A Monk, a Wizard, and a Swordmage Walk into a Fallcrest; a 4e Story Now game

LIEF

Lief sniffs at the mud around the boy, fangs bared, frantic, hoping to catch the sellsword's scent, or his horse's. The sharp tang of fresh blood brings him back. Muttering prayers in the Mogul's primordial tongue, he takes the boy in his arms and knocks on doors until one isn't answered. Lief kicks it in, and quickly cleans and dresses the child's wounds in the disused lean-to. He wraps the boy in an old curtain and brings him back through the rain to his mother. Hood pulled low, Lief can't speak, or look her in the face.

Intent: Save the boy's life.
Primary Skill: Heal r(12) + 8 = 20 vs. DC 12. Success.


She howls—Lief's never heard a worse sound—and nearly buckles into the mud, before realizing there's still color in her son's face. She says nothing to Lief, in that moment he doesn't exist, and rushes the boy inside.

Lief stands in the rain. He meets the goat's eyes. Idiot, unbothered thing. Worse than prey.

He opens the door, rasps, "For the goat," and drops a pouch with 36 coin just inside the threshold.
[

Intent: Give his victim's widow enough coin to get by a while longer.
Success.

In the Elect's abandoned manor Lief butchers the goat and eats some of its meat raw, tossing the rest of the carcass to the maniac dog. He rests for a while, centering himself among the cultists' corpses. He's desperate for more of them to come back. They don't. So he imagines how he'll kill that dairy trader instead, and his sellsword scum, and anyone stupid enough to try to stop him.



Complexity 2 SC, Level 1 (DCs 8/12/19) COMPLETE
Goal (Staged):
Anonymously reinforce the coffers of Renne's widow and household, surveil for hostiles, and route them should they emerge.
6/6 Successes/2 Failures/0 Hard DC Available/0 Secondary Skills Available/Primary Skill Training exhausted; Stealth, Acrobatics, ATK, Thievery, Athletics, Heal
 
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SARIEL & STARN (vignette to wrap your conflict goal)

Goal:
Suss out the presence of malign fey influence in Fallcrest and convince the rulers to lend aid to Starn's ingress to the Septarch Tower and in Sariel's search for his missing brother.
* A horse came up missing from our stables overnight some time ago. Enumbra said she is certain that Sariel's brother Andarien stole it in attempt to go north to Winterbole Forest. Either he is trying to get as far away from the Feygroves of Harken Forest that give access to Mithrendain, where your father is one of the six Council, from which pursuit is sure to come..or...worse...he is trying to make his way there to access The Lands of Eternal Winter in the Feywild to pledge himself to Queen Mab, the cruel ruler of the Unseelie Court.
She used dung and charcoal from our stables to perform some kind of ritual of tracking and saw a brief glimpse of him on horseback. While there were no dark entities accompanying him, she said that she felt a malevolent presence all about him. If its of any worth, in recent times the people of the Vale broadly and Fallcrest in particular have reported seeing shadows moving, laughter lurking from nowhere, and folk have reported vicious or capricious acts without a culprit...all inquiry to date has turned up nothing. The Market Green in the central part of the city has seen the most recent activity. While parents engage in carousing and commerce, children play tag or kick-stones or just rough-house. A whole lot of them were terrified by something they experienced last week there. None of them will speak of it and they're too stricken to even go back.

  • Lady Markelhay provides Starn her Septarch's Tower Key and the Lord commisions a group of Fallcrest Light Infantry (see below) to accompany your endeavor on one condition; Starn goes with the expeditioners to The Tower of Waiting and helps them sift through the debris for any hint of what this was about or who was behind it.
  • @AbdulAlhazred , briefly vignette what Starn finds when he accompanies the expeditioners to the Tower of Waiting's ruins.
  • @Campbell , @Grendel_Khan , along with AbdulAlhazred, each of you pay 2 coin for a Room in the Silver Unicorn Inn. Take an Extended Rest. Vignette your rendezvous and what your next move is the morning after, including generating a relevant new Minor Quest.




QUESTS/XP/LOOT

* Starn Minor Quest - RESOLVED.
Inform Lord Markalhey of the disappearance of Nimozaran, and particularly Lady Markalhey, whom he understands is related to his master in some fashion, perhaps cousins. He also suspects she may have at least one of the three keys needed to get back into the Septarch's Tower.

Each PC gains 33 xp.
* Lief Minor Quest - RESOLVED

Anonymously leave some coin for the widow of Renne, the Loremaster's apprentice who Lief kidnapped for the cult, to tide them over a bit longer. And while he's there, make sure the Elect or anyone else hasn't hurt that family even more while Lief was away.

Each PC gains 33 xp.

* Sariel Minor Quest - PENDING

With the help of Starn's knowledge of mortal politics, search for signs of unseelie influence in Fallcrest.

  • Conflict XP: 200/3 = Each PC gains 33 xp. 375/3 = Each PC gains 125 xp.
  • Loot: Sariel and Leif gain one, level 1 magic item; describe it. PCs gain 1 x 250 coin art object; describe it.

* Fallcrest Light Infantry Companion Character (Monster/NPC) are color until you deploy them in a coming conflict; Single-use. Name their captain.

Fallcrest Light Infantry
Large natural humanoid, mixed human/halfling/dwarf (swarm)
Level 1 Skirmisher XP 100
HP 27; Bloodied 13 Initiative +5
AC 15, Fortitude 13, Reflex 15, Will 11 Perception+4
Speed 6 Low-light vision
Resist half damage from melee and ranged attacks; Vulnerable 5 to close and area attacks

Traits
☼ Swarm Attack ✦ Aura 1
Any enemy that ends its turn in the aura takes 4 damage, and the infantry can slide it 1 square as a free action.

Swarm
The swarm can occupy the same space as another creature, and an enemy can enter its space, which is difficult terrain. The swarm cannot be pulled, pushed, or slid by melee or ranged attacks. It can squeeze through any opening that is large enough for at least one of the creatures it comprises.

Standard Actions
(⚔) Fallcrest Tactics ✦ At-Will
Attack: Melee 1 (one creature); +6 vs. AC
Hit: 1d10 + 3 damage, or 1d10 + 8 if the infantry moved at least 2 squares during this turn.
Effect: The infantry can shift 1 square.

Triggered Actions
ᗕ Break Formation ✦ (single-use)
Trigger: The infantry is bloodied.
Effect: The Fallcrest Light Infantry loses the Swarm/Skirmisher keyword, loses Swarm Attack and Swarm trait, loses Fallcrest Tactics, splits into two Medium Minions, and gains the below MBA.

Standard Actions
(⚔) Spear (weapon) ✦ At-Will
Effect: Before the attack, the infantry shifts up to 2 squares.
Attack: Melee 1 (one creature); +6 vs. AC
Hit: 3 damage, or 4 damage if the target is granting combat advantage to the infantry.

