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

Starn, seeing the demise of the tree, quickly forces the spirits animating the hanged corpse minions back to the Feydark realm they hail from. With their dark master gone, they offer little resistance.

XP/LOOT/BOOKKEEPIG

* Combat and Skill Challenge (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.) resolved.

Comp 2, Level 2 SC = 250/3 = 83 xp apiece
Combat = 500 - 100 (FLI) = 400/3 = 133 xp apiece

249 xp apiece


* One PC earns a level 2 magic item. Describe it.

* 80 coin.

* Take a Short Rest. The Fallcrest Light Infantry barely makes it out of the conflict alive and return to their Swarm, Standard status. Their dwarven leader, Captain Khuzdul Anvilheart, clasps hands or smacks shoulders with each member of the unit; "job well done."

* Earn a Milestone. Each PC gains an Action Point.

SHORT REST

Starn uses 3 HS to recover to full HP, 3 of 8 expended.
Sariel expends 2 HS, and Lief uses 1 HS, bringing him to 25/26 HP.

Sariel Minor Quest - RESOLVED
With the help of Starn's knowledge of mortal politics, search for signs of unseelie influence in Fallcrest. 100 xp/3 = 33 xp apiece. (Included in total above).
 
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@Grendel_Khan , you've expressed you want to stalk and slay the sellsword and the dairy trader. See below.

The moment the violent, supernatural conflict with the tree and its undeadspawn resolves, LEIF rushes off, trailing the distant sellsword rider and ranch-hands/dogs as they corral the dairy trader's cattle. Over his shoulder he tells his companions that he'll catch up with them at The Septarch's Tower.

The caravan is trailing the dairy trader himself who is on his own horse and heading due northeast straight to the pack animal trail that switches back all the way up the eight meter crag of The Bluffs to Fallcrest's Hightown district. No doubt they head to the large estate that looms large over the cliff face. It must be debt collection day to the self-styled “lord” Armos Kamroth, a wealthy landowner who collects rents from scores of farmers and herders living in the countryside nearby. The dairy trader is surely heading there to settle affairs with "lord" Kamroth and give of his weekly earnings.

Leif knows there are three courses he could chart in this chase across the open meadow, nearly fully bereft of obstacles/cover to hide behind for very long, to get ahead of them before they find the security of Kamroth Estate for the evening
:

* (1) Try to get ahead of them by scaling the dangerous crags of the Bluffs themselves. Short route, but difficult and dangerous; Complexity 1 SC, Level +3 (so level 4 with DCs of 10/14). Injury, being spotted, being caught-out in a bad situation with the sellsword (Standard + a few Minion ranch-hands) would be in play.

* (2) Journey through The Catacombs; crypts for Fallcrest's folk that are cut into the very limestone of The Bluffs themselves. There are mausoleums and family burials that connect to Hightown, but (a) it is labyrinthine and (b) you might run into mourning families or possibly even crypt guardians or wandering undead! Complexity 2 SC, Level +2 (so level 3 with DCs of 9/13/21 and one Hard DC available to me).

Alternatively,

* (3) You could just chase them down with speed and discretion and initiate a combat before they get to the switchbacks of The Bluffs; Stealth move vs DC 16 = earn a Surprise Round vs the mounted Standard Skirmisher of the Sellsword + 2 x Minion ranch-hands (Brutes) and cattle as terrain elements.

Let me know your choice here (on Discord) or if you have an alternative and we'll firm things up.

Reply from @Grendel_Khan :

Enticing as it would be to simply rush them and fight it out ASAP (option 3), Lief knows the Elect are up to something at Kamroth Estate, and doesn't want to tip them off, if possible. So he'd like to try to make this look like an accident—not in any fancy way, but if he can scale the crags and ambush them while they're making their ascent, maybe he can toss their bodies and such off the edge.So he's gonna gamble, and go for option 1.

Complexity 1 SC, Level 4 (DCs 10/14)
Goal (Staged): Stealthily scale the crag of The Bluffs and ambush the dairy trader caravan as they ascend the pack animal trail.
0/4 Successes/0 Failures/0 Hard DC Available/1 Secondary Skills Available/Primary Skill Training exhausted;

Two routes to choose from at ground level:

* There is shorter route, but it entails a section that is a brutal, crimpy, body-tensioney climb of a 30 degree wall that will test Leif's fingers to their limits. However, it will empty him out on the pack animal trail, well ahead of the caravan and out of sight of any Kamroth Estate lookouts. This route is more about pain threshold, endurance, and technique (Endurance, Climber's Kit bonus applies except for Endurance in this case, Further if you Secondary Skill Athletics here you can carry your Crane's Wings Athletics +5 bonus to this Primary Skill check as you can bypass the early sections of the climb with a leap). There are no HARD DCs available in the challenge by default, but Leif can go this route to gain 2 x Successes if he risks the HARD DC (which would be 21).

