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

They opt for brute force. Lief, the infantry, and Sariel position themselves to pry the doors open as one. Lief hammers a piton between the doors to allow fingers in along the seam, and Capt. Anvilheart leads the group with counts of "One, two, three, PULL!" Starn looks on, wondering what irreplaceable arcane mechanisms they're shattering, unsure how to feel about that.

*Group Athletics Move: 3 x characters throttles the DC back from Medium (13) to Easy (9). To gain a success, 2/3 must succeed. Failure here and what's beyond these doors will be better prepared; encounter budget increase by +5 (2 x Minions).

Lief, Athletics r(5)+6 = 11 vs. DC 9. Success.
LFI, Athletics r(16)+3 = 19 vs. DC 9. Success.
Sariel, Athletics r(3)+7 = 10 vs. DC 9. Success.



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).
7/8 Successes/0 Failures/0 Hard DC Available/0 Secondary Skills Available/1 +1 Advantages Available/Primary Skill Training exhausted; Arcana, Athletics Perception, Stealth
 
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The flock of birds that entered the tower when Starn opened the double doors of the entrance suddenly explode into flight over his shoulder. They ascend high into the core of the tower's chamber. A corona of radiance imbues their beaks which work at a feverish pace to channel their strange might into powerful attacks that breach the ceiling's stone.

In a second instance of the omen that accompanied Starn's birth, divine providence manifests as the bird's fly free...away into the sky...Pelor's deific radiance illuminates the chamber, sending rays of his power to dapple the ground.

The heroes' eyes are collectively drawn to the sight before them. All manner of arcana adorn the chamber, but the most prominent lies in the center. An arcane engine of metal serves as a housing for a massive glowing ball. From that extends coils that spiral to six human-sized, glass tanks with iron platform and fittings. All of the figures within are merely desiccated husks, merely remains.

Only one body persists in a living state. In the middle of the bunch is a tank in which floats the still respirating body of one Nimozaran The Green. Unlike the others, the coil connecting the tank to the arcane engine is aglow with lightning.

The strange voice, as before; many-as-one, robotic, but a clarified sense of Nimozaran's own human voice in the foreground.

<STARN, YOU FOOL! YOU WERE TO HAVE WAITED IN PEACEFUL STASIS AT THE TOWER FOR YOUR TURN! YOU WOULD HAVE ESCAPED THE FATE OF BEING TIME'S THRALL AND ACHIEVED ONENESS, APOTHEOSIS, PELOR BE PRAISED! NOW, YOU AND YOUR FRIENDS WILL PERISH HERE. WHAT A WASTE!>

The luminous ball of the arcane engine thrums powerfully to life, animating toward some kind of fell attack.





* Encounter Budget Level (counting 3 PCs only) +3 = 6 Standards worth of budget.

* 1 x Solo Controller (Vuln 5 Radiance), 1 x Standard Soldier, 4 x Minion Artillery.

* Blocking Terrain x 4: Floor-to-ceiling pillars.

* Hindering Terrain x 6: Tanks w/ coils (including Nimozaran's) to the arcane engine (lightning damage).

* Fantastic Terrain x 3: A hero adjacent to or within a square of Pelor's rays of light can spend a minor action to spend a healing surge and imbue their attacks with radiant keyword UtEoNT. This exhausts the square.

* An arcane teleporter with gates to other locations of Nentir Vale.

* Difficult terrain with tables, books, arcane paraphernalia, and alchemicals that can be stunted with for ClBl3.




What is your primary goal here?

Secondary goals (embedded Skill Challenges; you have 1 +1 Advantages remaining)?

* Do you try to adjure Nimozaran from the collective within the arcane engine, shunting his soul back to his body, and then saving him from his tank? Or is he beyond reach?

* Do you attempt to activate the arcane teleporter to GTFO to elsewhere (Winterbole Forest to go after Sariel's brother) in case this conflict is beyond you?

Something else?




MECHANICS/TERRAIN/SKILL CHALLENGES/ETC

*
Illumination: Full


* EXTRACT NIMOZARAN'S SOUL FROM THE ENGINE AND HIS BODY FROM THE TUBE
SKILL CHALLENGE LVL 1/COMPLEXITY 1 (4 Success/3 Failure/1 Secondary Skill as Minor Action/DCs 8 and 12)

1 + 1 (Starn only) Advantages available for:

  • Refresh an Action below.
  • Step down a Medium DC to Easy.
  • Step down action economy by 1 (Standard to Move, Move to Minor, Minor to Free).

ACTIONS:

✦ Call upon Pelor's Intervention: Religion (standard action, range 5).

✦ Disrupt the Arcane Engine: MBA vs (move action, adjacent to Tower Core, take 3 thunder damage).

✦ Adjure the Malevolent Collective: Arcana, Nature, or Religion (standard action, range 5).

✦ Break Nimozaran's Soul-Restored Body Out (Must be 4th Success): (minor action, must be adjacent to N's Tube, take 3 force damage).

* ACTIVATE AND USE THE TELEPORTATION CIRCLE
NOVEL SKILL CHALLENGE LVL 1/COMPLEXITY 1 (2 Success/3 Failure/1 Secondary Skill as Minor Action/DCs 8, 12, 19)

1 + 1 (Starn only) Advantages available for:

  • Refresh an Action below.
  • Step down a Medium DC to Easy.
  • Step down action economy by 1 (Standard to Move, Move to Minor, Minor to Free).

ACTIONS (IN ORDER):

✦ Activate the Circle: Arcana vs High DC (standard action, adjacent to circle).

✦ Runescribe Winterbole Forest's Location: History vs Medium DC (move action, adjacent to circle).

✦ Characters must enter a square of the circle to teleport and leave scene.

* Tanks with Coils (blocking and hindering terrain, orange sq, N = Nimozaran's): A creature that enters a sq adjacent to Tanks with Coils takes 3 lightning damage and a -1 penalty to defenses (save ends). Can only take this damage once per turn. This terrain is also blocking terrain and affords cover.

* Pelor's Sunrays (fantastic terrain): A hero adjacent to or within a square of Pelor's Sunrays can use a minor action to spend a healing surge and imbue their attacks with radiant keyword UtEoNT. Usage exhausts the sunray.

* Tables, books, arcane paraphernalia, and alchemical agents: Difficult terrain that can be stunted with for ClBl3.

* The Tower's Core (Gargantuan natural animate, construct, solo controller): 120 HP, AC 15, Fortitude 13, Reflex 12, Will 14, Init +0, Speed 0. The Tower Core is immobile, 15 feet tall, and serves as blocking terrain for cover.

* Tower Defender (medium, construct, homonculus, soldier, minion): 30 HP, AC 17, Fortitude 13, Reflex 13, Will 13, Init +3.

* Mobile Turrets x 4 (medium, construct, homonculus, artillery, minion): 1 HP, AC 13, Fortitude 12, Reflex 14, Will 13, Init +2.

* Hero Squares: Pick any squares rows 1 and 2 columns G through N.

* Initiative:

Lief (L): 24
Rooter (or Frankenrunner) (R): 24
Sariel (A): 20
Starn (T): 19
Tower Core (TC): 13
Tower Defender (D): 11
Mobile Turrets (M): 9
Fallcrest Light Infantry (FLI): 7

1720318566862.png


ROUND 1




* Sariel (No Action) Monster Knowledge (Tower Core) Arcana; r(14) +11 = 25. Success vs Hard DC.