Athletics + 9
 
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Starn goes back to the island with Captain Edmunds

As we approach the island by boat we are all struck by the sheer scale of the destruction. This tower, 25 meters in diameter and once 80 meters tall, erected by the Nerathi mages using magical forces no longer within the ken of modern wizards, has been thrown down entirely. Vast heaps of white stone lie about the island and spilled into the surrounding stream. The boat pulls up against the side of a mighty block, half submerged and the party disembark.

Starn, using his arcane wizardly senses to feel the magic within the ruin senses an odd and chaotic element. The magic of Pelor is still faintly present, but this other, darker, strain is quite distinct. Tracing it, Starn climbs the central heap of rubble. Half buried under broken rock he spies a part of what was once a scroll, though only a portion remains. With the help of the soldiery the fragment is prised from the ground.

Examining it, Starn is puzzled. While he's fairly knowledgeable about things arcane, the symbols on this scroll are a script entirely unknown to him. Examining them makes him feel uneasy.


Finding nothing else of immediate use, the group soon return and Starn, with a few troopers in tow, makes his way to the Inn.
 

Our discussions with the Lady reminded me of the precepts of Ioun. Penetrating the mystery of this Fey incursion, and it's relationship to the disappearance of Nimozaran seems important. If I can gain some additional clues as to his fate I will be able to act.

Starn finds both Lief, slightly bloodied, and Sariel at the Unicorn where we agreed to meet. After hearing what they have to say and seeing the map, Starn agrees to accompany the two, with his attached troopers, to investigate whichever location they're inclined to look into. He then states; "I'll need to check out the Septarch's Tower and try the Lady's key at some point, but that can wait until after we gather some more information."


New minor quest, gather information related to the disappearance of Nimozaran.
 

@AbdulAlhazred VIGNETTE OF EXPEDITION TO TOWER OF WAITING RUINS W/ GARRISON CAPTAIN EDMUNDS AND HER TROOPS
Ok, I need to detail what we discovered when returning to the Tower with Edmunds.

As we approach the island by boat we are all struck by the sheer scale of the destruction. This tower, 25 meters in diameter and once 80 meters tall, erected by the Nerathi mages using magical forces no longer within the ken of modern wizards, has been thrown down entirely. Vast heaps of white stone lie about the island and spilled into the surrounding stream. The boat pulls up against the side of a mighty block, half submerged and the party disembark.

STARN using his arcane wizardly senses to feel the magic within the ruin senses an odd and chaotic element. The magic of Pelor is still faintly present, but this other, darker, strain is quite distinct. Tracing it, Starn climbs the central heap of rubble. Half buried under broken rock he spies a part of what was once a scroll, though only a portion remains. With the help of the soldiery the fragment is prised from the ground.

Examining it, Starn is puzzled. While he's fairly knowledgeable about things arcane, the symbols on this scroll are a script entirely unknown to him. Examining them makes him feel uneasy._

Finding nothing else of immediate use, the group soon return and Starn, with a few troopers in tow, makes his way to the Inn.




FREE PLAY AT SILVER UNICORN INN
When he's satisfied no one in the well-appointed inn is watching their corner table, LEIF unfurls the singed vellum map and points to the Tombswood curled in the shadow of Moonstone Keep, and, to the south, the Kamroth Estate perched on the limestone bluffs.

"The people I told you about, who I used to be with, you see how they've marked here and here? I know those symbols. They think they own those places." Lief checks again for anyone eyeing them. He leans over the vellum and whispers "I don't know what to do. I don't want to do anything, but if you have people here you care about, maybe we can warn someone? Before—" he splays his fingers, at a loss. "—something happens?"

SARIEL whispers in turn.*

"The question I would pose to you, Leif, is why not be the something that happens? Inform them they have no claim to these domains? Besides, where hate and mailice lies in the hearts of man often the unseelie can be found. Granted that my brother passed through this place there might be a connection. Perhaps even lingering dark hearted fey twisted by my brother's despair."

Faint winds swirl around Sariel at the thought in reflection of his anger.

The Eladrin continues,

*"Speaking of which, my sister, Enumbra, has informed me that shadows gather about Fallcrest amd seems to have mischief in mind for the children of Fallcrest. Before I head north to the Winterbole forest in pursuit of my brother I must quell these capricious fey. It is my duty as dictated by ancient accords my father has made with these lands."

"You make a lot of sense," LEIF nods. "The way you speak..." He nervously fingers his new bone bead bracelet, pulled from one of the dead cultists and now attuned to Lief's hidden vibration. [Level 1 Magic Ki Focus, Implement, +1 to attack rolls and damage for Monk powers] "Like a clear bell."

He points at the two marked locations on the map. "Maybe we could go to one of these places, and try to help each other? Or...help other people who live here?" He shakes his head. "I'm not sure what I'm saying. Starn, would any of this interest you? I'd be happy to join you at the tower but it feels like something's going to happen here first. The Elect—my old people—are trying to rot the land beneath these people's feet. That's just the beginning. It'll get worse."

"Our discussions with the Lady reminded me of the precepts of Ioun," STARN says. "Penetrating the mystery of this Fey incursion, and it's relationship to the disappearance of Nimozaran seems important. If I can gain some additional clues as to his fate I will be able to act."

LEIF ponders aloud. "Do we think the fey influence—incursion, you called it?—could be at this Kamroth Estate? Could they have laid the owner's mind bare, for the Elect to sink their fangs in?"

EXTENDED REST/BOOKKEEPING

As the other two socialize and plot, STARN begins to fiddle around with the remains of the constructs Sariel recovered from the Tower. They're embued with some fairly straightforward automation magic. Although Starn isn't an expert on artificing, he does have a good grasp of the summoning magics related to automation. Thus he begins to puzzle together an arm here, a control crystal there, an ocular lens, and various magical conductors and whatnot. He'll apply his Arcana to the task and see if he can combine the parts in a way that functions, or at least could function with the acquisition of any missing componentry.

After an hour or so Starn's frankenrunner stands up with a magical spark or two and the sound of clashing gears. Starn instructs it to follow him, and proceeds to amuse the clientele of the Inn by parading around the common room with the construct following at his heels.


* Arcana vs Medium DC 12 to assemble the homonculus quadriped; Frankenrunner (Minion, Skirmisher). If the homculus is destroyed in a combat, High DC (19 at level 1) to reassemble during Extended Rest. r(3) +12 = 15. Success. Runner is assumbled.

Frankenrunner
Medium construct (humonculus)
Level 1 Minion Skirmisher XP 25
HP 1; a missed attack never damages a minion. Initiative +5
AC 15, Fortitude 12, Reflex 15, Will 13
Speed 6 Darkvision

Standard Actions
(⚔) Down the Prey ✦ At-Will
Effect: Before and after the attack, the runner can shift 1 squares.
Attack: Melee 1 (one creature); +6 vs. AC
Hit: 3 damage and the target is knocked prone if its granting combat advantage to the runner.