Failure here would mean serious strain and suffering of his hands, a -2 penalty forward to his inevitable ATK check to slay the caravan or a -2 penalty to hit in Round 1 of combat if it comes to that.

* The alternative route is a simple vertical ascent with a hard traverse left to get ahead of the trail. However, this route has no native cover or concealment so he's going to have to pick his moments to move vertically and horizontally. Its also longer and slower and this is a race. He can't afford to set gear (so no Climber's Kit bonus). He'd need to pass both a Stealth and Athletics (Crane's Wings would not grant bonus here due to height and dynamics of climb) Primary Skill check vs MEDIUM DC to empty him out above the caravan and out of sight of Kamroth Estate.

Failure here at Stealth means an issue with Kamroth Estate/The Elect (reinforcing the caravan), failure at Athletics means an encounter with the ranch-hands while Leif is in a precarious position.




@Campbell

The material split-second in which the Feygrove Crossing to the domain of The Unseeling Fey is obliterated by the tree's demise stretches out in Sariel's mind for considerably longer. The scream that everyone else hears is not what Sariel hears. Instead, Sariel hears the cold, seductive voice of the Queen of the Unseelie Fey.

"Hear me SARIEL, SON OF THE GHALE OF WINTER; COUNCIL OF MITHRENDAIN. I know why your brother has courted this treacherous partner. Something bedevils him. Something that is the spawn of your father's deep past that he has kept hidden for centuries and more. A Bralani Wintersoul, an eladrin of the Winter Court whose name is nearly lost to time, was his first love and he hers. Their separate paths led to a parting that she has never gotten over. For all these years she has suffered a heart so thoroughly broken that malice has festered and fully blossomed. Little other emotion dare tread there now.

She has seduced your brother, an easy enough target, and a sympathetic one, given your father's like of investment and the poor boy (this last bit is laid on very thick)."


* What do you do? Do her words ring true and you believe her (1)? Do you know she is lying and want to pinpoint (describe it if successful) the evidence of her prevarication and point it out to her (2 - Insight vs Medium DC 15 to begin a very difficult Complexity 2 SC, Level +4 SC vs the dark, canny Queen of the Unseelie)? Do you end this temporal dilating connection with the Archfey with a word and your will (3)?

If (1), then vignette a very brief, back-and-forth conversation with her in this split-second in time.

If (2) then we begin a conflict with that opening move (its Complexity 2, so that means I have 1 x Hard DC of 22 to deploy at my discretion); make that move now.

If (3), then describe Sariel's shunting of the connection and I'll cut to Sariel, Starn, the Frankenrunner, and the Fallcrest Light Infantry at the base of The Septarch's Tower with the key given from Lady Markelhay.
 
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LIEF

Loping fast, surrendered to pure predator instinct, Lief hurls himself up and against the Bluffs. He digs his claws into fissures. Snarls when one claw splits like a dried corn husk. As he climbs he fills his mind with the trader's smug face and the mildew stink of the sellsword. Lief plays out the ritual he'll obviously conduct for a prey offering to the Mogul—the symbols he'll carve into them, the words he'll hiss into the fire and the sky—before remembering he doesn't do that.

The Mogul's hot breath against his neck: Wouldn't it feel good, though?



Taking the shorter, harder route.

*Secondary Skill: Athletics r(8)+6 = 14 vs DC 10 to use Crane's Wings for +5 bonus to Endurance roll. Success.

*Primary Skill: Endurance with +7 from Secondary success, +2 for Climber's Kit. r(17)+2+7+2 = 28 vs DC 21. Success (x2 against Hard DC).






Complexity 1 SC, Level 4 (DCs 10/14)
Goal (Staged): Stealthily scale the crag of The Bluffs and ambush the dairy trader caravan as they ascend the pack animal trail.
2/4 Successes/0 Failures/0 Hard DC Available/0 Secondary Skills Available/Primary Skill Training exhausted; Endurance




LIEF traverses the final sequence and lights down on the narrow donkey trail. A look toward the ascent and the dairy trader on his horse is interceded by the mournful visage of the stag who stands between Leif and his prey. Why? Before that fragment of a thought can even fully materialize, the phantom totem dissipates and the clippety-clop of the trader's horse disappears around the bend. (1)

A look back toward the descent and the even narrower, crumbling and precarious trail the sellsword and the hands navigate with the trader's cattle. Again, the stag's drooping eyes stare at Lief. Again it disappears. (2)