The Tower's Core
Gargantuan natural animate (construct)
Level 1 Solo Controller (Leader) XP 500
HP 120; Bloodied 60 Initiative +0
AC 15, Fortitude 13, Reflex 12, Will 14 Perception+8
Speed 0 Vuln 5 Radiant Low-light vision
Saving Throws +5; Action Points 2

Traits
Threatening Reach
The tower can make opportunity attacks against any creature within 3 squares of it.

Standard Actions
(⚔) Arcane Engine Coil ✦ At-Will
Attack: Melee 3 (one creature); +6 vs. AC
Hit: 1d10 +2 damage and the target is grabbed (escape DC 13)
Effect: The tower slides the target 1 square.

➶ Jolt of Lightning (lightning) ✦ At-Will
Attack: Ranged 10 (one creature); +4 vs. Reflex
Hit: 1d10 +4 damage and the target cannot take opportunity actions until the end of the tower's next turn.

ᗕ Rippling Architecture ✦ Recharge when first bloodied
Attack: Close burst 5 (nonflying enemies in the burst); +4 vs. Reflex
Hit: The target falls prone, and it is slowed (save ends).

Minor Actions
⚔ Engine Nexus (force) ✦ At-Will 1/round
Attack: Melee 3 (one creature grabbed by the tower); +4 vs. Fortitude
Hit: The tower slides the target up to 3 squares to a square adjacent to itself or to a wall of the tower. The target then takes 1d10 +7 force damage.

➶ Visions From Within (psychic) ✦ At-Will 1/round
Attack: Ranged 10 (one creature); +4 vs. Will
Hit: 1d6 + 5 psychic damage, and the target is immobilized and takes a -2 penalty to attack rolls until the end of its next turn.

* Sariel (No Action) Monster Knowledge (Defender) Arcana: r(5) +11 = 16. Medium DC only.

Tower Defender
Medium construct (humonculus)
Level 1 Standard Soldier XP 100
HP 30 Initiative +3
AC 7, Fortitude 13, Reflex 13, Will 13 Perception+3
Speed 6 Darkvision
Keywords: na

* Sariel (No Action) Monster Knowledge (Mobile Turrets) Arcana: r(6) +11 = 17. Medium DC only.

Mobile Turret
Medium construct (humonculus)
Level 1 Minion Artillery XP 25
HP 1; a missed attack never damages a minion. Initiative +2
AC 13, Fortitude 12, Reflex 14, Will 13 Perception+3
Speed 6 Resist 5 Thudner Darkvision
Keywords: force

(➶) Turret Missile (force)At-Will
Attack: Ranged 15 (one creature); +7 vs. AC
Hit: 3 force damage, or 5 force damage if the target has no cover.

➶ Tower Defenses (force, teleportation) ✦ (Encounter)
Attack: Ranged 10 (one creature adjacent to the Tower's Core); +6 vs. Fort
Hit: 3 force damage and the target is teleported 1 sq.




LEIF delays until after Sariel's turn.




ROOTER delays until after Sariel's and Leif's turn.




The noble-blooded Eladrin of the Winter Court moves with speed and precision in the mortal world as he circles right to flank The Tower Core. In a twist of magical aperture, SARIEL steps through worlds, reappearing next to the The Tower Core, threatening it and ensorcelling it with attack-foiling arcana!

* Move: 6 sq to P7.

* Standard: Fey Step 5 to L12.

* Minor: Aegis of Ensnarement on TC.

LOCATION: L12
DAMAGE: na
CONDITIONS TO ENEMIES: Aegis of Ensnarement on TC.
CURRENT HP: 31/31
CURRENT DE/BUFFS: na
SURGES: 11/11; AP: 1/1 available




LIEF seems to stumble, falls into a roll, and spins toward the tower core, whirling along its face and lashing at it and the tower defender. Lief's whipping hands and feet send the defender reeling into a coil to judder and smoke. The construct finds a way to sprawl, falling to the ground, but it avoids the worst of the coil.

Leif settles into a defensive stance.


* Standard: Spinning Leopard Maneuver. Effect: Shift to J7 and hit all adjacent enemies. Attack on TC, r(6)+5+2 = 13 vs Reflex (12). Success. r(20)+5 = 25 Damage. Then attack on TD, r(20)+5 = 25 vs Reflex (13). Success, +1d6 damage for crit w/ Ki Focus. r(17+2)+5 = 24 Damage.

* Free: Centered Flurry of Blows deals 5 Damage to TD. Slide D 1 sq to I5. TRIGGERS SAVING THROW FOR PRONE IN I6; r(10) SUCCEEDS. PRONE IN I6.

* Move: Lion's Den +1 PB to all defenses USoNT.

LOCATION: J7
DAMAGE: 25 to TC, 29 to TD.
CONDITIONS TO ENEMIES: TD prone.
CURRENT HP: 25/26
HEALING SURGES: 8/9
CURRENT DE/BUFFS: _1 PB to all defenses USoNT.
AP: 1




ROOTER follows his master's command, joyfully encircling the prey and taking it down in a construct-dog-like pounce. The metallic human-friend then carefully backs away from the dangerous Tower Core.

* Move: 6 sq to G2.

* Standard: Charge to H5 and MBA (Down the Prey, M1) vs D's AC: r(9) +6 +1 (charge) +2 (CA) = 18. Hit and shift 1 sq to G4. D DESTROYED.

LOCATION: G4
DAMAGE: D DESTROYED.
CONDITIONS TO ENEMIES: na
CURRENT DE/BUFFS: na




STARN fires off a missile of force, sending the Mobile Turret near Sariel into a spray of spare parts. He then moves near his old master's tube and shouts a prayer to Pelor to the partial open sky. The rays that have penetrated the ceiling answer and the glass begins to fissure and then crack, threatening to burst!

* Standard: Magic Missile (R20, force) vs M (M12): Autohit and M (M12) DESTROYED.

* Move: 2 sq to P3.

* Free Action (AP for Standard): Call Upon Pelor's Intervention (Standard, R5) DC 12 Religion: r(10) +10 = 20. Success.

LOCATION: P3
DAMAGE: M (M12) DESTROYED
CONDITIONS TO ENEMIES: Success 1 in ENSftEaHBftT SC, Call Upon Pelor's Intervention exhausted.
CURRENT HP: 24/24
HEALING SURGES: 6/8
CURRENT DE/BUFFS: na
AP: 0/1




The TOWER CORE's arcane engines and pulsating luminous orb flares to life with several voices of a collective and...something else...something deeper and more ominous serving as a foreground. It hurls robotic invective at Sariel as it assaults him with all manner of arcana and physical force in the form of mechanical appendages.

Sariel handles the barrage with grace and aplomb, but can he withstand an assault so sustained?


* Standard: Arcane Engine Coil (M3) vs A's AC: r(6) +6 = 12. Miss. Effect: TC Slides A 1 sq to K13.