Triggered Actions
Master is in Danger! ✦ Encounter
Trigger: An ally within 5 squares is reduced to Bloodied value by an enemy.
Effect (Immediate Reaction): The runner charges the triggering enemy. This does not provoke opportunity attacks.

Athletics +8, Perception +8

* COIN TOTAL VALUE: Residuum (90 coin value) + 60 coin + 1 Art Object (250 coin value) - 36 coin (Leif donation) - 6 coin (Silver Unicorn Inn) = 358

* Recharge HP/Healing Surges/Gain 1 Action Point.

* Companion Character Fallcrest Light Infantry (Captain Khuzdul Anvilheart; Dwarf):

Fallcrest Light Infantry
Large natural humanoid, mixed human/halfling/dwarf (swarm)
Level 1 Skirmisher XP 100
HP 27; Bloodied 13 Initiative +5
AC 15, Fortitude 13, Reflex 15, Will 11 Perception+4
Speed 6 Low-light vision
Resist half damage from melee and ranged attacks; Vulnerable 5 to close and area attacks
1 Healing Surge (can Second Wind)

Traits
☼ Swarm Attack ✦ Aura 1
Any enemy that ends its turn in the aura takes 4 damage, and the infantry can slide it 1 square as a free action.

Swarm
The swarm can occupy the same space as another creature, and an enemy can enter its space, which is difficult terrain. The swarm cannot be pulled, pushed, or slid by melee or ranged attacks. It can squeeze through any opening that is large enough for at least one of the creatures it comprises.

Standard Actions
(⚔) Fallcrest Tactics ✦ At-Will
Attack: Melee 1 (one creature); +6 vs. AC
Hit: 1d10 + 3 damage, or 1d10 + 8 if the infantry moved at least 2 squares during this turn.
Effect: The infantry can shift 1 square.

Triggered Actions
ᗕ Break Formation ✦ (single-use)
Trigger: The infantry is bloodied.
Effect: The Fallcrest Light Infantry loses the Swarm/Skirmisher keyword, loses Swarm Attack and Swarm trait, loses Fallcrest Tactics, splits into two Medium Minions, and gains the below MBA.

Standard Actions
(⚔) Spear (weapon) ✦ At-Will
Effect: Before the attack, the infantry shifts up to 2 squares.
Attack: Melee 1 (one creature); +6 vs. AC
Hit: 3 damage, or 4 damage if the target is granting combat advantage to the infantry.

Athletics + 9

* NEW MINOR QUESTS:

LEIF
Minor Quest: Confront the dairy trader and his sellsword in The Market Green.

STARN
Minor Quest: Gather information related to the disappearance of Nimozaran.

* NEXT DAY PLAN

1) Head to the Market Green to unearth whatever Unseeling Fey presence is terrorizing the children and confront the trader and his sellsord

2) Use the key the Lady of Fallcrest gave us to enter Septarch's Tower to get a lead on Nimozaran's disappearance

3) Use Nimozaran's the Green's high arcana (Teleport Circle) to transit time and space to Winterbole Forest to go after Sariel's brother

4) Return to Fallcrest and deal with Elect's cells.




THE NEXT MORNING...

The open, grassy meadow of the Market Green is where Fallcrest’s merchants and visiting traders do business in good weather and today is fairly amenable on that end. Despite Fallcrest Guards being posted at the three entrances to the market, the more fortunate of the poor steading, that way since the Bloodspear War ended decades ago, pay hefty prices for mercenary protection which looms with violent presence around their stall's wares.

The dairy trader that had the "unfortunate incident" with Renne's family has bartered for ample territory on the far eastern end of the meadow, where his cattle can graze and be on parade for potential cusgtomers. The crag of the ascending bluff rises in the background of his bovine pack, the sellsword riding amongst them on his swift steed.

On the southern end of the green, the boughs of oak trees blot out the sunlight. Under those boughs, a few children, faces and clothing marred by both the low station of their parentage and the hard times they were born into, play tag. Despite the sun ever-working toward its noon-day zenith, the shadows seem dense...thick...smeared.

A call rises up for one of the children from a parent; "Elijah...Elijah..." The call comes again, and again. Louder. Desperate.
There is no answer.





Complexity 2 SC, Level 2 (DCs 9/13/20)
Goal (Staged): Investigate the dark influence on the Market Green (i), force it to reveal itself (ii), banish it or destroy it (iii), and save Elijah from its clutches (iv). (iii-iv) being a nested conflict to resolve.
0/6 Successes/0 Failures/1 Hard DC Available/2 Secondary Skills Available/Primary Skill Training exhausted;

What do you do?

Elements of this scene thus far:
  • Poor (in human capital, in actual capital) Fallcrest’s stretched-thin resources unable to manage much more than a performative security presence at the market.
  • Children being haunted or worse by some malign presence (obviously Unseelie Fey) and nothing done about it.
  • The Dairy Trader and his Sellsword managing their respective roles in bovine unit-moving on the eastern green under the cliffs of The Bluffs.
 
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Starn, sensing Sariel will be quick to investigate, walks in the direction of the children. He picks out one who seems likely to be amenable, and talks to the child, asking him what he's seen. "Did you see what happened to Elijah? Have you seen anything like this here before?"

Intent: Starn is attempting to learn as much as he can from Little Bobby. He will also gently question anyone else who happens to volunteer. What he's hoping to get is some kind of description and a handle on where the bad guys may have gone, a direction or perhaps if they flew away or something even more arcane than that.

Primary Skill: Diplomacy r12 + 5 = 17 vs medium DC(13). Success.

Bobby says the shadows reached out and snatched Elijah. "They came from a long ways away, I could see the mountains, and big trees. It was cold and dark!"

Lief strolls across the green, keeping a polite distance from the southern end where Starn is talking to the children, but walking close enough to get a better look at those strange shadows. He examines his own shadow, compares it, surveys the clouds, and tries to find out just how localized this odd trick of the light is—and whether it's deeper and weirder in a particular spot.


Intent: Locate the epicenter or greatest concentration of unnatural shadows.

Primary Skill: Nature r19 + 3 = 22 vs Hard DC(20). Success.

One oak stands out. Set back among the trees, its base robed in shadow, but the rest is smooth and white as bone. Like driftwood jammed into the ground, it seems to radiate death—the nearby boughs of other oaks are unnaturally bare, their leaves fallen around the stubborn corpse tree in a ring.