  • A simple Stealth vs MEDIUM DC will slay the trader and drop his body from his horse and the trail. Failure will mean the dark deed is done, but the horse gets out of hand, whinnying loudly and bucking.
  • There is little need for Stealth on the descent down the trail...or even really the prospect of it it given that its fully unobscured, unbelievably narrow, and the prey would be coming directly toward Leif. However...if he could nimbly get around the sharp dogleg right that hugs the bluff, he could frighten animals by his abrupt appearance, which would surely sweep the lot of the caravan from from the cliff...
Also, there is an overhang above this section of the narrow trail down that intermittently spills rocks. That plus the number of snaking fissures show the section looks like it might cleave right off onto the descending donkey trail with some sabotaging effort!

What do you do?




Lief waits just off the trail, laying flat among the rocks and scrub. He's smiling when he leaps over the horse, carrying the trader with him to the ground. "For the boy," he says—later he'll wonder if he spoke the primordial tongue or something the man would know—and kills him too quickly, takes his cloak and his coin purse and carries him, too gently, to the bluff's edge. Lief drops the body and wants to watch it land, but he feels the stag's eyes on his back. "What!" he hisses, wheeling. There's nothing there.

*Primary Skill: Stealth r(9)+11 = 20 vs DC 14. Success.

Has Lief's blood cooled? Hard to know. But he won't kill those hands—they didn't order the boy killed or cut him down. Lief hasn't claimed them.

He walks down the donkey trail wearing the dead man's cloak until he can see the rest of the caravan coming up. He stands in shadow, and when the draw nearer he calls out quietly. "I beg your pardon, sirs. No need for alarm. This is a robbery," he points at the sellsword. "I want his sword, and the arm that uses it. Nothing more. Nothing less."




Complexity 1 SC, Level 4 (DCs 10/14)
Goal (Staged): Stealthily scale the crag of The Bluffs and ambush the dairy trader caravan as they ascend the pack animal trail.
3/4 Successes/0 Failures/0 Hard DC Available/0 Secondary Skills Available/Primary Skill Training exhausted; Endurance, Stealth



The sellsword pauses, leans in and squints to try to foil the sun’s glare to get a good look at whoever is bold enough to stage this assault. He half-cranes his head to assess the faces of the hands, but thinks again, given that even a twist of his body to that degree might unhorse him…to his death on this narrow trail.

He wraps the reins around his hand, draws his blade, and signals the horse to charge up the trail that barely accommodates the beast…

  • Given the dynamics here, the most important thing is either (a) controlling the horse (Nature to abruptly stop and spill the rider) or (b) managing not to be swept from this cliff due to the charge while pulling the rider from the horse to execute your dark deed (Acrobatics).
They’re both MEDIUM DC (all I have) It sounds like (b) is what you have in mind? Success and you do it; narrate the scene’s resolution.

Failure and it’s severe. You’re swept from the trail to a lower section of the switchback; take a Healing Surge worth of damage that you won’t recover until after the next combat and roll +4 vs your Fort for a Hip Injury (Disease). The situation-state will also change pretty significantly as the rider will get to Kamroth Estate and we’ll put this SC on pause for later when you can pursue it




LIEF closes his eyes. He imagines the horse's blood scalding his hands as it tramples him. He sees himself toppling off the bluff in an embrace with the sellsword. He hears the hooves thundering. He sees this man's widow, looking just like Renne's, crying over an empty coffin.

He opens his eyes and kills the charging sellsword. Leaves whatever money he might have on him for the now out-of-work hands, but takes his sword. Throws it off the edge to shatter on the rocks below. Lief walks up the trail, out of view, before beginning his climb down the crags.

"Shut up," he says to the stag, wherever it is.


*Primary Skill: Acrobatics r(12)+11 = 23 vs DC 14. Success.



Complexity 1 SC, Level 4 (DCs 10/14)
Goal (Staged): Stealthily scale the crag of The Bluffs and ambush the dairy trader caravan as they ascend the pack animal trail.
4/4 Successes/0 Failures/0 Hard DC Available/0 Secondary Skills Available/Primary Skill Training exhausted; Endurance, Stealth, Acrobatics
 
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Complexity 1 SC, Level 4 (DCs 10/14) RESOLVED
Goal (Staged):
Stealthily scale the crag of The Bluffs and ambush the dairy trader caravan as they ascend the pack animal trail.

XP/LOOT


* Skill Challenge 175/3 += 58 xp apiece.

* Lief Minor Quest (confront dairy trader and sellsword) Completed 100/3 = 33 xp apiece.

* 50 coin.




