Manbearcat
Legend
Alright @Grendel_Khan (Monk), @AbdulAlhazred (Wizard), @Campbell (Swordmage)...thus begins our PBP game!
These three wanted the game to take place in 4e's default setting/cosmology of Nentir Vale et al, so we begin in Fallcrest. We're going to call this Wizard's Tower for the opening conflict The Tower of Waiting.
The characters:
@Grendel_Khan
Lief (attached), level 1
Razorclaw Shifter, Monk
Monastic Tradition: Centered
Background: Totemic Ally (+2 to Insight)
Theme: Cipher
MELEE BASIC ATTACK (M1, monk unarmed)
Attack: +4 vs AC
Damage: 1d8+1
Lief, Major Quest: Figure out how why the Elect had him kidnap Loremaster Seekingstone's apprentice, Renelle—and how he can help or otherwise make amends with Renelle's widowed/orphaned family, so the damn stag will let him sleep!
@AbdulAlhazred
Starn (attached), level 1
Human, Arcanist
Wizard Implement: Tome
Background: Omen "all birds left the area" (+2 to Arcana)
Theme: Wizard's Apprentice
Starn, Major Quest: Find out what happened to Nimozaran and the tower, who or what destroyed it? Is he dead?
@Campbell
Sariel, level 1
Eladrin, Swordmage
Build: Ensnaring Swordmage
Swordmage Aegis: Aegis of Ensnarement
Background: Eladrin - Noble Birth (+2 to Intimidate)
Theme: Noble Eladrin Heritage (reskinned from Windlord)
FINAL ABILITY SCORES
Str 10, Con 16, Dex 10, Int 18, Wis 10, Cha 14.
STARTING ABILITY SCORES
Str 10, Con 16, Dex 10, Int 16, Wis 10, Cha 12.
AC: 19 Fort: 13 Reflex: 14 Will: 15
HP: 31 Surges: 11 Surge Value: 7
TRAINED SKILLS
History +11, Arcana +11, Endurance +8, Intimidate +9, Athletics +7 (+2 PB)
UNTRAINED SKILLS
Acrobatics, Bluff +2, Diplomacy +2, Dungeoneering, Heal, Insight, Nature, Perception +2 (+2 PB), Religion +4, Stealth, Streetwise +2, Thievery
FEATS
Level 1: Intelligent Blademaster
POWERS
Swordmage at-will 1: Luring Strike
Swordmage at-will 1: Frigid Blade
Swordmage encounter 1: Fox's Feint
Swordmage daily 1: Blade of Judgment
ITEMS
Leather Armor, Longsword, Adventurer's Kit
MELEE BASIC ATTACK (M1, longsword)
Attack: +7 vs AC
Damage: 1d8+4
Sariel, Major Quest: Track down his brother, Andarien, who fled to the World after a failed attempt to kill their father.
Both looking for answers that perhaps an accomplished Arcanist can provide, Fallcrest's woe has at least given the oddly paired Lief and Sariel a lead on their quest for answers. Nimozaran the Green, the (self-named) High Septarch of Fallcrest (whatever the hells that is supposed to mean!), has conspicuously vanished. His tower is sealed and seemingly impenetrable. Rumor has it that his apprentice, Starn, was taken in a state of seemingly total and complete fugue from that the Septarch's Tower to that of the very ancient and half-ruined Tower of Waiting. The constructs that escorted the catatonic Wizard imposed upon a boatman in the dead of night at the Nentir River docks. After the terrified citizen made the crossing, he was crushed into a pulp for his services.
The only known Arcanist remaining in Fallcrest and surrounds (assuming he yet lives), Starn the Apprentice might possess the divining prowess to help track down Sariel's brother or peel back the mysteries of the Elect's machinations (or perhaps those of the Totemic Stag!)...
THE SITCH:
The pair have worked their way through the traps and denizens of the tower to reach its zenith. As you peer into the cathedral-esque chamber from the archway's threshold, the high-hanging light fixture of significant size and luminosity reveals you have arrived at your sought quarry. Scene particulars:
* Very large room, high ceilings, no visible, no readily discernible window or other egress.