Complexity 2 SC, Level 2 (DCs 9/13/20)
Goal (Staged): Investigate the dark influence on the Market Green (i), force it to reveal itself (ii), banish it or destroy it (iii), and save Elijah from its clutches (iv). (iii-iv) being a nested conflict to resolve.
2/6 Successes/0 Failures/0 Hard DC Available/2 Secondary Skills Available/Primary Skill Training exhausted; Diplomacy, Nature
 
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Complexity 2 SC, Level 2 (DCs 9/13/20)
Goal (Staged): Investigate the dark influence on the Market Green (i), force it to reveal itself (ii), banish it or destroy it (iii), and save Elijah from its clutches (iv). (iii-iv) being a nested conflict to resolve.
2/6 Successes/0 Failures/0 Hard DC Available/2 Secondary Skills Available/Primary Skill Training exhausted; Diplomacy, Nature




There is an unnatural cold here that only Sariel can feel. His wintry heritage wells up inside of him, far flung memories from a childhood where his father would take his children on expedition outside of The Vale of the Long Night; "remember, there are forces within you that wish to succumb to this; the slumber of the deep cold." He picks up a handful of snow and lets the accumulated flakes separate and disappear on the wind. "Never let it. Always be vigilant," he says without looking at the handful of children he has taken on this pilgrimage.

Starn gently questions a collection of children who seem particularly skittish while Leif prowls like a wolf on the hunt. Like Sariel, the Snowfang shifter is drawn to the cold...whether that is the body of his people, their secret heart, or Leif's own, unique, internal struggles is a mystery to be learned through time. Leif has something.

There is a voice on the wind. It is dark. It is calling. The tongue is ancient. The voice is cruel...seductive. Lief's ear perks suddenly? Does he hear it? The horse under the rider rears. He controls it but barely.

An ill wind blows across The Market Green. Only the boughs of the secluded tree Leif stares at move; crackling strangely.

It is more cold now than ever.





MEDIUM DC (failure here by anyone using Arcana costs them HP worth 1 x Healing Surge worth of cold damage that they'll carry into combat here if it comes to it...if its a mundane skill and a failure, the group takes -2 penalty forward to Primary Skill Check)
 

Posting for @AbdulAlhazred

STARN recognizes this tree from an illustration in an ancient book he, typical Starn, was reading on the sly because Master Nimozaran had restricted it. When Fallcrest was founded, there were dark deeds done under this tree, best forgotten. Among the humans and the native shifters were 2 lovers. Dark Fey hung the human girl to provoke a war. Later the Eldar nobles and the Markelhays ended the conflict, but the shifters were pushed north by Nerathi settlers in the end.

* Starn Primary Skill Check check to recall the name of the tree, so can practice it on his tongue in order to speak it and weave a word of binding or commanding; r(1) +10 =11. FAILS. Group takes -2 penalty forward to Primary Skill Check.




Complexity 2 SC, Level 2 (DCs 9/13/20)
Goal (Staged): Investigate the dark influence on the Market Green (i), force it to reveal itself (ii), banish it or destroy it (iii), and save Elijah from its clutches (iv). (iii-iv) being a nested conflict to resolve.
2/6 Successes/1 Failures/0 Hard DC Available/2 Secondary Skills Available/Primary Skill Training exhausted; Diplomacy, Nature, History.

Starn does recall the facts of the tree correctly. However, the tree is without name and its history buried to the annals of time for all of Fallcrest's citizenry...that is except for those very few with access to The Septarch's Tower. The tree lost its innocence during this period. The water did not slake its thirst. It no longer reached toward the glorious radiance of the sun. It now fed on...other things.

And it wasn't long before The Unseelie Queen Mab, formerly light of heart but now shadowed forevermore just like the tree, found the broken thing and gave it dread purpose. It now serves as a Dark Feygrove where Unseelie can enter this world during a New Moon.

And...somehow...the tree knows that Starn has uncovered its past, its present. A whisper comes through the void, something terrible beckons for this is no New Moon. The frightened children surrounding Starn become transfixed suddenly...they reach out at tendrils of nothingness with marvel in their eyes...desperately trying to touch it...or catch it.

They are drawn to the tree...nearer and nearer... (1)

Meanwhile, the keen ears of Leif and Sariel can faintly hear a child crying from the upper boughs of the Dark Feygrove Tree. As the wind blows to attempt to steal Elijah's voice from their perceptions, the pair only see a cast shadow briefly, but barely more. (2)





MEDIUM DC for both (1) and (2)

First move takes -2 forward Primary Skill Check as above.
 

Sariel glowers as he sings a winter dirge, his song amplified by his blade that sings a corresponding a melody of its own. The dirge tells of the eternal winter that befalls all those who break the oaths to which they are bound, the strictures all fey place upon themselves in order to maintain a somewhat consistent form. The Court of Winter comes. It is inevitable.

With that the song of the unseelie fey tree stops.

"Eladrin... There is always one of you who comes along to ruin my fun. Exactly how many children does the Ghaele of Winter now have? However many it is too many." It responds.


Mechanics said:
Intent: Get the singing to stop.
Primary Skill Check: Intimidate 7+ 9 -2 = 14

Complexity 2 SC, Level 2 (DCs 9/13/20)
Goal (Staged): Investigate the dark influence on the Market Green (i), force it to reveal itself (ii), banish it or destroy it (iii), and save Elijah from its clutches (iv). (iii-iv) being a nested conflict to resolve.
3/6 Successes/1 Failures/0 Hard DC Available/2 Secondary Skills Available/Primary Skill Training exhausted; Diplomacy, Nature, History, Intimidate.
 

Posting for @Grendel_Khan

LEIF breaks into a run, his ears twitching toward the boy’s cries, charging on all fours as he nears the Dark Feygrove tree. He bounds from branch to branch, higher up the dead thing until he smells fear—Elijah’s sour sweat. Lief closes his eyes and lunges where the boy should be.
Elijah is crying in Lief’s arms, and branches scratch at the boy’s face as they whirl down from tree to tree, and the breath is knocked from him and his knee bangs hard against the ground as they land rolling. But he’s alive and running for his mother. He doesn’t look back.


Intent: Spot the boy and get him away from the tree.

* Secondary Skill: Perception (r2) + 8 = 10 vs Easy DC 9. Success. Spotted Elijah and +2 forward.

* Primary Skill: Athletics r(17) + 6 + 2 +5 PB (Crane's Wings) = 30 vs Medium DC 13. Success.

Complexity 2 SC, Level 2 (DCs 9/13/20)
Goal (Staged): Investigate the dark influence on the Market Green (i), force it to reveal itself (ii), banish it or destroy it (iii), and save Elijah from its clutches (iv). (iii-iv) being a nested conflict to resolve.
4/6 Successes/1 Failures/0 Hard DC Available/1 Secondary Skills Available/Primary Skill Training exhausted; Diplomacy, Nature, History, Intimidate, Athletics




Posting for @AbdulAlhazred

STARN realizes (or at least hopes!) that the tree cannot move, so he moves back about 50 Feet, gets out his Tome, and starts casting his alternate Daily Spell, Rolling Thunder. He can concentrate on this as long as he wants to and keep sizzling the base of the tree! Unless it can move (and if it does it will take additional damage) it is going to be stuck there getting electrified. "Withdraw whence you came unclean spirit! Or perish!"