* Free Action (AP for Standard): Arcane Engine Coil (M3) vs A's AC: r(12) +6 = 18. Hit. r(6) +2 = 8 damage and A is grabbed (escape DC 13). Effect: TC Slides A 1 sq to J14. TRIGGERS A SAVING THROW FOR PRONE IN K13. r(11) = Succeeds. A PRONE IN K13.

* Minor Action: Engine Nexus (M3, force, grabbed target) vs A's Fort: r(1) = Automiss.

* Minor Action: Visions from Within (R10) vs A's Will: r(15) +4 = 19. Hit (despite +2 defense bonus against ranged from prone). r(3) +5 = 8 psychic damage and A is immobilized and takes a -2 penalty to attack rolls until the end of its next turn.

LOCATION: L11 (CAN'T MOVE OR BE MOVED).
DAMAGE: 8 + 8 psychic = 16 damage A (BLOODIED).
CONDITIONS TO ENEMIES: A is prone in K13, immobilized and takes -2 penalty to attack rolls UEoANT.
CURRENT HP: 95/120
CURRENT DE/BUFFS: 1/2 APs.




The MOBILE TURRETS move easily on tank treads and deploy missiles of force at their enemies. Starn and Sariel do their best to fend off the blast, but poor Rooter is in pieces after the barrage!

M (D11)

* Standard: Turret Missile (R15, force) vs R's AC: r(9) +7 = 16. Hit. ROOTER DESTROYED (can be put back together with Arcana vs Hard DC during Extended Rest).

(➶) Turret Missile (force)At-Will
Attack: Ranged 15 (one creature); +7 vs. AC
Hit: 3 force damage, or 5 force damage if the target has no cover.

M (H12)

* Standard: Turret Missile (R15, force) vs A's AC: r(19) +7 = 26. Hit. 5 force damage to A.

* Move: 3 sq to H14 (Resist 5 Thunder).

M (S11)

* Standard: Turret Missile (R15, force) vs T's AC: r(8) +7 = 15. Hit. 5 force damage to T.

* Move: 2 sq to Q11 (Resist 5 Thunder).

LOCATION: D11, H14, Q11
DAMAGE: R DESTROYED, 5 damage to A and T..
CONDITIONS TO ENEMIES: na
CURRENT DE/BUFFS: na




Captain Anvilheart leads his FALLCREST LIGHT INFANTRY through the electricity arcing from the coils, and charging into one the turret constructs to cover Starn's arcane workings.

* Move: to Q5, taking 3 lightning damage and -1 to defenses (SE) from coils.

* Standard: Charge to Q10, attacking Q11 minion. MBA r(6)+6+1 (Charge) = 13 vs. AC 13. Hit. DESTROYED.

* End of Turn: Saving throw vs coils: r(2) vs DC 10. Fail.


LOCATION: Q10
DAMAGE: 3 to Q11 minion (DESTROYED).
CONDITIONS TO ENEMIES:
CURRENT HP: 24/27
HEALING SURGES: 1/1
CURRENT DE/BUFFS: -1 to defenses (SE)




TC 95/120 Marked by S's Aegis of Ensnarement, 1/2 AP
ENSftEaHBftT SC 1/4 Call Upon Pelor's Intervention exhausted

1720348926630.png


ROUND 2




SARIEL breathes in a prayer to his gods and Correlon most of all, righting himself...steadying himself...trusted blade at the ready to defend against whatever this alien foe might bring against him.

* Starts Turn Immobilized and -2 penalty to ATK rolls UEoT, prone.

* Move: Stand up.

* Standard: Second Wind; spend Healing Surge for 7 Hit Points and gain +2 bonus to all defenses USoNT..

LOCATION: K13
DAMAGE: na
CONDITIONS TO ENEMIES: Aegis of Ensnarement on TC.
CURRENT HP: 17/31
CURRENT DE/BUFFS: +2 defenses USoNT
SURGES: 10/11; AP: 1/1 available




LIEF waits for the strange tower construct to power up its massive coil, then strikes it along a pressure-point-like runic circuit, sending the arc sparking toward a mobile turret.

* Minor: Hunter's Quarry on TC. +1d6 damage to an attack.

* Standard: Drunken Monkey attack on TC. r(12)+5 = 17 vs. Will 14. Success. r(4+6)+5 = 15 damage. TC attacks H14 minion with Lief's Will bonus, r(15)+3 = 18 vs AC 13. M (H14) SLAIN.

* Free: Centered Flurry of Blows deals 5 Damage to TC.

* Move: Lion's Den movement, shifting to K7, +1 power bonus to defenses.

LOCATION: K7
DAMAGE: 20 to TC, M (H14) SLAIN.
CONDITIONS TO ENEMIES:
CURRENT HP: 25/26
HEALING SURGES: 8/9
CURRENT DE/BUFFS: +1 power bonus to defenses USoNT
AP: 1




STARN focuses his arcane senses on the elementals powering the core. "Oh, you forces of pure magic! Don't you know? I am here to free you from this terrible work the gods have enslaved you into performing for them! Here are the three magic runes of unsummoning, destroy this unnatural construct and be free to return to your own domain." His runes are potent, the elemental lightning spirits powering the Tower pod system begin to fight back.

The act of spellcasting has become sufficiently rote that the Wizard Apprentice barely notices that, while he is adjuring the spirits of The Core, he calls forth an orb of radiance from his tome and directs it toward the arcane engine to great effect!


* Move (Starn Advantage spent to step back Adjure the Malevolent Collective from Standard to Move): Adjure the Malevolent Collective (R5): Arcana against Medium DC 12; r(19) +12 = 33. Success!

* Standard: Color Orb (R10, radiant) vs TC;s Will: r(17) + 7 = 24. Hits. r(4)+6 (+5 Vuln Radiant) = 15 Radiant damage to the TC (BLOODIED), and the target is dazed UEOYNT.

EXTRACT NIMOZARAN'S SOUL FROM THE ENGINE AND HIS BODY FROM THE TUBE
SKILL CHALLENGE LVL 1/COMPLEXITY 1 (4 Success/3 Failure/1 Secondary Skill as Minor Action/DCs 8 and 12)
2/4 Successes/0 of 3 failures/1 advantages remaining/Skill Training Used: Religion, Arcana

LOCATION: P3
DAMAGE: 15 to TC (BLOODIED).
CONDITIONS TO ENEMIES: TC dazed UEOYNT.
CURRENT HP: 23/28
HEALING SURGES: 5/8
CURRENT DE/BUFFS: none
AP: 0




The TOWER CORE delays until after MOBILE TURRETS...




The MOBILE TURRET move initiates its primary protocol <PROTECT TOWER CORE>. It fires a beam of force at Leif and teleports the dangerous monk-warrior away from the Core!

M (D11)

* Move: 4 sq to E7 (Resist 5 Thunder).

* Standard: Tower Defenses (R10, force, teleportation, one creature adjacent to TC) vs L's Fort: r(12) +6 = 18. Hit. L takes 3 force damage and is teleported 1 sq to J6.

➶ Tower Defenses (force, teleportation) ✦ (Encounter)
Attack: Ranged 10 (one creature adjacent to the Tower's Core); +6 vs. Fort
Hit: 3 force damage and the target is teleported 1 sq.

