It takes a rushed pace, but you manage to reach the Courtyard before midnight. You take a moment to figure out your approach.
The courtyard has one street entrance at street level, the pedestrian corridor you took to examine the chess hall. In addition, there are several buildings that have doors and windows to both to the boulevard and to the courtyard. You also see a few potential handholds that could be used to get to the second story rooftop surrounding the courtyard. You see a multitude of windows, balconies and rooftops that could make for a sniper’s perch, but no sign of Dagget so far.
(once players can see the courtyard)
There is one person in the courtyard, a hooded figure with their face obscured. They are sitting on a bench alone. No sign of anyone else so far. (players may choose to attempt capture or kill or to wait. Attempting capture or kill will cause the figure to flee)
(if players capture) The hooded figure stops struggling and says: “Are you going to tell me what you want?”
(players ask who hired the Daggermen) The figure laughs and says: “You mean you actually figured it out? Hah. At least I’ll die laughing. You’ll be dead soon anyway and I know you’re smart enough to search me for my orders, so I’ll tell you just to see the look on your faces. We were hired by the Kaptalis internal enforcement guild. The highest governing body of Kaptal wants Cecily dead. We always finish our work and you’ll never take down our clients. Give Cecily this message: When we kill her, her legacy and work will be buried next to her.”
(players kill the negotiator) A brief search of the negotiator’s corpse yields an note inside a sealed envelope (end). The note reads: “Daggermen: In response to your request, money is no object. You will have the payment you require and whatever resources you need. Make sure of one thing, though. Cecily must not become a martyr. Kill her in public if you have to, but do not kill her in front of an audience.”
“Well,” Says Reilly “That complicates things.”
(see chapter 27 if players wait for the meeting).
Foot Chase rules:
round by round, as combat.
Chase begins when parties are aware of each-other and one party flees.
Note the distance between the two parties at the start of the chase.
20ft movement speed -1 to all chase related checks
40ft movement speed +1 to all chase related checks, additional +1 for each 10ft speed.
abilities negating difficult terrain: +1 to all chase related checks
run feat: +2 to all chase related ability checks
elves get +1 to chase related jump checks
halflings get +1 to all chase related skill checks
Ranger favored enemy bonuses apply to chase related skill checks
paladins get +1 to chase related skill checks vs. evil creatures.
armor check penalty applies for medium and heavy armor.
taking damage during pursuit applies a -4 penalty to chase related checks for 1 round.
chase round by round:
first round: opposed initiative checks. (fugitive gets +4 circumstance bonus).
second-fourth round: opposed dexterity checks.
fourth-6th round: opposed strength checks.
6th and thereafter: opposed constitution checks
tenth round and thereafter: additional fortitude saves to continue pursuit. failure means 5 foot chase penalty. Fortitude DC=number of rounds in chase
the winner of an opposed chase check gains 5 feet of relative distance. If the victory is by 5 points or more, they gain 10 feet of relative distance.
Ending a chase:
A pursuer can end a chase sequence by disabling the fugitive’s ability to flee. Damage, grappling and spells are all ways of accomplishing this.
A fugitive can end a chase by breaking line of sight and foiling attempts to reestablish. Disguises, hiding and the like can all do this as normal.
Either party can give up at any time. Failing two subsequent fortitude saves for running fatigue will force a will save to continue pursuit. (Will save dc 10 + hit dice of fugitive)