To the Fallcrest Light Infantry he shouts, "Captain Khuzdul Anvilheart, you and your troops are up. Start some fires!"


* Use Daily Attack Power Rolling Thunder for auto-success, start combat for last success, Thunderball in DFT sq to start combat.

Complexity 2 SC, Level 2 (DCs 9/13/20)
Goal (Staged): Investigate the dark influence on the Market Green (i), force it to reveal itself (ii), banish it or destroy it (iii), and save Elijah from its clutches (iv). (iii-iv) being a nested conflict to resolve.
5/6 Successes/1 Failures/0 Hard DC Available/1 Secondary Skills Available/Primary Skill Training exhausted; Diplomacy, Nature, History, Intimidate, Athletics




The earth crawls and gives birth to a fetid haze that spreads like a sickening pall.

Undead figures manifest from the boughs of the DARK FEYGROVE TREE, swinging as they did before their lives were unjustly taken.

The tree itself, the nexus of the Unseelie's access to Fallcrest? Its trunk...its limbs...its very roots shift, a disgusting viscous sheen covering its bark; so reddish-purple it may as well be black.


CHILDREN ARE RESCUED, ELIJAH IS SAFE, DESTROY THE DARK FEYGROVE TREE AND THE UNSEELIE FEY'S ACCESS TO FALLCREST FOR THE FINAL SUCCESS IN THE SC.

* ILLUMINATION: Full.

* FIRE (orange star): Effect: Any creature that enters or starts its turn in this hindering terrain takes 5 fire damage. You can only take this damage once per turn.

* STARN ROLLING THUNDER THUNDERBALL (white bolt): K10

Effect: You conjure a thunderball in 1 square within each primary target's space. Each thunderball lasts until the end of your next turn. Each thunderball can make a secondary attack.
Opportunity Action: Melee 1
Trigger: A creature moves out of the thunderball's square.
Secondary Target: The triggering creature
Secondary Attack: Intelligence vs. Reflex
Hit: 5 thunder damage.
Sustain Minor: Each thunderball persists.

* CRAWLING EARTH (light blue): Effect: When any living creature starts its turn or ends its movement in a square of crawling earth, it triggers that square and any contiguous squares containing that terrain. The ground rises up and moves 1d4 squares in a random direction (d8 for direction with clockwise representation of direction; eg 1 = north, 2 = northeast, etc), carrying along any creature in that space. The movement is so quick and jarring that a creature in a square of crawling earth must make a saving throw to avoid being knocked prone. This effect can only happen once per turn.

* ANGRY MOB OF PARENTS (brown square bottom left) Effect: As a minor action, once per turn, a character within ClBu5 can incite (Intimidate) or inspire (Diplomacy) the mob, DC 8, to help torch the terrible tree that has accosted their children; Move 4 squares (top right sq is reference point for creatures larger than Medium) and then set fire to 1 adjacent square. If the crowd takes any damage, they will scatter from the Market Green.

* DARKGROVE HAZE (purple squares) Effect: Fields of darkgrove haze are lightly obscured, hindering terrain. Any living creature within a square containing this terrain regains only one-half normal hit points from healing effects. Furthermore, whenever a living creature receives a healing effect while in darkgrove haze, each undead creature within 3 squares of it gains a +2 power bonus to attack rolls until the end of the undead creature's next turn.

* Dark Feygrove Tree (huge, fey magical beast, plant, undead, Controller/Leader, Solo) = HP 120, AC 15, Fortitude 14, Reflex 12, Will 13.

* Hangman's Corpse (medium, natural, animate, undead, summoned, Skirmisher, Minion) = HP 1, AC 15, Fortitude 14, Reflex 13, Will 12.

* Place Characters: @Grendel_Khan , pick your square for Lief, @AbdulAlhazred and @Campbell , choose a square in rows 1 or 2 or columns A or B for Starn and Sariel. You've elected to use the Fallcrest Light Infantry (which will cause the conflict to reward 100 less xp for their usage). They will start in sq B5 (top left for Large creature).

* Initiative:

Lief (L): r(15)+6 = 21
DFT Instinctive Spawn (M): 17
Fallcrest Light Infantry (FLI): r(11) +5 = 16
Starn (T): r(8) +0 = 8
Dark Feygrove Tree (DFT): r(7) +0 = 7
Sariel (A): r(3) +0 = 3




1719417249739.png


ROUND 1




STARN's readings on the historical text of Fallcrest converge with his understanding of such dark matters of the undead and shadowy nexuses.

* (No Action) Monster Knowledge (Runners) Arcana r(19)+10 = 29 [Hard]

Dark Feygrove Tree
Huge fey magical beast (plant, undead)
Level 1 Solo Controller (Leader) XP 500
HP 120; Bloodied 60 Initiative +0
AC 15, Fortitude 14, Reflex 12, Will 13 Perception+8
Speed 5 (forest walk) Vuln 5 Radiant Low-light vision
Saving Throws +5; Action Points 2

Traits
Wilting Presence ✦ Aura 2
If an enemy in the aura spends a healing surge to regain hit points, that enemy regains only half the normal hit points.

Wooden Body
Whenever the tree takes fire damage, it also takes ongoing 5 fire damage (save ends).

Instinctive Spawn
On an initiative of 10+ its initiative check, the tree can use a free action to use spawn hangman's corpse. If the tree is dazed, then that effect ends instead of the tree using spawn hangman's corpse.

Standard Actions
(⚔) Fetid Slam (necrotic) ✦ At-Will
Attack: Melee 3 (one creature); +6 vs. AC
Hit: 1d6 + 5 necrotic damage.

(⚔) Shepherded to Demise (psychic) ✦ At-Will
Effect: Before the attack, the tree slides the target 2 squares
Attack: Melee 3 (one creature); +4 vs. Will
Hit: 2d6 + 3 damage.

Double Attack ✦ At-Will
Effect: The tree uses fetid slam and shepherd to demise.

Root Eruption ✦ Recharge ⚄ ⚅
Attack: Close burst 3 (enemies in the burst); +4 vs. Fort
Hit: 1d6 +5 damage and the target is slowed until the end of the tree's next turn.
Effect: The root eruption creates a zone of difficult terrain (creatures with forest walk are immune) UEoE.

Minor Actions
Spawn Hangman's Corpse (summoning) ✦ At-Will 1/round
Effect: The tree spawns a hangman's corpse in an adjacent square and slides the corpse 1 square. All Hangman's Corpses act on the tree's Instinctive Spawn turn. See below for stat block.

Triggered Actions
Whipping Bough ✦ At-Will
Trigger: An enemy moves without teleporting to a square within 2 squares of the tree.
Attack (Immediate Interrupt): Melee 2 (the triggering enemy); +4 vs. Ref
Hit: 1d8 + 5 damage, and the target falls prone.