LOCATION: E7
DAMAGE: 3 damage to L.
CONDITIONS TO ENEMIES: L teleported to J6.
CURRENT DE/BUFFS: Tower Defenses exhausted.




The TOWER CORE's arcane engines and pulsating luminous orb buckle under the discombobulating weight of Starn's adjuring and radiant orb. It focuses its limited attention on the dangerous Monk, showing Lief deranging visions from within itself and the collective of souls it hosts, only to be shifted through space briefly by Sariel's protective ward.

* Starts Turn: Dazed UEoTNT.

* Standard: Visions from Within (R10) vs L's Will: r(7) +4 -2 (marked) = 11. Miss. TRIGGERS AEGIS OF ENSNAREMENT. TARGET CANNOT BE MOVED, BUT IS BRIEFLY TRANSLOCATED IN SPACE AND GRANTS CA UEoANT.

* Free Action (AP for Standard): Visions from Within (R10) vs L's Will: r(16) +4 -2 (Mark) = 18. Hit. r(5) +5 = 10 psychic damage and L is immobilized and takes a -2 penalty to attack rolls until the end of its next turn.

LOCATION: L11 (CAN'T MOVE OR BE MOVED).
DAMAGE: 10 psychic damage L.
CONDITIONS TO ENEMIES: L is immobilized and takes -2 penalty to attack rolls UEoLNT.
CURRENT HP: 60/120
CURRENT DE/BUFFS: 0/2 APs, dazed UEoTNT, marked by AoE, grants CA UEoANT




The FALLCREST LIGHT INFANTRY disengages from the arcing coil, then Anvilheart lets out a battle cry as he leads his unit roaring toward the sparking tower core.

* Move: to Q9.

* Standard: Charge to N9 and attack TC, MBA r(16)+6+2+1 (Charge) = 25 vs. AC 15. Success. r(9)+8 = 17 Damage to TC.

* End of Turn: Saving throw vs coils: r(4) vs DC 10. Fail.


LOCATION: N9
DAMAGE: 17 to TC.
CONDITIONS TO ENEMIES: TC in Swarm Attack aura; takes 4 damage at end of turn.
CURRENT HP: 24/27
HEALING SURGES: 1/1
CURRENT DE/BUFFS: -1 to defenses (SE)




TC 43/120 0/2 APs, dazed UEoTNT, marked by AoE, grants CA UEoANT, in FLI Swarm Attack aura; take 4 damage at end of turn.

1720437019294.png


ROUND 3




With clenched teeth, SARIEL breaks free from the coils ensnaring him by the Tower Core. Bathing in the sun's midday radiance and feeling Pelor's divine intercession, he breathes in deeply and gives thanks to this world's god of the sun and time. His blade aglow, he tears into the arcane engine's devices, sundering it, and leaving the Tower Core on the brink!

* Move: Escape vs Grabbed DC 13: r(10) +7 = 17. Succeeds. Can then shift 1 sq to L12.

* Minor: Use (fantastic terrain) Pelor's Sunray (exhausting it) to spend Healing Surge (+7 HP) and gain keyword radiant for attacks UEoNT.

* Move: SC move Disrupt the Arcane Engine (MBA in SC): r(8) +7 +2 (CA) = 17. Hits so Success and Sariel takes 3 thunder damage.

* Free (Action Point for Standard): Fox's Feint (with radiant keyword) vs TC's AC: r(7) +7 +2 (CA) = 16. Hits. r(7) +5 +5 (vuln radiant) = 17 radiant damage and CA effects grant +4 UEoNT instead of +2.

LOCATION: L12
DAMAGE: 17 radiant damage to TC
CONDITIONS TO ENEMIES: Aegis of Ensnarement on TC, Combat Advantage effect vs TC grants +4 UEoNT.
CURRENT HP: 21/31
CURRENT DE/BUFFS: Disrupt the Arcane Engine sucess; 3/4 Success in SC, attacks have radiant keyword UEoNT.
SURGES: 9/11; AP: 0/1 available




His body quaking with electricity, LIEF curses in primordial until his words devolve into inchoate hissing, as he pulls out his sling and launches desperate shots at the tower core.

* Minor: Draw sling.

* Standard: Sling attack on TC w/CA and ATK penalty. r(9)+6+2-2 = 15 vs. AC 15. Success. r(1+5)+1 = 7 damage.

* Move: Lion's Den movement, not moving, +1 power bonus to defenses.

LOCATION: J6
DAMAGE: 7 to TC.
CONDITIONS TO ENEMIES: na
CURRENT HP: 12/26 (Bloodied)
HEALING SURGES: 8/9
CURRENT DE/BUFFS: +1 AC and Reflex (Razorclaw Shifting), +1 power bonus to defenses.
AP: 1




STARN, once he sees Sariel disrupt the core will rush up to the pod, grimacing as the tubes on its outer surface burn him with lightning slightly, and say the opening command word. As the lid of the pod begins to rise, he tosses a Magic Missile at the Tower Core for good measure, and then grasps the limp body of Nimozaran, his spirit astride it, and lifts him from the interior of the pod. Various strange runes and devices seem to have been attached to the old wizard, but they all fall away as he's hauled free.

* Move: to P4.

* Minor: Retrieve Nimozaran from pod to complete SC; take 3 force damage.

* Standard: Magic Missile (R20, autohit) for 7 force damage to Tower Core.

LOCATION: P4
DAMAGE: 7 to TC
HIT POINTS: 20/28
HS: 5/8
AP: 0




The MOBILE TURRET continues to register Leif as the most dangerous threat and peppers him with force missiles!

M (D11)

* Standard: Turret Missile (R15, force) vs L's AC: r(16) +7 = 23. Hit. 5 force damage to L.

* Move: 1 sq to E6 (Resist 5 Thunder).


LOCATION: E6
DAMAGE: 5 damage to L.
CONDITIONS TO ENEMIES: na
CURRENT DE/BUFFS: Tower Defenses exhausted.




As things turn wildly against it and Nimozaran's spirit is shunted from the collective, back into his body which Starn secures, the TOWER CORE's arcane goes into incoherent gobbledeegook mode:

<THIS IS NOT POSSIBLE. REJECT. REJECT. REJECT>

Engines whirr and orbs pulsate. Coils flail. All to no avail. In the end, the Core has to accept the reality before it.

<TEMPORAL REALITY CONFIRMED. END NIGH...>


* Standard: Arcane Engine Coil (M3) vs L's AC: r(9) +6 -2 (mark) = 13. TRIGGERS A's AOE; GRANTS CA UEoNT. Miss. Effect: TC Slides L 1 sq to I5. TRIGGERS L SAVING THROW FOR PRONE IN J6. r(14) = Succeeds. L PRONE IN J6.

* Minor Action: Visions from Within (R10) vs L's Will: r(11) +4 -2 (mark) = 13. Miss.

* End of Turn: Takes 4 damage from LFI Swarm Attack aura

LOCATION: L11 (CAN'T MOVE OR BE MOVED).
DAMAGE: na
CONDITIONS TO ENEMIES: L prone in J6.
CURRENT HP: 8/120
CURRENT DE/BUFFS: 0/2 APs, marked by AoE, grants CA UEoANT, in LFI Swarm Attack aura.