Meanwhile...as Leif is off on his conflict with the trader & the sellsword and Sariel is "lost" in his time dilated spiritual confrontation with Queen Mab, Archfey of the Unseelie (pending), Starn (per @AbdulAlhazred )...

As STARN watches Leif run off after the Dairyman he's been eyeing, and noting Sariel's distant look, he turns to Captain Anvilheart and asks brightly "Everyone in the squad is OK?" Anvilheart responds with a grin in the affirmative.

The two of them then collect the troops and set off towards the Septarchs' Tower. The Captain remarking "must be a bit strange looking down from that tower -glancing up at visible upper stories - at all this, and living with wizards and all. My brother-in-law did some stonework up there in the Old Days, before the Septarchs left. That Nimozaran, he was but a 'prentice back then. Normal enough seeming fellow back in those days. Pardon, do you think studying the arts too deeply changes a man? Even some of the dwarven stone mages, like my cousin, they get an odd look in the eyes with time."

Starn considers his words before responding carefully "well, Nimozaran is certainly a bit of an odd fellow. The last couple of years he's seemed quite preoccupied with something. Muttering about Pelor's Plan or something. The old Septarchs held mostly to veneration of Ioun so far as I know. Master merely told me that my part is yet to come, but I know not what was meant by that."

After walking a few minutes in silence Anvilheart says "Aye, we dwarves nowadays try to steer clear of the plots and plans of the High Ones. None can say where they may lead. Rumor is that the Great Forge of Moradin is lit again, and his priests grid themselves for war. Against whom? They will not say."





Complexity 3 SC, Level 2 (DCs 9/13/20)
Goal (Staged): Gain entrance to The Septarch's Tower Clockwork Platform to ascend to the forbidden upper levels (Success 3), configure the platform to reach Nimozaran the Green's Penthouse Chambers and make the transit (Success 7), resolve the conflict at The Core of Septarch's Tower (Success 8).
0/8 Successes/0 Failures/2 Hard DC Available/3 Secondary Skills Available/2 +1 (see below) Advantages Available/Primary Skill Training exhausted;

ADVANTAGE USES


* Wager an Advantage on a High DC for 2 x successes.

* Spend an Advantage to step down a Medium DC Primary Skill Check to the Low DC.

* Refresh a Primary Skill Training.

* @AbdulAlhazred , Starn gains 1 extra Advantage (the +1 above) for this challenge in its entirety that only he can use; either (a) the gifted key or (b) his passing knowledge of the lower levels of the tower or (c) his knowledge of his master Nimozaran the Green. Describe it when you use it. Along with the above, three usages, you can also use it to step down the action economy of a Primary Skill in a combat-nested Skill Challenge (from a Standard to a Move, from a Move to a Minor, from a Minor to a Free).


With his two companions embroiled in their separate affairs, thus a bit behind this main host, Starn and company arrive at his former home; The Septarch's Tower. The pale green stone of the structure glimmers in the sunlight as it stretches skyward. From the outside it looks like a nearly solid block of stone, impenetrable from the outside, therefore "sack-proof" from the Bloodspear War hordes that decimated so much of Nentir Vale ninety yaers ago. However, Starn knows the truth. Illusions spells veil windows openings and doors far above while obscuring external guardians. Powerful transmutations allow the tower to reconfigure in a pinch (its still not clear how this happens...or who actually does this...is it the master of the tower...is it automated?).

The dwarven captain looks on as Starn approaches the stairwell up to a smooth block wall that betrays no evidence of either door or keyhole. But, like Lady Markelhay, Starn knows...

The wizard pulls the key from his pouch and deftly inserts it into the invisible lock. His attempt to turn the key is rebuffed and the keyhole forcefully ejects the key, dislodging it from his hand leading to a clang of iron on stone as it trickles down a trio of stair treads.

<ACCESS DENIED>

...comes an odd, robotic voice from the door/wall...something.

<APPRENTICE STARN, YOU SHOULD NOT BE HERE, GET BACK TO YOUR STASIS CHAMBER IMMEDIATELY>

...says the same robotic voice.





What do you do Starn?

* Do you compel the door top open with your wizardry infusing the key? HARD DC w/ the risk of activating the tower's defenses on a failure.

* Do you perhaps stall a bit, waiting for your companions to arrive? Try to get a read on this voice/this newly-minted security apparatus; like Insight or some kind of parley move (Diplomacy, Intimidate)? MEDIUM DC with penalty of -2 forward to next Primary Skill on failure.

* Do you draw upon your historical knowledge of this place for an alternative way in? HARD DC w/ the risk of failure being that I'm adding another Hard DC to the challenge.

* Something else (we'll discuss)?
 
