyone can roll twice, keep highest! And (unknown to you) the rats have been distracted by something, so I'll roll 2d4 next turn!