Hangman's Corpse
Medium natural animate (undead)
Level 1 Minion Skirmisher (summoned)
HP 1; a missed attack never damages a minion. Initiative +5
AC 15, Fortitude 14, Reflex 13, Will 12 Perception+2
Speed 6 Darkvision
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant

Standard Actions
(⚔) Claw ✦ At-Will
Effect: The corpse can shift 1 square before the attack
Attack: Melee 1 (one creature); +6 vs. AC
Hit: 4 damage.




LIEF remembers his training, bashing at trees in the forest until his hands were pulped. He yells at his friends. "Do I just...hit it?" and thrashes at it before they can answer, then drops into a low stance and winces, waiting for the counterattack.

* Minor: Hunter's Quarry (DFT) +1d6 to damage to an attack until end of my next turn.

* Standard: Crane's Wing attack on DFT. r(15)+5 = 20 vs Fort (14). r(8+2)+5 = 15 Damage.

* Free: Centered Flurry of Blows deals 5 Damage to DFT. Slides it one sq to K11.

* Move: Lion's Den movement technique—not shifting anywhere, gain +1 to power bonus to all defenses until the start of my next turn.

LOCATION: J12
DAMAGE: 20 to DFT
CONDITIONS TO ENEMIES: none
CURRENT HP: 26/26
HEALING SURGES: 9
CURRENT DE/BUFFS: none
AP: 1




INSTINCTIVE SPAWN

A swinging HANGMAN'S CORPSE corpse tumbles down the boughs of the DARK FEYGROVE TREE, gains its footing and picks its way through the meadow green toward Starn the Wizard. In this case, Starn's magical fortifications or his sheer luck holds against the undead assailant, but Starn is left on his heels!

<Does not take Thunderball or any "at beginning of turn effects" at the beginning of Instinctive Spawn>

* Instinctive Action: Spawn Hangman's Corpse (summoning): The tree spawns a hangman's corpse in H9 and slides it 1 sq to G8. All Hangman's Corpses act now.

M (G8)

* Move: 4 sq to E4.

* Standard: Charge to G2 and MBA (Claw, M1) vs Starn AC (eschewing effect): r(13) +4 +1 = 18. Hit. 4 damage to Starn.

LOCATION: G2
DAMAGE: 4 damage to Starn
CONDITIONS TO ENEMIES: na
CURRENT DE/BUFFS: na




As the FALLCREST LIGHT INFANTRY charges forward directly at the tree, brave souls, STARN leaps back from the ravening lolling corpse which is assailing him and dispatches it with a Magic Missile! As the troops approach the tree its branches whip at them, but the Captain directs his men to lock their shields above their heads and they deflect the blows. Unfortunately their momentum is a bit disrupted by the sheer ferocity of the tree, and they're unable to get a fire to take hold with their torches.

FLI

* Standard: Charge to J8...TRIGGERS DFT IMMEDIATE INTERRUPT WILLOUGH BOUGH (TRIGGER; An enemy moves without teleporting to a square within 2 squares of the tree) +4 vs FLI's REF; r(1) +4 = AUTOMISS. FLI MBA Fallcrest Tactics (M1) vs DFT's Ref; r(4) +4 +1 (charge) +2 (CA) = 11. Miss.

T

* Move: Shifts to I1

* Standard: Magic Missile (R20, force, auto-hit) at M (G2); M (G2) SLAIN.

* Minor: Sustain Thunderball.

Fallcrest Light Infantry
LOCATION: J8
DAMAGE: None
CONDITIONS TO ENEMIES: None
HIT POINTS: 27/27
SURGES: N/A
BUFFS/DEBUFFS: None
AP: N/A

Starn
LOCATION: I1
DAMAGE: M (G2) SLAIN
CONDITIONS TO ENEMIES: None
HIT POINTS: 20/24
SURGES: 8/8
BUFFS/DEBUFFS: None
AP: 1




The DARK FEYGROVE TREE, imbued with power from beyond the mortal realm, carries out the malign will of the dark queen of the Unseelie Fey. It lashes at Leif and the Fallcrest Infantry, sending the latter desperately trying to maintain formation as they go tumbling into earth that crawls beneath their very feet! However, maintain their formation the brave infantry does and they give as good as they get in their melee clash with the haunted tree.

Just when things couldn't get any worse, a revolting corpse with noose around neck, slides from the boughs of the dark tree, landing on the ground, eyes of undead fury seeking out prey!


* Minor: Spawn Hangman’s Corpse H10 and slide 1 to G9.

* Standard: Double Attack - Fetid Slam & Shepherd to Denise vs L’s AC and Will; r(15) +6 = 21 and r(9) +4 = 13. Fetid Slam hits L for r(2) +5 = 7 necrotic damage. to L Shepherd to Demise misses.

* Free Action (Action Point for Standard Action): Double Attack - Fetid Slam & Shepherd to Denise vs FLI’s AC and Will; r(4) +6 = 10 and r(19) +4 = 23. Fetid Slam misses FLI. Shepherd to Demise hits for r(3,5) +3 =11/2 (swarm) = 5 psychic damage to FLI and slides 2 sq to J7 and then K7 (into Crawling Earth Hjndering Terrain). TRIGGERS FLI SAVING THROW FOR PRONE IN J7 OPTION; DECLINES SAVING THROW. STARTS TURN IN K7; CRAWLING EARTH.

* Move: Shift 1 sq to J11. TRIGGERS THUNDERBALL OA vs DFT REF; r(7) +7 = 14; Hit. DFT takes 5 Thunder damage.

* End of Turn: DFT adjacent to FLI. DFT takes 4 damage from FLI Swarm Attack (Aura 1) and slide 1 declined.

LOCATION: J11, M spawned (G9)
DAMAGE: 7 necrotic to L and 5 psychic to FLI.
CONDITIONS TO ENEMIES: FLI slid to K7 into hindering terrain; Crawling Earth.
HIT POINTS: 91/120
BUFFS/DEBUFFS: 1/2 Action Points exhausted. DFT takes 4 damage from FLI Swarm Attack (Aura 1).




Winds raise SARIEL aloft. He rushes over and above the impediments that lay between him and unseelie treant before them. His sword sings of the winter to come for all traitors as it crashes into the treant, forcing it back reeling into the Crawling Earth. The winds bind the creature, Sariel's arcane sigil appearing on it's foul body. Just as soon the sigil appears Sariel steps into the feywild and reappears 20 or so feet away from the ensuing melee. He motions to the treant to come and get him.

* Standard Action: Windfury Assault. Fly 6 to H8...TRIGGERS DFT IMMEDIATE INTERRUPT WILLOUGH BOUGH (TRIGGER; An enemy moves without teleporting to a square within 2 squares of the tree) +4 vs A's REF; r(1) +4 = AUTOMISS...Attack with songblade longsword (M1); (r16)+8 = 24 vs AC 15. Hit. r(8)+5 = 13 damage and slide DT to K10 (Hinding Terrain of Thunderball); TRIGGERS FLI SAVING THROW FOR PRONE IN J11 OPTION; DECLINES SAVING THROW. SLIDES TO K10 (THUNDERBALL OCCUPIED).