* In the center is a stasis chamber of sheer force (3 x 3 in battlemap terms), opaque entirely so preventing both line of effect/sight to or from. No doubt, the Arcanist Starn is trapped within. From this distance, you can tell that the rune-scribed circle around the perimeter of the chamber it is magically tethered to a pair of thin chains of force which run from that runic circle foundation to the ceiling at 45 degree angles where they are affixed to the stone. Whether your steeped in magical training like Sariel or merely possessed of honed intuition like Lief, its abundantly apparent that when the seal is broken, the tower will come down with it!
If only you could get near (Range 5) to the stasis chamber, surely you could dispel the opacity of the stasis chamber and maybe figure out things from there?
* Milling about the room, absently patrolling, are several constructs of two particular makes; one bulky construct with a cleaving appendage (1 x Standard Brute) and four that shift from biped to quadruped, kitted out with a mangling mandible (4 x Minion Skirmishers).
* The stone floor oozes here and there with acid, the leavings of these constructs. Effect: A square of acidic leavings is difficult terrain for creatures. They sink into the corrosive mire, the caustic material clinging to flesh and clothing. In addition, any creature that starts its turn in a square of acidic leavings takes ongoing 5 acid damage per tier and is slowed (save ends both).
* In the back of the room, atop a pedestal some 15 foot high, is an automated Arcane Turret (Level 1 Blaster Trap) with beautiful line of sight to the entirety of the room, fixated on the stasis chamber presently.
* My poor Starn ( @AbdulAlhazred ), unfortunately you can't so or do crap right now in your opaque stasis chamber! You roused yourself from your fugue state some time ago...you rationed your provisions and you're nearly burned through them! If only a pair of noble heroes would help a Wizard's Apprentice out! Pending!
What do you guys do @Grendel_Khan @Campbell ? Is this straight to combat (with nested SC) or do you guys have some kind of approach and specified goal that we could turn into a Skill Challenge and go from there? We'll deliberate elsewhere and, once you guys have settled upon things, we'll formally set up a conflict.
These three wanted the game to take place in 4e's default setting/cosmology of Nentir Vale et al, so we begin in Fallcrest. We're going to call this Wizard's Tower for the opening conflict The Tower of Waiting.
The characters:
@Grendel_Khan
Lief (attached), level 1
Razorclaw Shifter, Monk
Monastic Tradition: Centered
Background: Totemic Ally (+2 to Insight)
Theme: Cipher
MELEE BASIC ATTACK (M1, monk unarmed)
Attack: +4 vs AC
Damage: 1d8+1
Lief, Major Quest: Figure out how why the Elect had him kidnap Loremaster Seekingstone's apprentice, Renelle—and how he can help or otherwise make amends with Renelle's widowed/orphaned family, so the damn stag will let him sleep!
@AbdulAlhazred
Starn (attached), level 1
Human, Arcanist
Wizard Implement: Tome
Background: Omen "all birds left the area" (+2 to Arcana)
Theme: Wizard's Apprentice
Starn, Major Quest: Find out what happened to Nimozaran and the tower, who or what destroyed it? Is he dead?
@Campbell
Sariel, level 1
Eladrin, Swordmage
Build: Ensnaring Swordmage
Swordmage Aegis: Aegis of Ensnarement
Background: Eladrin - Noble Birth (+2 to Intimidate)
Theme: Noble Eladrin Heritage (reskinned from Windlord)
FINAL ABILITY SCORES
Str 10, Con 16, Dex 10, Int 18, Wis 10, Cha 14.
STARTING ABILITY SCORES
Str 10, Con 16, Dex 10, Int 16, Wis 10, Cha 12.
