Quoted By:
With little trouble aside from Sun’s slip up, your group has managed to clear out a path to the Flatback Slider, now so close.
The Komodo was also so, so dangerously close.
You can faintly see the person riding the turtle’s head, it looks like a girl not much older than your group, perhaps an aspiring student as well.
You see her make some gestures with her arms and thanks to your [Sharpened Instincts] you can very faintly hear what she’s trying to say.
“Keep running!”
The girl raises the improvised reins of her giant mount and the animal jumps.
Watching such an enormous thing fly through the air would be an awe inspiring view in any other situation, but when it’s right above you not so much.
Your companions begin hesitating, but with what you’ve heard you have an idea what her plan is.
You can make it pass under the turtle if you keep running.
The Komodo cannot.
“Keep going, we can make it!”
Your order now known, all your posse gets their third wind by this point and sprint with all they’ve got.
Typhu notices Coco and you lagging behind and picks you both up with no issue.
The Komodo, realizing it will get crushed if it keeps going, hangs back and does a higher pitched roar.
The Slider lands and creates a mini sandstorm, but you must push through.
“We need to climb!”
Without missing a beat, all of you run toward the giant and latch onto its rough shell and not a second too soon as it begins moving rapidly away in reverse, not risking trying to turn around while so near the deadly Grimm.
But it’s still not smooth sailing as a stinger lodges itself close to you, followed by hundreds just like it.
You look back to see hundreds of lancers - bee like Grimm - with blanc bone plates using their hook-stingers to try and slow down your ticket to safety.
And it’s working!
>Get them off. Roll for body d20 (DC to beat 50; DC to beat flawlessly 80)
>>Who does?
>>Who supports?
Do you wish to inspire someone?
>Roll soul 1d20 (DC 3 for 10%, DC 9 for 20%, DC 20 for 80%)
>Order harshly (+10% eff to all, +3 ‘it’)
>Demand obedience (not enough ‘it’)
>Threaten (not enough ‘it’)
>Blow off a part of the Slider’s carapace to help it free itself. Bypasses roll with no fatigue gain, +10 ‘it’.