Dine and Dash
Saintspyre offers plenty to do, whether you’re a lowly street rat or a highly respected hero of the realm. Here are two examples of skill-based misadventures that show some of the city’s breadth.
Social characters might secure themselves an audience with the Archmage Galidor at one of his famously elaborate feasts. Characters navigating a table full of dignitaries, all trying to impress (and influence) the master of the Hanging City, could rely on Diplomacy (to make sparkling conversation), Insight (to sense the motives of other guests), Endurance (to weather a gut-busting, twenty-course feast), or even subtle applications of Bluff and Intimidate. Knowledge skills are suitable secondary skills for keeping up with the wide-ranging and surprisingly rich conversation. Those who impress Galidor might secure a private reception with him. Those who offend him might end up swaying above the river in a rusting iron cage.
For more physical characters, consider a parkour-style chase-perhaps from game – room guards after being caught cheating – through the city’s dizzying heights, leaping from walkway to walkway, climbing scaffolds, and swinging on loose chains and ropes. Acrobatics, Athletics, and Streetwise are primary skills for such a chase, with Bluff, Intimidate, Perception, and Thievery useful as secondary skills for feinting, spotting routes, and creating openings in the crowds. If the chase begins in the open heights of the city, each failed check could result in a fall down to the next level of Saintspyre (and perhaps the loss of a hit die). Characters who fail too many skill checks find themselves cornered at the bottom of the city.
For chases without a skill challenge, consider this simple chase method: First, the runner specifies the difficulty of a maneuver to be attempted and selects
an appropriate skill for the attempt (Athletics to leap a gap, Acrobatics to tumble through a narrow doorway, and so forth). If the skill check succeeds, the pursuer must match the maneuver using a suitable skill and the same difficulty to keep up with the runner. The pursuer doesn’t need to use the same skill as the runner, but the skill used must suit the situation. For example, the runner might use Athletics to leap a gap that the pursuer then swings across with Acrobatics, or the runner could vault over a knot of pedestrians with Acrobatics while the pursuer uses Intimidate to scatter the bystanders.
The first participant in the chase to fail three skill checks loses the contest; the runner is caught, or the pursuer loses the runner’s trail.
Use these DCs as guides. They can be adjusted based on conditions and character level.
- Dropping down one level while stationary: DC 15
- Sliding or rolling to a stop at the edge of a rooftop or a cliff face (from a run): DC 15
- Tumbling through a gap in scaffolding (or smashing through it): DC 18
- Tumbling down one level (from a run, landing stationary): DC 20
- Leaping from one rooftop or gantry to another in a close area (15-foot jump, +5 for uneven footing): DC 20
- Leaping down one level (from a run, landing at a run): DC 25