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Hmmmph! Whatever you are you won't keep me out of my place, thinks Starn. Returning to where he left the troops a few meters away, Starn rather theatrically states "Well I guess it's locked up tight, Captain! Let's return the lady's key."

The group moves off out of sight of the main doors and Starn says to the Captain "I think I have a plan... You and the men, let me prepare a bit and then I'll have you return to the door and make a bit of fuss. Meanwhile I will see if I can gain entrance via a certain less known entrance."

Starn then finds a convenient spot and makes his preparations. First he quickly pens a 'decree' ostensibly from Lord Markelhay declaring the tower City Property based on apparent vacancy and lack of proper tax payments. He gives the paper to Anvilheart and instructs him to take it back to the door and "make a fuss." But wait a few minutes until my other preparations are complete!

Starn then casts Traveller's Camouflage on himself and the Frankenrunner. As he finishes he says to Anvilheart"Go now and take your time."

Then muttering to himself about how that worthless halfling (Nimozaran 's previous apprentice) might have been incompetent but he's finally useful, proceeds around to a postern door in which said halfling installed a pet door for his pet pig, rooter.

Starn uses the Traveller's Camouflage ritual to get into the tower, 15gp worth of ingredients consumed. That's 1 automatic success. He and the Frankenrunner appear as Nimozaran's old apprentice, Tobolar Quickfoot, and Tobolar's pig rooter. I am now inside, in a lower floor servant's area.


Complexity 3 SC, Level 2 (DCs 9/13/20)
Goal (Staged): Gain entrance to The Septarch's Tower Clockwork Platform to ascend to the forbidden upper levels (Success 3), configure the platform to reach Nimozaran the Green's Penthouse Chambers and make the transit (Success 7), resolve the conflict at The Core of Septarch's Tower (Success 8).
1/8 Successes/0 Failures/2 Hard DC Available/0 Secondary Skills Available/2 +1 (see below) Advantages Available/Primary Skill Training exhausted NONE;
 

Complexity 3 SC, Level 2 (DCs 9/13/20)
Goal (Staged): Gain entrance to The Septarch's Tower Clockwork Platform to ascend to the forbidden upper levels (Success 3), configure the platform to reach Nimozaran the Green's Penthouse Chambers and make the transit (Success 7), resolve the conflict at The Core of Septarch's Tower (Success 8).
1/8 Successes/0 Failures/2 Hard DC Available/3 Secondary Skills Available/2 +1 (see below) Advantages Available/Primary Skill Training exhausted; None




The rear mudroom leads to the storeroom where dried goods and sundries adorn shelves and are stacked on the floor. A locked cellar leads to a coldroom for foodstuffs.

There is no sign of servants, not a humming voice nor verbal exchange nor patter of feet, and for enough time for a layer of dust to accrue.

The long hall of the servants' wing features the kitchen and several unoccupied quarters. A stairwell off that long hall rises sharply to a landing that looks out onto the antechamber like a mezzanine. A noisy, wrought-iron framed and wooden tread spiral stair is cut in the middle of the landing and that leads down to the floor of the antechamber. Across the way, too far away for a room that should be much smaller than the antechamber actually is, is the double door that leads to the front facade of the tower.

Standing vigil in the center of the chamber is a huge iron statue that Starn knows will come alive if the tower's defenses are activated. Under normal circumstances it would never activate on Starn's presence...but now?...

Further, above it lighting the antechamber is a hanging fixture that features candles which will animate per an Animate Object spell should intruders be detected.





What do you do Starn? HARD DC.

How do you handle this and open the door to let your allies in (automatic - no obstacle from the inside)? Failure here obviously starts a combat (which you can get to the other side of the map and spend a Minor Action to open the doors to let your allies roll initiative and get enter the fray).
 
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UPDATES SARIEL

* One PC earns a level 2 magic item. Describe it.

The elder member of Fallcrest Infantry nearly lost his life in the battle with the Dark Feygrove Tree. The old man staggers over to Sariel as he unfastens his leather jerkin and pulls it over his head. "My fighting dies are over...long past me in fact. I wore this through many-a-battle in defense of Fallcrest. It was gifted to me decades ago by a Wizard whose life I saved. I'd like to pass it on to you now young man, as you done the same for me today."

SARIEL accepts the gift, nods to the man graciously and gives him thanks in both an elven tongue and in common. The old man leaves the field of battle to retire in a peaceful trade (as he should have done long ago).


Hero's Armor Level 2+ Uncommon
This shirt of sturdy leather fortifies those who take bold action in battle.
Lvl 2 +1 520 gp

Property
When you spend an action point to take an extra action, you also gain a +2 bonus to all defenses until the end of your next turn.

