>>5233612>>5233607>>5233579>>5233571Well ... not the greatest of starts. But remember, it could have been worse! Anyway, the chase continues down the salt-encrusted wharves and piers of the Stickport waterfront. As this is the first leg of the chase, there are no changes, except that the Watchman is no longer Fresh I, and the bonus from your lead has dropped a bit. Just keep in mind that you cannot keep this up forever - Chlotsuintha has had a hard night, not to mention, the lifting oil that you have working on the jug is not going to last forever ...
> 4 of 8 lengths necessary to escape pursuit> DC 40: Witchlet Chlotsuintha is Fleet of Foot, making an intermediate Athletics Test like this [Moderate]> + DC 6 Witchlet Chlotsuintha is now Tired II, and is not thinking as quickly as she should> + DC 4 Witchlet Chlotsuintha is now Drained II, and is not moving as quickly as she should> + DC 1 Witchlet Chlotsuintha had a temporary socket, and even after removal, it makes her entire right side stiffer than normal> + DC 1 Witchlet Chlotsuintha is ill-fitting, chafing breeches, something not particularly suited for this test> + DC 10 Witchlet Chlotsuintha is over encumbered with swag, and as such cannot run long distances as well as she might have otherwise. > + DC 5 Watchman [Name Unknown] has Hound [Name Unknown] with him, making your escape marginally more difficult> - DC (5*5) Witchlet Chlotsuintha has a significant lead on Watchman [Name Unknown]> - DC 7 Watchman [Name Unknown] is not in good shape for long distance running> DC 35: Anything lower is a failure. [No re-roll(s). No hostile re-roll(s)]>No passes: The distance between Witchlet Chlotsuintha and Watchman [Name Unknown] decreases by two lengths. >One pass: The distance between Witchlet Chlotsuintha and Watchman [Name Unknown] decreases by one length. >Two passes: The distance between Witchlet Chlotsuintha and Watchman [Name Unknown] increases by one length. >Three passes: The distance between Witchlet Chlotsuintha and Watchman [Name Unknown] increases by two lengths. >If ONE of the THREE rolls comes up as a Critical or Near-Critical Failure (Roll of 1 or 2) then Chlotsuintha manages to get herself cornered in an alley somehow. >If ONE of the THREE rolls comes up as a Critical or Near-Critical Success (Roll of 100 or 99) then Chlotsuintha manages to lose the pursuer immediately. >A Critical Failure overrides a Critical Success and a Near-Critical Success, but a Critical Success overrides a Near-Critical Failure.>Criticals and Near-Criticals cannot be reversed by a re-roll or an auto-pass>You are STRONGLY encouraged to roll again after twenty minutes if more rolls are needed, to keep the quest moving.