CONFLICT IS EFFECTIVELY OVER. CALLING IT HERE. PLAYER'S WILL VIGNETTE THE WRAP-UP AND I'LL GET AN XP/LOOT/BOOKKEEPING POST UP.
 
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Courtesy @Grendel_Khan and @AbdulAlhazred :

Cracks and fissures now run across the tower core's surface, and the structure slumps as though exhausted. As the assault continues, its integrity gives way on one side. Steel groans and sparks pour like blood. The core lists, then slowly topples, nearly crushing Lief—he limps aside—and the heap lands sizzling under one of Pelor's rays. The dwarves back away, cheering and back-slapping.

Starn moves back a bit from the pod, dragging the limp body of his master with him. After carefully setting Nimozaran down, pillowing his head with Starn's small bag, he checks the old man for signs of life, rubbing his hands and face. As he does so Nimozaran takes a few shuddering breaths and then falls back into a comatose slumber, desperately needing to rest. Starn then glances around, noting that Lief and the infantry have survived, but wondering about the fate of the strange Eladrin warrior.




Alright, first things first:

1) Campbell is going to step away from this game. Too much going on IRL and this sort of game requires some chunky mental bandwidth and investment that he just can't spare presently. And, personally, I'd rather have him frosty for or Wednesday night gaming (presently playtesting Daggerheart)! So off goes Sariel into the sunset:

With the furious battle resolved, Sariel bids his companions farewell as Starn hastily reviews Nimozaran's manuels for the correct activation procedures and arcane coordinates of Winterbole's Forest. Sariel explains that, having fulfilled his debt, he will continue on his own from here, chasing his brother (and pursuing sister) through Winterbole Forest. There is too much danger here and he knows not how long his efforts will take nor can he put Leif and Starn through the dangers of The Unseelie Fey in good conscience when they have so much to handle here in their mortal world.

Once Starn activates the teleporter, Sariel steps through with a simple "farewelL...
"

2) @hawkeyefan will now join us once he's got his character complete. We'll figure out who this PC is and what they're about in the coming days.

3) XP/LOOT/BOOKKEEPING
  • LEIF MINOR QUEST COMPLETE (confront dairy trader and sellsword): 100/3 = 33 xp apiece. This wasn't accounted for after it happened. I just went back and edited the xp entry after it to account for it.
  • STARN MAJOR QUEST COMPLETE: 100 xp apiece.
  • COMPLEXITY 1, LEVEL 1 SC: 100/3 = 33 xp apiece.
  • COMPLEXITY 3, LEVEL 2 SC: 300/3 = 100 xp apiece.
  • COMBAT ENCOUNTER BUDGET: 500 (Solo) + 100 (Standard) + 100 (Minions) - 25 (Rooter) - 100 (LFI) = 575/3 = 192 xp apiece.
= 458 xp apiece. That puts the PCs 1000 xp (1222), so they level up to 2. I'll add their character changes to this page once they're done:

* Take a level 2 item each.

STARN notices a cloak lying nearby. The stand it rested on near the pod must have fallen over earlier. He picks it up, and notes that it's one Nimozaran sometimes wore. As he fancies it, he puts it on, and immediately senses that this item offers its wearer enhanced defenses.

Cloak of Resistance +1

Before the Fallcrest Infantry leaves the scene, one of the members abruptly announces their retirement. Age has caught up to the old warrior and their were too many close calls this day. Upon doing so, he gifts LEIF his armor, as the shifter saved his life during the conflicts.

Elusive Armor +1

* Starn gains 1 Ritual Book of level 3 or lower. Pending.

* 2 gems worth 200 coin (100 each gem).

* Take an Exteneded Rest (refresh Action Point to 1), and pay 4 coin for the Silver Unicorn Inn.

* If Starn wants to put Rooter back together to deploy at some point for the following day, either succeed at level 2 Hard DC (20) or pay 1/10 level 2 cost in coin (52) for a sure thing. Leveled up version:

1721149431423.png


STARN takes a moment to retrieve Rooter. Oh, your power array seems to be misaligned. Let's see if I can fix that!

After a bit of Arcane jiggering Rooter springs back into action.

DC 20 Arcana check, rolled 10+12=22 Success.

4) With their work done helping you with the tower, Captain Anvilheart and company bid you farewell and go back to their Fallcrest duties.

Nimozaran is borderline comatose and will need time to convalesce and recover his faculties before this angle is pursued. With that, the heroes turn their attention to The Elect; the shifter cult and its patron that Leif has left and is now pursuing to put to an end.

* Leif makes his way to Halfmoon Trading House and purchases some shady goods from a shady dealer...

Leif purchases Thieves' Tools for 20 coin.

* Referencing their network in Fallcrest (the map that Leif found), the differences I’m imagining between Tombwood and Kamroth Estate are (a) dark forest w/ ancient cemeteries and battle mounds vs powerful landowner/real estate investor/lender/political operative and support, (b) undead and monstrosities vs humanoid, and (c) trek/spiritual/combat vs social/combat. So consider these things when charting your next course.

5) CHARACTER UPDATES

Lief, level 2
Razorclaw Shifter, Monk
Monastic Tradition: Centered
Background: Totemic Ally (Insight Associated Skill)
Theme: Cipher

Melee Basic Attack (Unarmed)
Atk: +5 vs AC
Damage: 1d8+2

FINAL ABILITY SCORES
Str 13, Con 14, Dex 18, Int 10, Wis 16, Cha 8.

DEFENSES/HP/SURGE
AC: 19 Fort: 15 Reflex: 16 Will: 15
HP: 31 Surges: 8 Surge Value: 7

TRAINED SKILLS
Acrobatics +12, Athletics +7, Heal +9, Perception +9, Stealth +12

UNTRAINED SKILLS
Arcana +1, Bluff +0, Diplomacy +0, Dungeoneering +4, Endurance +3, History +1, Insight +6, Intimidate +0, Nature +4, Religion +1, Streetwise +0, Thievery +5

FEATS
Level 1: Warrior of the Wild (Fighter multiclass)
Level 2: Unarmored Agility

POWERS
At-will 1: Crane's Wings
At-will 1: Enter the Lion's Den
Encounter 1: Drunken Monkey
Daily 1: Spinning Leopard's Strike
Utility 2: Supreme Flurry

ITEMS
? coin, Adventurer's Kit, Climber's Kit, Thieves' Tools, Sling (20), Ki Focus +1, Elusive Cloth Armor +1

Starn, level 2
Human, Wizard
Implement Mastery: Tome
Background: Omen "All Birds Left the Area" (Arcana Associated Skill)
Theme: Wizard's Apprentice

Ranged Basic Attack (Magic Missile)
Atk: Autohit
Damage: 8 force damage

FINAL ABILITY SCORES
Str 8, Con 14, Dex 10, Int 20, Wis 10, Cha 11.