Power ✦ Daily (Free Action)
Trigger: You spend an action point.
Effect: You forgo the bonus to all defenses granted by the armor's property. Instead, an ally within 5 squares of you uses his or her second wind as a free action.

The material split-second in which the Feygrove Crossing to the domain of The Unseeling Fey is obliterated by the tree's demise stretches out in Sariel's mind for considerably longer. The scream that everyone else hears is not what Sariel hears. Instead, Sariel hears the cold, seductive voice of the Queen of the Unseelie Fey.

"Hear me SARIEL, SON OF THE GHALE OF WINTER; COUNCIL OF MITHRENDAIN. I know why your brother has courted this treacherous partner. Something bedevils him. Something that is the spawn of your father's deep past that he has kept hidden for centuries and more. A Bralani Wintersoul, an eladrin of the Winter Court whose name is nearly lost to time, was his first love and he hers. Their separate paths led to a parting that she has never gotten over. For all these years she has suffered a heart so thoroughly broken that malice has festered and fully blossomed. Little other emotion dare tread there now.

She has seduced your brother, an easy enough target, and a sympathetic one, given your father's like of investment and the poor boy (this last bit is laid on very thick)."


* What do you do? Do her words ring true and you believe her (1)? Do you know she is lying and want to pinpoint (describe it if successful) the evidence of her prevarication and point it out to her (2 - Insight vs Medium DC 15 to begin a very difficult Complexity 2 SC, Level +4 SC vs the dark, canny Queen of the Unseelie)? Do you end this temporal dilating connection with the Archfey with a word and your will (3)?

If (1), then vignette a very brief, back-and-forth conversation with her in this split-second in time.

If (2) then we begin a conflict with that opening move (its Complexity 2, so that means I have 1 x Hard DC of 22 to deploy at my discretion); make that move now.

If (3), then describe Sariel's shunting of the connection and I'll cut to Sariel, Starn, the Frankenrunner, and the Fallcrest Light Infantry at the base of The Septarch's Tower with the key given from Lady Markelhay.

Option 3 chosen.

Whether the dark Archfey is telling the truth or not is of no concern at the moment and SARIEL understands that her phantasms of the mind are beyond his scrutiny and understanding. Better to banish her words and twisted presence from his mind and learn the truth of things from the very lips of his own kin.

And so he does. Employing an inverted version of the meditative trance of his people, he shunts Queen Mab from his mind with a fortress of peace, the sound of a prevailing wintry wind the backdrop.

He double times it to rendezvous with Starn, Leif, and the Fallcrest soldiers at the foot of The Septarch's Tower.





@AbdulAlhazred 's move to deal with the obstacle directly above:

STARN's plan/intent:

* Starn thinks that, if he can access the back of the construct there's a shut off he can trigger with Arcana. His plan, as he envisages it, would be to have Rooter come down the stairs and scamper over to a spot nearby such that when the statue moves to confront it Starn will be able to access it from behind and turn it off, using Mage Hand. As for the candles, he thinks those are a much less serious problem and can be handled via a shot of Beguiling Strands or something like that.

GM consequence-space

* If this goes off, go ahead and narrate your resolution of the situation per your intent. If this goes south and it generates a failure into combat, the advantage I'll give you for the fiction of Mage Hand is that (a) I'll let you pick a square at range 5 rather than being nearer and (b) it will also be within 11 squares of the door such that a Move Action + Mage Hand (Range 5) as Minor Action will let you open the front door to allow your allies to enter the fray.

RESOLUTION

* Secondary Skill Check Arcana (Monster Knowledge Construct) to deploy Frankenrunner, now Rooter (!), as a particular distraction unique to Constructs/Homunculus as a setup vs Easy DC 9; 12 Arcana = Autosuccess for +2 forward to Primary Skill Check Arcana.

* Primary Skill Check Arcana (Mage Hand and Beguiling Strands combo) with +2 from SS above vs Hard DC 20. r(11) +12 +2 (circumstance) = 25. Success.

STARN knows that the tower security construct has a cutoff in the back. So he will deploy his Runner (hereafter dubbed 'Rooter') down the stairs and have it move to a nearby position such that the statue will leave it's back to Starn. Rooter moves to the left, and the statue goes into motion, moving towards it and exposing its rear to Starn, who quickly employs Mage Hand to snatch the animating charm from the statue's back! The statue grinds to a halt, and Starn freezes, noting that the candles are stirring. He shouts at them, "here!" As they swarm in his direction he blankets them all with a Beguiling Strands, downing the lot of them.

