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0E - Barge End Chase Rules and Maps.

Posted by Dungeon MasterFor group archive 0
Dungeon Master
GM, 270 posts
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DM
Sun 8 Feb 2015
at 16:38
  • msg #1

Top Secret DM Thread

BARGE END CHASE

MOVEMENT
All boats/barges/wharves & piers are 'uneven' terrain. This means that they consume the same amount of movement allowance to pass though, but you can not run through them. Note that it is still possible to take two movement actions per round by replacing your standard action with a move action.

This basically means that Alohan can move 2x8 squares per round, and everybody else can move 2x6 squares. Plan your movement wisely!

It isn't possible to go THROUGH the buildings at the water side, but you could go OVER. They could be climbed with a DC 15 acrobatics check. But then the roofs are all difficult terrain. Remember, you can't run on difficult terrain, but you can take two move actions by replacing your standard action with a move action.

JUMPING
You can jump between boats, with the DC of the jump being 5 per 5' jumped, e.g.

DISTANCE        DC
   5            5
   10           10
   15           15

If you fail this check by 4 or less, you can attempt a DC 20 Reflex save to grab hold of the other side after having missed the jump. If you fail by 5 or more, you fail to make the jump and fall in the water one square short of your target.

SWIMMING
If a character ends up in the water then they can swim using the following rules:
  • A swimming character must make a successful swim check (DC 10) each round in order to move at up to one-half their speed (as a full-round action) or one-quarter their speed (as a move action).
  • It’s difficult to clamber into a boat or onto a barge from the water; to do so, a character must make a successful Climb check (DC 15).

GENERAL
Each failed skill check costs 10' of movement. There will be some further obstacles on the boats that will require further checks.
This message was last edited by the GM at 19:21, Tue 17 Feb 2015.
Dungeon Master
GM, 284 posts
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DM
Mon 9 Feb 2015
at 19:41
  • msg #2

Re: Top Secret DM Thread

Map 1 - Initial Conditions


BLUE
A = Agnati
C = Celene
N = Alohan
L = Logan

RED
S = Soller Vark
K = Foul Mouthed Girl
This message was last edited by the GM at 19:25, Wed 18 Feb 2015.
Dungeon Master
GM, 313 posts
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DM
Wed 18 Feb 2015
at 19:26
  • msg #3

Re: Top Secret DM Thread

Map 2 - Round 1 after bad guy's turn


This message was last edited by the GM at 19:29, Wed 18 Feb 2015.
Dungeon Master
GM, 321 posts
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Thu 19 Feb 2015
at 19:21
  • msg #4

Re: Top Secret DM Thread

Round 2 - players turn


Quick! Everybody onto the fishing boat!!
Dungeon Master
GM, 333 posts
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Fri 20 Feb 2015
at 20:49
  • msg #5

Re: Top Secret DM Thread

Round 3 - bad guys turn


Dungeon Master
GM, 336 posts
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Fri 20 Feb 2015
at 20:59
  • msg #6

Re: Top Secret DM Thread

Round 3, party's turn. Map looks as above.
Dungeon Master
GM, 352 posts
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Mon 23 Feb 2015
at 19:41
  • msg #7

Re: Top Secret DM Thread

Round Four - bad guy's turn

Map looks like this at start of turn


Dungeon Master
GM, 356 posts
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Mon 23 Feb 2015
at 20:18
  • msg #8

Re: Top Secret DM Thread

Round Four - start of players turn


Dungeon Master
GM, 365 posts
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Tue 24 Feb 2015
at 18:59
  • msg #9

Re: Top Secret DM Thread

Update Map - Round Five Party's Turn - Alohan still to move


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