DEFENSES/HP/SURGE
AC: 17 Fort: 15 Reflex: 18 Will: 15
HP: 28 Surges: 8 Surge Value: 7

TRAINED SKILLS
Arcana +13, Diplomacy +6, Dungeoneering +6, History +11, Religion +11

UNTRAINED SKILLS
Acrobatics +1, Athletics +0, Bluff +1, Endurance +3, Heal +1, Insight +1, Intimidate +1, Nature +1, Stealth +1, Streetwise +1, Thievery +1

FEATS
Level 1: Tome Expertise, Alchemist
Level 2: Skill Power (Arcane Mutterings)

POWERS
Cantrips: Light, Ghost Sound, Prestidigitation
At-will 1: Beguiling Strands
At-will 1: Magic Missile
At-will 1: Storm Pillar
Encounter (theme): Color Orb
Encounter 1: Grasping Shadows, Astral Wasp (Tome)
Daily 1: Rolling Thunder, Summon Dust Devil
Utility 2: Feather Fall, Summon Shadow Serpent
Skill Power Utility: Arcane Mutterings

RITUAL BOOK
Alchemist's Acid, Endure Elements, Make Whole, Tenser's Floating Disk, Traveler's Camouflage

ITEMS
? coin, Adventurer's Kit, Ritual Book, Tome Implement +1, Cloak of Resistance +1, Cloth Armor +1

Vorn Redfletch, level 2
Human, Warlord|Ranger
Warlord Leadership: Battlefront Leader (Hybrid)
Hybrid Warlord: Hybrid Warlord Fortitude
Hybrid Ranger: Hybrid Ranger Reflex
Human Power Selection: Bonus At-Will Power
Background: Martial - Local Hero, Occupation - Bounty Hunter (Stealth Associated Skill)
Theme: Vigilante

Ranged Basic Attack (Vicious Bow)
Atk: +9 vs AC
Damage: 1d10+5

FINAL ABILITY SCORES
Str 11, Con 14, Dex 18, Int 10, Wis 14, Cha 10.

DEFENSES/HP/SURGE
AC: 19 Fort: 15 Reflex: 17 Will: 14
HP: 31 Surges: 8 Surge Value: 7

TRAINED SKILLS
Thievery +9, Athletics +5, Stealth +11, Intimidate +6/11, Nature +8, Perception +8

UNTRAINED SKILLS
Acrobatics +4, Arcana +1, Bluff +1, Diplomacy +1, Dungeoneering +3, Endurance +2, Heal +3, History +1, Insight +3, Religion +1, Streetwise +1

FEATS
Human: Sneak of Shadows
Level 1: Improved Initiative
Level 2: Weapon Expertise (Bow)

POWERS
Bonus At-Will Power: Twin Strike
Hybrid at-will 1: Direct the Strike
Hybrid at-will 1: Nimble Strike
Hybrid encounter 1: Fox's Cunning
Hybrid daily 1: Skirmishing Stance
Hybrid utility 2: Stalker's Mist

Fallcrest Contacts (Boon)
The people of Fallcrest and the surrounding farmlands are your eyes and ears.
Daily

Free Action (Personal)
Trigger: You fail a Streetwise check in Fallcrest and surrounds.
Effect: Reroll the Streetwise check with a +2 power bonus.

ITEMS
438 coin, Adventurer's Kit, Climber's Kit, Thieves' Tools, Arrows (30), Vicious Longbow +1, Magic Hide Armor +1
 
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Hawkeyefan's character is still in process of creation. Once done, that PC will join us mid Kamroth Estate adventure (which the players have chosen to prioritize over Tombwood).




Concurrent Skill Challenges (SC) below. The first SC is the primary framework for Kamroth Estates. The second is pending what we find therein. If we find evidence of redeemable cult thralls that can be freed from its fell influence without violence, then we'll activate that SC. If not, then it will be the sword (combat).

PRIMARY Complexity 3 SC, Level 3 (DCs 9/13/21)
Goal: Gain access to the grounds and manor of Kamroth Estate to root out the Elect cell's influence and the estate's role in facilitating the ends of the cult's patron, The Hidden Mogul.
0/8 Successes/0 Failures/2 Hard DC Available/3 Secondary Skills Available/2 Advantages Available/Primary Skill Training exhausted;

OPTIONAL
Complexity 1 SC, Level 4 (DCs 10/14)
Goal: Free any redeemable cult thralls from its fell influence.
0/4 Successes/0 Failures/0 Hard DC Available/1 Secondary Skills Available/0 Advantages Available/Primary Skill Training exhausted;




The walled-off compound of Kamroth Estate, well-fortified and snug on a plateau in Hightown Fallcrest features two primary entrances and egresses:

1) The "front door" from Lowtown to Hightown which we saw prior; the switchback from The Market Green up the great, snaking cliffs of The Bluffs which empties out to an external stable, garage, and guard station before any access is granted through the massive wrought iron gates and into the grounds proper.

2) The "back door" which is a sheer, 20 meter climb to the small wood on the back of the estate property the from a very well-trafficked, well-surveiled, Hightown main avenue.





# 1 above is a single move and resolution vs Kamroth Estate's external security apparatus vs the HIGH DC no matter what the move is (though the consequence-space for individual moves will be different). If you want to grease palms to get through, you can exhaust the same HIGH DC, but it will cost you more than the normal 1/10 of-level magic item in coin (52); in this case 80 coin (but, again, it will exhaust 1 HIGH DC).

# 2 will be a quite difficult, nested SC (Comp 1, Level 5, so DCs 10/15), for Success 1 in the greater SC. The first obstacle would be dealing with the well-trafficked, well-surveilled, Hightown main avenue in order to even access the 20 meter climb.
 

Posting for @AbdulAlhazred . They elect to go "front door" with some help from the Lady of Fallcrest.




Lief and Starn plot at the Inn, while Nimozaran sleeps deeply upstairs. Starn gives the help a couple extra coins to 'forget' that the old mage is there. He and Lief decide the best plan is to offer Lady Markelhay a copy of Starns new ritual, Endure Elements and go visit (he'll give her key back as well, but he doesn't mention it unless she does...).

* Starn copies the ritual, Easy DC Arcana check, he can't fail. This costs him 100gp (presumably this valuable gift will buy him a few more favors).

When discussing how to get into the estate with Lady Markelhay, STARN convinces her that she should give them a gift and an escort to the Kamroth Estate, which should get them past the guard house. This requires some convincing, and Starn carefully mutters a few arcane phrases under his breath in order to appear more convincing! While he wonders how ethical this is, he consoles himself with knowing that the magic works on himself, it doesn't affect anyone else's mind (or so he convinces himself).

* Intent is to have Lady Markelhay lends them her coach and driver for a short time. Primary Skill Diplomacy vs Medium DC (Arcane Mutterings, level 2 utility power) subs in Arcana but exhausts Diplomacy; +13 automatically passes the Medium DC.

Starn and Lief quickly arrive at the Kamroth Estate, just before the dinner hour. The guards at the guard house confront them briefly, but with virtually no scrutiny due to the royal coach and their explanation that they are Lady Markalhey's lackeys.




PRIMARY Complexity 3 SC, Level 3 (DCs 9/13/21)
Goal: Gain access to the grounds and manor of Kamroth Estate to root out the Elect cell's influence and the estate's role in facilitating the ends of the cult's patron, The Hidden Mogul.
1/8 Successes/0 Failures/2 Hard DC Available/3 Secondary Skills Available/2 Advantages Available/Primary Skill Training exhausted; Diplomacy




The groundskeeper Leon is called forth to escort Starn and Lief through the estate grounds as Lady Markelhay's coachman waits in the garage with the other carts and wagons. The elderly gentleman is clearly preoccupied as he barely remembers to give them a terse handshake before he hoists up the portcullis gate in the garage and they head through the archway cut into the tall stone walls of the compound.