Afterwards, he opens the double front doors which denied access prior. Leif, Sariel, and the Fallcrest Infantry cross the threshold of the tower and survey the murky antechamber, smoldering candles guttering on the floor or their wax bases embedded awkwardly in the walls.





Complexity 3 SC, Level 2 (DCs 9/13/20)
Goal (Staged): Gain entrance to The Septarch's Tower Clockwork Platform to ascend to the forbidden upper levels (Success 3), configure the platform to reach Nimozaran the Green's Penthouse Chambers and make the transit (Success 7), resolve the conflict at The Core of Septarch's Tower (Success 8).
2/8 Successes/0 Failures/1 Hard DC Available/2 Secondary Skills Available/2 +1 (see below) Advantages Available/Primary Skill Training exhausted; Arcana

An explosion of birds erupt from the outside world into the antechamber as the doors are opened. Like the inverse of the omen tale that surrounded his birth, Starn watches them circle momentarily overhead and then ascend through a narrow channel in the high ceiling's stone as if making for a rookery at the top of the tower.

Though he was never allowed access, the Wizard-apprentice knows that the tower's Clockwork Platform resides on the other side of the north wall of this antechamber. The door is invisible from this side (because of course it is...Wizard Tower!).

* The now-still guardian statue has granted access in the past via some secret password. Lets discuss action, DC, consequences.

* The hidden door might be able to be properly detected and then chalked with the combined arcana of Starn and Sariel (Group Move Arcana vs HARD DC).

* The hole the birds disappeared into the roof are likely a tiny labyrinth in the stone for ventilation. Its possible that someone could work their way up their and worm their way through to the Clockwork Platform on the other side of the north wall. Lets discuss action, DC, consequences.

* Something else?
 

LIEF is entirely befuddled by this situation, and his eyes keep flicking back to the immobile guardian statue. Shouldn't we bash it to pieces now, while we can? But as he steps gingerly through the antechamber, he hears Starn chatting with Captain Anvilheart about a hidden door. They're looking at the stone from afar, discussing the age of the construction and the guild the masons must have belonged to. Lief knows secrets! How to sniff them out—literally! He walks along the wall, snuffling at its surface.

Intent: Locate the invisible door. Failure will be Healing Surge damage to Lief that he'll take into whatever combat comes next; the arcane wards activate and he gets zapped by Force magic.

Primary Skill: Perception, r(19)+8 = 27 vs. Medium DC (13). Success.

There: a softer note, more organic, drifting above the gray, silty haze. Lief blows the dust from his nose. "Here," he says, rubbing his nose, pointing at the wall. "Something's different here."



Complexity 3 SC, Level 2 (DCs 9/13/20)
Goal (Staged): Gain entrance to The Septarch's Tower Clockwork Platform to ascend to the forbidden upper levels (Success 3), configure the platform to reach Nimozaran the Green's Penthouse Chambers and make the transit (Success 7), resolve the conflict at The Core of Septarch's Tower (Success 8).
3/8 Successes/0 Failures/1 Hard DC Available/2 Secondary Skills Available/2 +1 Advantages Available/Primary Skill Training exhausted; Arcana, Perception
 

Complexity 3 SC, Level 2 (DCs 9/13/20)
Goal (Staged): Gain entrance to The Septarch's Tower Clockwork Platform to ascend to the forbidden upper levels (Success 3), configure the platform to reach Nimozaran the Green's Penthouse Chambers and make the transit (Success 7), resolve the conflict at The Core of Septarch's Tower (Success 8).
3/8 Successes/0 Failures/1 Hard DC Available/2 Secondary Skills Available/2 +1 Advantages Available/Primary Skill Training exhausted; Arcana, Perception




Captain Anvilheart works with his unit to extricate the features of the secret door that Leif uncovered and open it. Beyond is a dark, cylindrical chamber that suddenly thrums to life with activity, both ambient magical light and the noise of some kind of arcane engine beyond sight. Impenetrable darkness obscured the ceiling which surely is a hundred and more feet above at the top of the tower.

The captain has everyone wait as he endures the immediate liability of investigating the barren chamber, which amounts to a singular stone console in the middle. He traces his hands on it, a light from it reflects off his face and he abruptly steps back.

A deep, strangely mechanical voice from nowhere:

<YOU ARE NOT NIMOZARAN THE GREEN

ANSWER THE PASSKEY QUESTIONS OR PROCEED ON YOUR WAY TO OBLIVION>

The threat is backstopped by the unseen sound of mechanical skitterers descending on the walls from the darkness far above…and arcane turrets whirring into position.