* Minor Action: Aegis of Ensarement. Mark DT with Aegis of Ensnarement. -2 to all attacks not including Sariel. Subject to immediate interrupt teleport if it attacks anyone not named Sariel.

* Move Action: Fey Step. Teleport 5 to D11.

LOCATION: D11
DAMAGE: 13 to DT at H9
CONDITIONS TO ENEMIES: Aegis of Ensnarement Mark on DT, slide DT to K10 (Thunderball)
HIT POINTS: 31/31
SURGES: 11/11
BUFFS/DEBUFFS: None
AP: 1




DFT = 78/120 1/2 AP exhausted, marked by S (AoE), in Thunderball, in Crawling Earth.

1719512386909.png


ROUND 2




LIEF hisses at his black, puckered wound from the tree, and pulls a grappling hook from his climber's kit. He loops it around a high branch, anchors it to another tree's roots, and runs, yelling, hauling the horrible tree to the ground, bashing and snapping at branches once it's down.

* Minor: Ready grappling hook from Climber's Kit.

* Move: Lion's Den movement technique—shift to K11, gain +1 to power bonus to all defenses until the start of my next turn.

* Standard: Whirling Grapnel Takedown (Single-use Stunt)

Requirement: Climber’s Kit for primary attack. Athletics Med DC (+2 kit) or grant CA UBoYNT; r(15)+7 = 22 vs. DC 13. Success.
Target: One creature; DFT
Attack: +4 +2 (CA) vs Ref. r(8)+6 = 14 vs. 12. Hits.
Hit. 4 damage to DFT and it falls prone.
Secondary Attack: (Unarmed Atk) +5 +2 (CA) vs AC r(17)+7 = 24 vs. 15. Hits.
Hit: 1d8+2 (Unarmed) +1d6 (Hunter's Quarry, last time for encounter) damage. r(5+3)+2 = 10 damage to DFT.

* Free: Centered Flurry of Blows deals 5 Damage to DFT. Slides it one space to L10.

LOCATION: K11
DAMAGE: 19 to DFT
CONDITIONS TO ENEMIES: Prone (DFT) and slid to L10.
CURRENT HP: 19/26
HEALING SURGES: 9
CURRENT DE/BUFFS: none
AP: 1




INSTINCTIVE SPAWN

Another swinging HANGMAN'S CORPSE tumbles down the boughs of the DARK FEYGROVE TREE and gains its footing. The pair sprint through the meadow green and the bonehaze. toward Starn the Wizard, surround him and claw with undead fury at his mortal flesh.

Starn does his wizardly best to deflect the worst of it, but he's surrounded!


<Does not take Thunderball or any "at beginning of turn effects" at the beginning of Instinctive Spawn>

* Instinctive Action: Spawn Hangman's Corpse (summoning): The tree spawns a hangman's corpse in I9 and slides it 1 sq to H8. All Hangman's Corpses act now.

M (G9)

* Move: 5 q to E4.

* Standard: Charge to H1 and MBA (Claw, M1) vs Starn AC (eschewing effect): r(6) +4 +1 (charge) = 11. Miss.

M (H8)

* Move: 4 sq to I4 (circling away fro FLI to avoid OA...undead so immune to Bonehaze).

* Standard: Charge to I2 and MBA (Claw, M1) vs Starn AC (effect; shift 1 sq to J1 before attack): r(14) +4 +1 (charge) +2 (CA) = 12. Hit. 4 damage to Starn.

LOCATION: H1, J1
DAMAGE: 4 damage to Starn
CONDITIONS TO ENEMIES: na
CURRENT DE/BUFFS: na




The FALLCREST LIGHT INFANTRY is nearly taken from its feet as the very earth beneath it shifts and tumbles. The trained unit lean on each other though, finding their footing as the Dark Feygrove Tree, trying to regain its uprightness after Leif’s upturning, tumbles and yaws uncontrollably as a peal of thunder from Starn's Thunderball wracks its dark form!

The Fallcrest Light Infantry regain their ranks, dress their spears and press the attack against the tree, which is able to fend off their blows with its branches, snapping off several of their spears in the process. Nevertheless they remain stalwart!


* Beginning of Turn: TRIGGERS CRAWLING EARTH. r(3) for direction (due east) and r(2) for squares. Crawling Earth now in N8. FLI slides to M7 Darkgrove Haze hindering terrain (TRIGGERS SAVE FOR PRONE OUTSIDE, BUT DECLINES). FLI saving throw vs prone from Crawling Earth effect; r(12) Succeeds. DFT slides to N10 off Thunderball. TRIGGERS THUNDERBALL OA vs DFT REF; r(10) +7 = 17; Hit. DFT takes 5 Thunder damage (BLOODIED). DFT no save vs Crawling Earth effect as already prone.

* Standard: Fallcrest Tactics (M1) vs DFT's Ref; r(3) +6 +2 (CA) = 11. Miss.

* Move: Shifts to M8 occupying DFT's space (swarm).

LOCATION: J8
DAMAGE: None
CONDITIONS TO ENEMIES: Occupy DFT's space (Swarm Attack if DFT ends turn adjacent to FLI)
HIT POINTS: 22/27
SURGES: 1
BUFFS/DEBUFFS: In Crawling Claw and Bonehaze.
AP: N/A




STARN scrambles away from the thicket of zombified corpses, defending himself as best he can as he does. Once free, he raises his Tome toward the Dark Feygrove Tree, says the arcane words of power, and compels a radiant orb through the air, slamming into the undead plant creature and staggering it!

* Move: 6 sq to M5. TRIGGERS OPPORTUNITY ATTACK CLAW (M1) FROM M (H1) AND M (J1); r(1) and r(9) +6 +2 (CA) = AUTOMISS AND 17. ONE HIT. 4 DAMAGE TO STARN.

* Standard: Color Orb (R10, radiant) vs DFT's Will; r(16) +7 = 23. Hits (despite +2 defenses vs ranged due to prone). r(1) +6 +5 (vuln radiant) = 12 radiant damage and DFT is dazed UtEoTNT.

* Minor: Sustain Thunderball.

LOCATION: M5
DAMAGE: 12 radiant to DFT.
CONDITIONS TO ENEMIES: DFT dazed UtEoTNT.
HIT POINTS: 15/27
SURGES: 8/8
BUFFS/DEBUFFS: na
AP: 1/1




Staggered from Starn's radiant orb, the upended DARK FEYGROVE TREE, continues heedless of the seeming inevitable fate before it. The dark queen of the Unseelie Fey compels it to lash at the earth, calling upon it to erupt beneath the feet of Leif and the Fallcrest Light Infantry! Leif manages to keep his feet (barely) with the aid of Sariel's defensive enchantments, but the infantry are forced to scatter like sticks in the wind, losing the integrity of formation!