Bespectacled, he holds a long piece of vellum in one hand, surely some kind of checklist for the day's duties, as his finger traces what he is reading. Now and then he'll abruptly say some words as they walk about.

* "Here you'll see Fallcrest Bunker #1. That's right, the first of its kind. Strategically hidden under this hand-carved, slate and marble fountain, it was a prototype constructed during The Bloodspear War to protect the family of this house. While the home and grounds were razed, the bunker withstood the ruination of the city and the family endured...for a time at least...until Lord Kamroth bought them out!

Anyway, now its just a place he holds his most lavish parties. You won't ask me where the secret entrance is...because I don't know."

* "And here is Padraig House. The Lord of Winterhaven is a friend and business associate of our Lord Kamroth. When he comes to stay in Fallcrest, this is where he takes respite...while smaller than Kamroth Manor, it is no less accommodated."

* "Ah, the rear grounds. Here you'll find our demarcated areas for pheasant hunting, falconeering, and Kamroth Pit Fighting...we have...I mean Lord Kamroth has the best fighters in all the Nentir Vale...

look now...a pair of our middleweights are sparring in the sand."

Meanwhile, Leif's totemic stag appears everywhere; around a corner then retreating, in a window as a silhouette, barely visible in the shadowy depths of a copse of trees on the rear grounds, as an animated piece of taxidermy hung high amidst other tacky trophies on the rear flank of Kamroth Manor.

"What did you say you were here for again?" (1)





That (1) at the end is MEDIUM DC due to your Markelhay-sponsored arrival. Resolve that socially and he'll escort you to the cite of your royal-sponsored duties on the grounds. Failure here will still get you where you need to go, but security will be a heavy presence there. Due to scrutiny, you'll take -1 forward to all Skill checks (both Primary and Secondary) at that location until you make a move to check out another location (which will also take -1).

If you guys want to physically wrangle him and force him to tell you what he may know, (a) you're going to have to make some kind of setup move (either Secondary Skill or Primary Skill vs MEDIUM DC) to get the situation to a secluded area and then..."impose" upon him (also MEDIUM DC). Failure here will lead to a small skirmish with security that you'll have to deal with in full by end of round 5 or you'll suffer another Failure in the Skill Challenge and security and scrutiny intensifies.
 

Lief doesn't have to feign curiosity as he asks the groundskeeper for more details about the estate. Lief watches the man as he answers, watching for curt responses, evasions, and all the telltale signs of prey turned skittish as he's forced to live among predators.

Intent: Figure out how where on the grounds the Elect are operating.

Secondary Skill: Insight r(6)+3 = 9 vs. DC 9. Success.

Intent: Look for how the Elect get in and out undetected.

Primary Skill: Perception with +2 for Secondary success. Wagering advantage vs. Hard DC for 2 x success. r(15)+12+2 = 29 vs. DC 21. Success.

Leon chuckles nervously when asked about the most recent events at the bunker. "It's, now, let's see. As a matter of fact we haven't had a party on those specific premises this season but the routine has been not exactly—at any rate..."

Lief's eyes dart and narrow as they pass the bunker. There, the ivy climbing across it is broken on one side. The disturbance is low, though, probably a low hatch, barely tall enough to crouch through. He draws Starn aside to point out a distant copse of trees, then whispers, "They're using the bunker," before turning to smile meekly at the groundskeeper.




PRIMARY Complexity 3 SC, Level 3 (DCs 9/13/21)
Goal: Gain access to the grounds and manor of Kamroth Estate to root out the Elect cell's influence and the estate's role in facilitating the ends of the cult's patron, The Hidden Mogul.
3/8 Successes/0 Failures/1 Hard DC Available/2 Secondary Skills Available/1 Advantages Available/Primary Skill Training exhausted; Diplomacy, Perception
 

Starn considers what to do in this situation and hits on a plan. Leon turns to Lief for a second, describing for the obvious warrior how these middleweights train, and Starn, pretends to tie his shoe lace, turning away a bit, and invokes his Ghost Sound cantrip. With this he creates the illusion of the voice of the guard house sergeant calling "Leon! Where the heck are you? I need you for a moment!"

Mechanically Starn is Bluffing Leon, with a +2 Circumstance bonus for Ghost Sound. We will utilize one of our advantages here to step the DC down to easy (DC9). Starn rolls an 18 +1 for half level +2 for Circumstance. Leon has bought it hook, line, and sinker!

Leon, looks a bit startled and disgruntled, as if somehow he thinks maybe he's gotten himself into trouble or something. Starn says "Don't mind us, we'll wait right here!" and Leon rushes off in the direction of the guard house. Lief and Starn immediately begin to investigate the area. Starn heads around the back of Padraig House, and motions to Lief to go check out the bunker.

PRIMARY Complexity 3 SC, Level 3 (DCs 9/13/21)
Goal: Gain access to the grounds and manor of Kamroth Estate to root out the Elect cell's influence and the estate's role in facilitating the ends of the cult's patron, The Hidden Mogul.
4/8 Successes/0 Failures/1 Hard DC Available/2 Secondary Skills Available/0 Advantages Available/Primary Skill Training exhausted; Diplomacy, Perception, Bluff
 

PRIMARY Complexity 3 SC, Level 3 (DCs 9/13/21)
Goal: Gain access to the grounds and manor of Kamroth Estate to root out the Elect cell's influence and the estate's role in facilitating the ends of the cult's patron, The Hidden Mogul.
4/8 Successes/0 Failures/1 Hard DC Available/2 Secondary Skills Available/0 Advantages Available/Primary Skill Training exhausted; Diplomacy, Perception, Bluff




LEIF IN THE BUNKER

"You reveal yourself when you make the decision of your own blood over a very simple donation of your coin to our cause. Like your blood, The Mogul does come, foolish merchants. But unlike your blood's flow, The Mogul's wrath and will are both boundless."

<Drip, drip, drip> The blood flows from the four naked merchants hanging via chains anchored to the ceiling. Four human attendants, no older than fourteen or fifteen, perform the grisly work of subtly opening them up so that their life ebbs into a catchment basin below. Not a one of them betray a visage of enjoying it but neither is there an expression of abject revulsion. One of them, the youngest and a boy, has a hand that trembles as he does his "work."

The Snowfang Shifter ritualist looks up at the swinging bodies above her as the chains subtly rustle and echo in the cavernous bunker. Lief recognizes her face, her voice, her penchant for cruelty, and her fetish for blood-bathing as she does now.

"I'll return in one hour. Trust me when I say your bodies will not allow you two. Patronage and a pledge to our lord will buy you reprieve and freedom. I think you understand what the inverse will afford you."

After entering and traversing a torchlit corridor, Leif takes this in from an elevated, obstructed position roughly the same height as the swinging merchants who are some 30-40 feet from him. An iron ladder leads to the floor some 15 feet below. The ritualist is exiting down a ground-level corridor much like the one Leif entered through.

What does he do?





STARN AT THE BACK OF PADRAIG HOUSE

A gazebo on the open green features food being prepared by a quad of cooks.