<WHAT IS NIMOZARAN’S FAVORITE DRINK AT THE BLUE MOON ALEHOUSE (MEDIUM DC)

WHO WAS NIMOZARAN’S FIRST, SECRET LOVE (HIGH DC)>





If you’d rather take on the Tower’s Transit Chamber’s defenses (Encounter Budget Level+1, 4 Standards worth, and its defeat would remove 1 Standard’s worth of Encounter Budget in the final encounter if it comes to that), then roll initiative and I’ll get a map up!

Otherwise, answer the 2 x questions above. If you’re successful in the first, then proceed to the second. Consequences are (a) I’m taking another HARD DC for the challenge if you fail the first question and using it immediately on a new question, (b) fail the second question or 2 x questions in a row and its combat time with another 2 Minions (.5 Standard Budget increase).

What do you do?




From @AbdulAlhazred and @Grendel_Khan

LEIF asks STARN if he would kindly illuminate the space above-and leaps up onto the wall to climb into the darkness above and hunt the Skitterers.

* Leif Secondary Skill Athletics vs Easy DC 9 to climb the wall with light supplied by Starn (Light Cantrip): r(10)+6 = 16. Success for +2 bonus to Primary Skill.

LIEF recoils at the construct, which looks from a distance like a wood and metal spider, but up close its legs end in tiny hands, that grip a lattice of copper which covers the tower's walls. He grits his teeth and pounces on the strange abomination, snapping legs off, bringing to the stone floor and stomping till it lays still. Lief brings the wreckage to Starn, eyes averted.

* Leif Primary Skill Stealth vs Medium DC 13 to gank a Skitterer and hand it to Starn for whatever arcane use he sees fit. Player opts into Hard DC from default Medium DC for a boon here; an Advantage for Starn to refresh Primary Skill Arcana Training: Stealth r(7)+11+2 vs. Hard DC 20. Success for 1 success in the SC and Advantage for Starn to refresh Arcana.

STARN grimaces slightly as Lief stomps the little construct to bits, but gladly takes the remains from him when offered. Digging through the small wreck he quickly uncovers a small flat rectangular metal object, apparently made of some kind of strange alloy. "Ahah! A built-in tower security passkey. I'll just insert this in the slot here in this lift console and we should be good to go!" As soon as Starn does so, he's stunned as the wails and lamentations of dozens, possibly hundreds, of souls fill his mind! He quickly recalls the words of the prayer for pacification of dead souls and repeats it to himself, muttering the words out loud to the consternation of the others. After a minute or two he's able to clear his mind and proceed to working the controls on the console, attempting to set it for the highest level of the tower, and to open the lift's gate.

* Starn Secondary Skill Religion vs Easy DC 9 to examine the console for any magic of Divine Prayer origin or any sacred writings or symbology: Autosuccess for +2 bonus to Primary Skill.

* Using the Advantage from the carcass of the Skitterer (due to the high DC opted into by @Grendel_Kahn) to refresh Primary Skill Arcana Training. Starn Primary Skill Arcana vs Hard DC 20 (last remaining Hard DC for this SC) and using another Advantage to for 2 x Successes. r(19) + 12 +2 = 31. 2 x Successes.
 
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Complexity 3 SC, Level 2 (DCs 9/13/20)
Goal (Staged): Gain entrance to The Septarch's Tower Clockwork Platform to ascend to the forbidden upper levels (Success 3), configure the platform to reach Nimozaran the Green's Penthouse Chambers and make the transit (Success 7), resolve the conflict at The Core of Septarch's Tower (Success 8).
6/8 Successes/0 Failures/0 Hard DC Available/0 Secondary Skills Available/1 +1 Advantages Available/Primary Skill Training exhausted; Arcana, Perception, Stealth




Bypassed, ambient magical lighting ignites and the console and platform thrum to life. With that, the remaining Skitterers and Arcane Turrets recede into the walls as the whole of it ascends in illumination toward the heroes' desired destination; Nimozaran's quarters at the top and the tower's penthouse and power core.

Up and up it goes when suddenly the ambient lighting blinks once...then again.

Right before the doors to the top floor are reached, perhaps 10 or so feet, the lights blink out for a final time as the thrumming platform halts its noise and momentum entirely. But not before the engravings on the double doors can be read. Though Starn is not fluent in Supernal, his religious training has gained him enough passable exposure to be dangerous in the language of angels, devils, and gods:

ABANDON YOUR FALSE GODS. RADIANT ETERNITY LIES WITHIN US.

Then darkness. Full grinding halt of the platform.

Someone...or some...thing has cut the arcane power entirely.


What do you do? How do you get the whole host up these last 10 feet or so to the threshold of the door and then force the large double doors open (or something)?

Failure here and what is beyond these doors will be better prepared; encounter budget increase by +5 (2 x Minions).
 

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