Suddenly, space folds around the haunted tree as the Sariel's arcane aegis teleports the toppled tree next to him and the eladrin and the tree engage in a furious melee exchange.


* Starts Turn; dazed (single action)

* Standard: Root Eruption (CBu3, enemies) vs L's and FLI's Fort; r(12, 13) +4 -2 (marked by A)= 14, 15. Miss L (due to Lion's Den), hits FLI. r(3) +5 +5 (vuln close attack) = 13 damage to FLI (BLOODIED); TRIGGERS BREAK FORMATION. THE INFANTRY LOSES SWARM/SKIRMISHER KEYWORD, LOSES SWARM ATTACK AURA AND SWARM TRAIT, LOSES FALLCREST TACTICS, AND SPLITS INTO TWO MEDIUM MINIONS (L7 AND M7 SQUARES; WHITE "M") AND GAINS THE BELOW MBA:

(⚔) Spear (weapon)
✦ At-Will
Effect: Before the attack, the infantry shifts up to 2 squares.
Attack: Melee 1 (one creature); +6 vs. AC
Hit: 3 damage, or 4 damage if the target is granting combat advantage to the infantry.

...Continued...and FLI M's (L7 and M7) are slowed UEoDTNT. Effect: The root eruption creates a zone of difficult terrain (creatures with forest walk are immune) UEoE; dark brown outline. TRIGGERS A's AEGIS OF ENSNAREMENT. TELEPORT DFT TO G13 INTO HINDERING TERRAIN OF FIRE. TRIGGERS DFT SAVING THROW FOR PRONE IN G12; r(11) +5 = 16. SUCCESS. DFT (ALREADY PRIOR PRONE) IN G12.

* Free Action (Action Point for Standard Action): Double Attack - Fetid Slam & Shepherd to Denise vs A’s AC and Will; r(20) +6 = 10 and r(7) +4 = 11. Fetid Slam Crits for 11necrotic damage to A and Shepherd to Demise misses.

LOCATION: G12
DAMAGE: 11necrotic damage to A, 13 damage to FLI triggering BLOODIED and fracturing into a pair of Minions (L7 and M7; white "Ms")
CONDITIONS TO ENEMIES: Leif and M (L7, M7) in Root Eruption Zone (difficult terrain UEoE).
HIT POINTS: 42/120
BUFFS/DEBUFFS: 2/2 Action Points exhausted, prone, Root Eruption on cooldown.




SARIEL strikes at the Dark Fey Tree, but where it expects a strike from his right hand it instead comes from the left. The dark treant's mind reels, unsure of where any strike may come.

* Standard Action: Fox's Feint versus DFT. r16 + 8 + 2 (CA) = 26 vs AC 15. r6+5 = 11 physical damage. UEoYNT CA granted by DFT gives +4 bonus to attack instead of +2.

LOCATION: D11
DAMAGE: 11 physical damage to DFT
CONDITIONS TO ENEMIES: UEoYNT CA granted by DFT gives +4 bonus to attack instead of +2
HIT POINTS: 20/31
SURGES: 11/11
AP: 1




As he scans for where the tree reappeared, LIEF sees the crowd scrambling away from the strange melee—including the dairy trader, wrangling his animals off the green. "Mine," Lief spits in the Mogul's primordial tongue, marking his target out of habit. He turns to the tree, vaults from the erupted dirt with a flying kick and tries to snap the damn thing in half already, or at least force it into the nearby fire.
The tree bursts into flames, burning to cinders far too quickly, a supernatural scream coming from somewhere beyond this world.


* Minor: Stow grappling hook in Climber's Kit.

* Move: Crane's Wing movement technique—Athletics r(7)+6+5 = 18/5 = 4 spaces. Jump to H11.

* Standard: Crane's Wing attack on DFT, with CA+4. r(8)+5+4 (CA) = 17 vs Fort (14). Hit. r(4)+5 = 9 Damage.

* Free: Centered Flurry of Blows deals 5 Damage to DFT. Slides it one space up, to G13 into Fire Hindering Terrain; TRIGGERS SAVING THROW FOR (ALREADY PRONE) REMAINING IN G12; r(20) +5. SUCCEEDS. DFT STAYS (ALREADY PRONE) IN G12.

*Action Point for Standard: Drunken Monkey attack on DFT, with CA+4. r(5)+5+4 = 14 vs Will (13). Hit. r(7)+5 = 12 Damage. Slide DFT to G13. TRIGGERS SAVING THROW TO AVOID GOING INTO HINDERING TERRAIN; DFT r(2)+5 to save. Fails. It slides and takes 5 fire damage and 5 OG Fire damage (SE). DFT SLAIN.

LOCATION: H11
DAMAGE: 31 to DFT. DFT SLAIN.
CONDITIONS TO ENEMIES: na
CURRENT HP: 19/26
HEALING SURGES: 9
CURRENT DE/BUFFS: none
AP: 1




INSTINCTIVE SPAWN

As before, the pair of HANGMAN'S CORPSEs circle Starn the Wizard like a pair of wolves on the hunt. They stalk in and the exchange is particularly violent, desperate. Starn is in a fight for his life!

* Instinctive Action: Clears Dazed condition. No spawn. All Hangman's Corpses act now.

M (H1)

* Standard: Charge to L5 (immune to Bonehaze) and MBA (Claw, M1) vs Starn AC (eschewing effect): r(15) +4 +1 (charge) = 11. 4 damage to T (BLOODIED).

M (J1)

* Move: 6 sq to P3.

* Standard: Charge to N5 and MBA (Claw, M1) vs Starn AC (effect; shift 1 sq to J1 before attack): r(8) +4 +1 (charge) +2 (CA) = 15. Hit. 4 damage to T.

LOCATION: L5, N5
DAMAGE: 8 damage to Starn (BLOODIED).
CONDITIONS TO ENEMIES: na
CURRENT DE/BUFFS: na




THAT IS A WRAP FOR THIS COMBAT. DFT SLAIN. NO THREAT OF FURTHER PERIL TO THE PCS OR FALLCREST LIGHT INFANTRY.

The gathered parents of the terrified children fall to the ground when the terrible scream from beyond this world erupts from the remnant cinders of the Dark Feygrove Tree, the conflagration coming and going in barely more than an instant. However, once they realize that victory is at hand and their children are safe, they all exalt in unison, taking turns heartily thanking the brave Fallcrest Light Infantry for their hand in the matter! Unsure of what to make of Leif, Sariel, and Starn, they keep their distance. However, the children are less inclined. Any hero that is available to them, they mob with affection and adulation.

Lief deflects any attention coming his way to the clearly more impressive Sariel, and the far more battle-scarred Starn. Smiling, clapping for them, he slips away into the treeline.
 
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