A figure dressed in the colors and religious trappings of a powerful figure in Pelor's faith anoints a newborn babe's head with water from a basin and performs various liturgy, ultimately presenting the infant skyward, the full rays of the sun enveloping it.

"I, Cardinal Erban, devote this child, the first of this Kamroth line and the first of all Kamroths to receive such a birthright, to you, our lord. May your Everlight kindle a timeless strength and wisdom befitting one that is destined is to rule."

The small seating arrangement on the green is clearly a select number of the well-to-do of Nentir Vale, including Armos Kamroth himself. They clap in a monotone and regard each other with smiles that take in their faces full.

This is the house reserved for the present Winterhaven Lord, a rough and rustic ruler who commanded The Winterhaven Regulars; watchmen and peace officers all. Curiously, neither he nor his outfit are amongst these numbers.

What do you do?
 

LIEF drops into a roll among the attendants and lashes out at three of them in a blur of feet and closed fists. He doesn't touch the fourth one, the boy whose hands shook during the bloodletting.

PRIMARY SC

Intent: Knock out the attendants.Secondary Skill Stealth vs Easy DC for +2/-2. r(5)+12 = 17 vs. 10. Success.

*Primary Skill ATK vs Ref. Going against HARD DC here because there are 4 of them and Lief has to cover some distance, so Ref of 16. If this fails we're going to combat and waves (1 x Standard) coming in every 2 rounds.

Lion's Den attack. r(9)+6+2 = 17 vs. 16. Success.


PRIMARY Complexity 3 SC, Level 3 (DCs 9/13/21)
Goal: Gain access to the grounds and manor of Kamroth Estate to root out the Elect cell's influence and the estate's role in facilitating the ends of the cult's patron, The Hidden Mogul.
5/8 Successes/0 Failures/0 Hard DC Available/1 Secondary Skills Available/0 Advantages Available/Primary Skill Training exhausted; Diplomacy, Perception, Bluff, ATK



Lief locks eyes and holds his hands up to show the kid he means him no harm.

SECONDARY SC

Intent: Determine whether the kid is a true believer, and show that Lief is on his side.

*Primary Skill: Insight vs. Medium DC (no Hard DCs for this SC). If this goes south, the kid's going to panic and attempt to break free, scream, and run, forcing Lief to grab or attack him to prevent. Successful and he understands, is amenable, and keeps it together. r(6)+6 = 12 vs. 14. Fail.

Lief forgets that his splayed fingers are, in fact, flashing his claws at the boy, who bolts for the door and works up to a scream. Lief reaches for him.

Choice is to either knock him out cold (ATK vs Ref 14) or make a Grab ATK (Str vs Ref; +3 vs 14) to prevent him from breaking free > screaming > running. Failure on either and we're going to combat.

*Primary Skill: Grab ATK, r(13)+2 = 15 vs. 14. Success.

The kid's screams are muffled by Lief's clawed hand. The shifter waits for him to settle, and tries another tack. This close, he can smell the boy's fear—he can use it. "Let me tell you a story," Lief says, pouring the words into the attendant's ear, "about the Mogul." He tells him about the Resplendent Feast, one of the deepest truths of the Elect, known only to the Blessed among the Elect. The day when He Himself will arrive and expect a banquet in his honor, and how on that night the humans, even His most devoted servant, will either give themselves to the banquet, or be pursued by His host wherever they skitter and hide. "These men might be able to stop the Feast—they have earthly power with their fithy coin. Help me help them, and maybe you'll grow to be fat and worldly like them, or you can worship a god that doesn't plan to serve your innards on a platter."

Intent: Convince the boy to help rescue the merchants (and gain +2 Circumstance to free them).

*Secondary Skill: Insight, r(7)+3 = 10 vs DC 10. Success.

*Primary Skill: Religion, r(18)+1+2 = 21 vs DC 14. Success.



SECONDARY Complexity 1 SC, Level 4 (DCs 10/14)
Goal: Free any redeemable cult thralls from its fell influence.
2/4 Successes/1 Failures/0 Hard DC Available/0 Secondary Skills Available/0 Advantages Available/Primary Skill Training exhausted; Insight, ATK, Religion.




The boy is crying, his breath catching, but he nods. Lief thinks of Renne's son, imagines someone having this much power over him (again). He feels the stag's eyes on him but refuses to meet them."C'mon. Maybe one of them will give you a reward too," he says, nodding toward the merchants. Lief works with the boy to unshackle the men and haul them up the ladder to the torchlit corridor and the secret hatch. Lief makes sure to catch the boy's eye now and again, and lets his fangs show during the work, a reminder of who the prey is in this situation. And now, maybe for the rest of the boy's life.

PRIMARY SC

Intent: Get the merchants out of the bunker.

*Primary Skill: Athletics with +2 Circumstance for the boy's help. r(6)+7+2 = 15 vs. DC 13. Success.

Making their way across the grounds, Lief motions for the boy to take the lead while the shifter urges the cohort along from behind, shoving them, hissing at them to move faster. "You have to bear witness. You need to live! Do you hear me!!" He steers them toward the small wood at the rear of the property, waving at Starn to try to get his attention.



PRIMARY Complexity 3 SC, Level 3 (DCs 9/13/21)
Goal: Gain access to the grounds and manor of Kamroth Estate to root out the Elect cell's influence and the estate's role in facilitating the ends of the cult's patron, The Hidden Mogul.
6/8 Successes/0 Failures/0 Hard DC Available/1 Secondary Skills Available/0 Advantages Available/Primary Skill Training exhausted; Diplomacy, Perception, Bluff, ATK, Athletics
 

Starn decides it would be pretty risky to mix in with that crowd, some are likely to know who he is, and though they may not be aware of all the goings on, they would surely know his appearance here indicates something gone amiss. So, I think he'll look for a side entrance to Padraig House itself, one that wouldn't be in clear line of sight from the gathering, or as little as possible, and enter. He's curious as to what may be going on in there. This could be some valuable intel!

I want to use Dungeoneering to estimate where the best entrance is, and a path to it that gets me there without being too exposed. Dungeoneering vs Medium DC(13). I get a 1 +6 = 7, Starn Fails!

Starn sidles up to an obstructed entrance on the side of Padraig House and finds the door is unlocked. Before he turns and pulls, he sees a nearby bay window allowing a plain view into the Great Room of the home. A man-at-arms who appears to double as a scrivener for the Cardinal sits at a desk, penning a letter...then setting it alight in the midst of an agitated state...sitting anxiously...then starting anew...then burning that one as well. He draws in a deep breath, exhales, removes himself from his seat, kneels, and begins a prayer.

At this point my inability to remain unobtrusive will presumably manifest itself in some way...

PRIMARY Complexity 3 SC, Level 3 (DCs 9/13/21)
Goal: Gain access to the grounds and manor of Kamroth Estate to root out the Elect cell's influence and the estate's role in facilitating the ends of the cult's patron, The Hidden Mogul.
6/8 Successes/1 Failures/0 Hard DC Available/1 Secondary Skills Available/0 Advantages Available/Primary Skill Training exhausted; Dungeoneering, Diplomacy, Perception, Bluff, ATK, Athletics
 

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