<div align="center">(http://i.imgur.com/yCwVeE3.jpg?1)</div><br/><div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=208691.msg10263879#msg10263879">Quote from: Autocad on 16-07-2014, 17:59:53</a></div></div><blockquote class="bbc_standard_quote">Fortunately she spied the Cheliaxians turning a corner in the bazaar before she lost them completely. With no time to waste seeking out another outfit, Menya made a few swift gestures and muttered the accompanying words of arcane power. Akram would have been impressed if he could see her now, because there was now a clone of the wizardly merchant walking the streets of the Crimson Island, although apparently dressed like a shady dealer instead of the outfit of an Aspis merchant. Reasonably confident that she wouldn't be recognized even if she was spotted, Menya-Akram began to tail the Hellknight and her companions, hoping to be able to remain close enough to them to eavesdrop without outing her presence.<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>In spite of a few close calls, Menya was able to remain just out of sight while stalking the Cheliaxians. (https://elliquiy.com/forums/dicebot.php?r=61431)<br/><br/>"Okay, so what now Hannelore?" one of the men asked.<br/><br/>"We come back later, only this in a more secure location," the hellknight replied.  "I have a warehouse in mind on the south docks to make the trade."<br/><br/>When they came to a narrow alley they resumed their conversation.<br/><br/>"The folk at Azghaad's Spire were far from helpful, too.  Our next avenue of approach should be either the local Pathfinder chapter house or the Aspis Consortium.  Neither are going to willingly part with their knowledge, so we're going to need to apply some additional pressure.<br/><br/>"Chances are they both know about our presence now.  They have the home ground advantage, after all."<br/><br/>"No matter, if they won't part willingly then we'll pry their secrets from their corpses."  Hannelore laughed.<br/><br/>It was easy enough evading their protection, but apparently Menya's disguise worked to her detriment.  "Hey, Akram!"<br/><br/>Three young men stepped out from under a nearby stall.  One of them wore the garb of Sothis' city watch.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Sense Motive DC 12</div><div class="spoiler_body">That's not really a watchman.</div></div><br/>"You have some guts coming back to Crimson Island.  You think you can sell us defective potions and get away with it?  Well I've got news for you, pal, there won't be a second time!"<br/><br/>The three men advance upon Menya-Akram, clubs in their hands and murder in their eyes.<br/><br/><em>Menya can stay and fight the toughs, but chances are she'll lose sight of the Cheliaxians.  Unless she can dispatch all 3 of them, they'll give chase.  Fighting might not be a good option either, as it will attract undue attention to her.  The hellknights will stay out of the fight and continue moving unless the disarray reaches them and presents a clear and present danger.</em><br/><br/><div align="center"><strong><span class="bbc_font" style="font-family: andale mono;">Environment</span></strong></div><br/><em>The Progress of the chase scene is represented in units.  The Cheliaxians begin 1 unit away from Menya, 0 units for the toughs.  A 0 indicates being right on them, 1 a distance down the street, 2 is out of sight and in danger of losing them, and 3 indicates you've lost them.  Menya can roll checks to keep units the same or change the value.</em><br/><br/>Menya has several options in regards to eluding the pursuit of toughs and potential other pursuers, as well tracking the Hellknight and her companions by performing these stunts.  The Run stunt is automatically taken, but Menya can perform one other Stunt per turn:<br/><br/><strong>Run:</strong>Menya and involved parties roll opposed Strength or Dexterity checks (+4 bonus for every 10 feet of speed above 30, -4 for every 10 feet of speed below 30).  Pursuers who succeed bridge 1 unit of distance between them and the pursued, while pursued parties who win bridge 1 unit.  This action is automatically done every round for all parties.<br/><br/><strong>Fight:</strong>Menya can engage in combat with anyone within 0 units of her.  However, for every combat round that passes people going away from her gain an automatic 1 distance unit.<br/><br/><strong>Someone, please save meeee!</strong>With a successful Bluff/Diplomacy check and dropping her disguise, Menya can assume the form of a scared catgirl being chased by three evil men.  On a success, folk inclined to come to the aid of a helpless woman in distress (city guards, vigilantes, chivalrous men with an eye for the ladies, etc) will harass the toughs, putting 1 unit of distance between her and the toughs.<br/><br/><strong>Higher Ground:</strong>Menya climbs up the side of a building, jumping from rooftop to rooftop while keeping track of people below.  With a successful Acrobatics check (DC20), Menya can start up 30 feet higher than enemies when/if combat starts and gain 1 unit on the Cheliaxians.  If she fails, she makes a slip-up and falls to the ground, taking 3d6 points of falling damage and the toughs gain 1 unit on her.<br/><br/><strong>A Quick Scratch:</strong>Menya uses one of her claws (not visible in Akram's form) to cut a hole in some nearby cloth holding stuff, such as a basket of fruits or a rope holding up a large banner.  With a successful Sleight of Hand check, Menya does it the right way at the right time to cause a hindrance to her pursuers, who lose 1 unit of distance as they slip on fruit or get blinded by the banner.  This can only be used when the toughs are 0 or 1 units away from Menya.<br/><br/><strong>Distraction:</strong>With the use of illusory magic, a<em>mage hand</em>opening the gate of an animal stall,<em>grease</em>on a cart while on a hill, or something similar, Menya can cause a bit of chaos in the streets.  Pursuers and Cheliaxians will be hindered and distracted momentarily, but will do their best to remove themselves from the situation.  This stunt allows Menya to roll a Bluff, Spellcraft, or other appropriate skill check to evade suspicion and detection if she's being pursued, effectively granting one unit of distance away from the toughs or towards the Cheliaxians.  On a failure, the chaos affects her and will be seen as the source, losing 1 unit on the Cheliaxians and the toughs gain 1 unit on her!<br/><br/><strong>People-Walking:</strong>With a DC 25 Acrobatics check, Menya can jump up onto the backs and shoulders of folk in the crowd, jumping from person to tent stall to rickshaw, anything to get through swiftly.  If successful, Menya can ignore difficult terrain and the toughs lose 2 units on her.  On a failure she falls prone and they gain 2 units on her.<br/><br/><strong>I Got Your Scent:</strong>Thanks to the Scent special quality, Menya can pick out Hannelore and her allies within a busy crowd.  Same for the toughs.  This is not a stunt so much as a special advantage; as long as she's within 0 or 1 units Menya can detect their presence even if she doesn't have line of sight.  Additionally, should the Cheliaxians ever gain 3 units on her, she can roll a DC 10 Wisdom or Survival check, gaining 1 unit on the Cheliaxians.  If she fails this check, she loses them and the chase ends.<br/><br/><br/><em>What does Menya do?</em><br/><br/><br/>Toughs' Run Roll: 15 (https://elliquiy.com/forums/dicebot.php?r=61434)<br/><br/>Cheliaxians' Run Roll: 4 (https://elliquiy.com/forums/dicebot.php?r=61435)