AC: 19 Fort: 13 Reflex: 14 Will: 15
HP: 31 Surges: 11 Surge Value: 7
TRAINED SKILLS
History +11, Arcana +11, Endurance +8, Intimidate +9, Athletics +7 (+2 PB)
UNTRAINED SKILLS
Acrobatics, Bluff +2, Diplomacy +2, Dungeoneering, Heal, Insight, Nature, Perception +2 (+2 PB), Religion +4, Stealth, Streetwise +2, Thievery
FEATS
Level 1: Intelligent Blademaster
POWERS
Swordmage at-will 1: Luring Strike
Swordmage at-will 1: Frigid Blade
Swordmage encounter 1: Fox's Feint
Swordmage daily 1: Blade of Judgment
ITEMS
Leather Armor, Longsword, Adventurer's Kit
MELEE BASIC ATTACK (M1, longsword)
Attack: +7 vs AC
Damage: 1d8+4
Sariel, Major Quest: Track down his brother, Andarien, who fled to the World after a failed attempt to kill their father.
Both looking for answers that perhaps an accomplished Arcanist can provide, Fallcrest's woe has at least given the oddly paired Lief and Sariel a lead on their quest for answers. Nimozaran the Green, the (self-named) High Septarch of Fallcrest (whatever the hells that is supposed to mean!), has conspicuously vanished. His tower is sealed and seemingly impenetrable. Rumor has it that his apprentice, Starn, was taken in a state of seemingly total and complete fugue from that the Septarch's Tower to that of the very ancient and half-ruined Tower of Waiting. The constructs that escorted the catatonic Wizard imposed upon a boatman in the dead of night at the Nentir River docks. After the terrified citizen made the crossing, he was crushed into a pulp for his services.
The only known Arcanist remaining in Fallcrest and surrounds (assuming he yet lives), Starn the Apprentice might possess the divining prowess to help track down Sariel's brother or peel back the mysteries of the Elect's machinations (or perhaps those of the Totemic Stag!)...
THE SITCH:
The pair have worked their way through the traps and denizens of the tower to reach its zenith. As you peer into the cathedral-esque chamber from the archway's threshold, the high-hanging light fixture of significant size and luminosity reveals you have arrived at your sought quarry. Scene particulars:
* Very large room, high ceilings, no visible, no readily discernible window or other egress.
* In the center is a stasis chamber of sheer force (3 x 3 in battlemap terms), opaque entirely so preventing both line of effect/sight to or from. No doubt, the Arcanist Starn is trapped within. From this distance, you can tell that the rune-scribed circle around the perimeter of the chamber it is magically tethered to a pair of thin chains of force which run from that runic circle foundation to the ceiling at 45 degree angles where they are affixed to the stone. Whether your steeped in magical training like Sariel or merely possessed of honed intuition like Lief, its abundantly apparent that when the seal is broken, the tower will come down with it!
If only you could get near (Range 5) to the stasis chamber, surely you could dispel the opacity of the stasis chamber and maybe figure out things from there?
* Milling about the room, absently patrolling, are several constructs of two particular makes; one bulky construct with a cleaving appendage (1 x Standard Brute) and four that shift from biped to quadruped, kitted out with a mangling mandible (4 x Minion Skirmishers).
* The stone floor oozes here and there with acid, the leavings of these constructs. Effect: A square of acidic leavings is difficult terrain for creatures. They sink into the corrosive mire, the caustic material clinging to flesh and clothing. In addition, any creature that starts its turn in a square of acidic leavings takes ongoing 5 acid damage per tier and is slowed (save ends both).
* In the back of the room, atop a pedestal some 15 foot high, is an automated Arcane Turret (Level 1 Blaster Trap) with beautiful line of sight to the entirety of the room, fixated on the stasis chamber presently.
* My poor Starn ( @AbdulAlhazred ), unfortunately you can't so or do crap right now in your opaque stasis chamber! You roused yourself from your fugue state some time ago...you rationed your provisions and you're nearly burned through them! If only a pair of noble heroes would help a Wizard's Apprentice out! Pending!
What do you guys do @Grendel_Khan @Campbell ? Is this straight to combat (with nested SC) or do you guys have some kind of approach and specified goal that we could turn into a Skill Challenge and go from there? We'll deliberate elsewhere and, once you guys have settled upon things, we'll formally set up a conflict.
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