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

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.




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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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MECHANICS, TERRAIN, ET AL

* Illumination: Full.

* Both sets of Steep Stairs are Challenging Terrain; Low DC (8) Acrobatics or Athletics or Difficult Terrain.

* Squares filled with big rocks/ruined pillars are Difficult Terrain.

* Unstable Wooden Ceiling Joists, 15 ft up, span rows 7, 10, and 13 and columns G and M (intersecting): Acrobatics DC 12 to traverse. Failure by 4 or less and the creature can't move any further as part of the current action. Failure by 5 or more and the creature falls prone in the initiating sq.

* Arcane Turret (Trap) Level 1 Large, Standard Blaster XP 100
The turret mounted on a 15 ft platform pans slowly from on high, surveiling the room for offenders.
Trigger: Non-construct creatures entering any of the green sq. After activated, the arcane turret acts on the initiative after the triggering character until the end of the encounter.

Attack • Force
Immediate Reaction or Standard Action Ranged 15
Target: Enemy who triggers a pressure plate.
Attack: +8 vs. AC
Hit: 1d8 + 3 force damage and slides the target 1 sq.

Countermeasures
✦ Thievery DC 12 (minor): An adjacent character can disable an adjacent sq of pressure plate with a successful check.
✦ Thievery DC 19 (standard): A character adjacent to the Arcane Turret can disable it until the end of the encounter.
✦ Arcana DC 19 (standard, personal or ranged 5): Success makes character invisible to the arcane turret UtEoYNT; sustain minor.

* Stasis Chamber with Starn (T) in the middle are squares I-K/9-11. There is no Line of Effect or Line of Sight into or out of this opaque chamber. See Skill Challenge Below:

FREE STARN FROM THE STASIS CHAMBER LVL 2/COMPLEXITY 1 (4 Success/3 Failure/1 Secondary Skill as Minor Action) PRIMARY SKILL DCS 13, SECONDARY SKILL DC 9

✦ Dispel the Opaque Barrier (prerequisite; must be outside of the chamber): Arcana (minor action, range 5, Failure = take -2 to your next attack or Primary Skill Check UtEoYNT). Success means Starn has Line of Sight and Effect and rolls initiative. Only Force keyword effects cannot traverse the barrier.

✦ Discern the Runescription's Encoded Liturgy (prerequisite; Dispel the Opaque Barrier must be resolved): Insight, Religion (minor action, adjacent to barrier, failure = take 5 psychic and necrotic damage).

✦ Disable the Runes (prerequisite; Discern the Runescription's Encoded Liturgy must be resolved): Thievery (standard action, adjacent to barrier).

✦ Adjure the Tower (prerequisite; Disable the Runes must be resolved): Arcana, Nature, or Religion (standard action, range any).

Macro-failure: The Stasis Chamber is destroyed but Starn takes damage equal to his Healing Surge value. The tower begins to crumble at the beginning of next round. All creatures in the chamber are attacked by Crumbling Ceiling (+4 vs Ref; 4 damage). All PCs reach Row 1 squares to escape the encounter and begin Escape the Crumbling Tower Skill Challenge.

Macro-success: The Stasis Chamber is destroyed and Starn is released. The tower begins to crumble at the beginning of next round. The tower begins to crumble at the beginning of next round. All creatures in the chamber are attacked by Crumbling Ceiling (+4 vs Ref; 4 damage). All PCs reach Row 1 squares to escape the encounter and begin Escape the Crumbling Tower Skill Challenge.

* Acidic Leavings (hindering terrain - purple squares): 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).

* All squares of Pillars are Blocking Terrain. They can be Stunted with via Athletics.

* Tower Iron Crusher (medium, construct, homonculus, Brute, Standard) = HP 35, AC 13, Fortitude 13, Reflex 12, Will 11.

* Tower Iron Runners (medium, construct, homonculus, Skirmisher, Minion) = HP 1, AC 15, Fortitude 12, Reflex 13, Will 11.

* Roll Monster Knowledge x 3 (1 for each of Mauler and Skitterers and for Arcane Turret's Trigger) and Initiative.

LIEF (L): [r13+6] = 19
RUNNERS (M): r(8) +5 = 13
SARIEL (A): r(10) = 10
STARN (T): Trigger met on Sariel turn; r(12) +0 = 12
CRUSHER (C): r(8) +1 = 9

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ROUND 1




SARIEL eyes the homunculi arrayed before him with some trepidation. Such creatures, if you could call them such, were always an academic curiosity in his studies. Were mortal practitioners of the arcane arts really so beyond seeing to their own defense? Best not to take them lightly. This arcanist better be worth the effort...

* (No Action) Monster Knowledge (Runners) Arcana [r10+11] = 21 [Hard]

Tower Iron Runner
Medium construct (humonculus)
Level 1 Minion Skirmisher XP 25
HP 1; a missed attack never damages a minion. Initiative +5
AC 15, Fortitude 12, Reflex 15, Will 13 Perception+3
Speed 5 climb 5 Darkvision

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

Triggered Actions
Many As One ✦ Encounter (shared with all four runners)
Trigger: A runner is reduced to 0 hit points by a creature.
Effect (Immediate Reaction): A runner within 5 squares of the triggering creature charges it.

Acrobatics +8, Athletics +7

* (No Action) Monster Knowledge (Crusher) Arcana [r6+11] = 17 [Moderate]

Tower Iron Crusher
Medium construct (humonculus)
Level 1 Standard Brute XP 100
HP 35 Initiative +1
AC 13, Fortitude 13, Reflex 12, Will 11 Perception+5
Speed 6
Keywords (none)

Traits
Construct Weakness
A critical hit automatically reduces the crusher to 0 hit points.

Standard Actions
⚔ Crusher Grasp ✦ At-Will Attack:
Melee 1 (one creature); +4 vs. Reflex
Hit: 1d6 + 3 damage, and the crusher grabs the target (escape DC 12) if it does not have a creature grabbed.

* (No Action) Monster Knowledge (Arcane Turret) Arcana [r2+11] = 13 [Moderate]

Arcane Turret trigger not gleaned. No new information.




Of note, Starn will have Tenser's Floating Disc Ritual up at the beginning of this:

* 10 coin spent from his 1st level coinage.

* Arcana r(4) +12 = 16 Arcana result. 500 lbs load-capable.

* 3 ft diameter disk, a single character can stand on it (Starn in this situation), it floats 1 foot off the ground, and Starn can command it to move his speed with a Move action.




LIEF gives Sariel a look and an awkward shoulder pat—he still has no idea how regular, non-cultist people interact in stressful situations—and bounds into the chamber, seeking cover from the turret, and hoping to start drawing enemies to him.

<The pressure plate field! There it is around the stasis chamber! The constructs appear to not disturb it!>


* Move: Crane's Wings movement action, jumping to H6. Athletics [r16+6+5 power bonus] = 27. 27/5 = 5 squares. Lands on J6 (I think?)

* Move: Crane's Wings movement action, jumping to H6. Athletics [r8+6+5 power bonus] = 19. 19/5 = 4 squares. Lands on D6 (assuming 19 rounds up to 4 squares)

* Minor: Looking for pressure plates. Perception vs High DC 19; [r14+8] = 22 TRIGGERS UPDATED MAP AND ARCANE TURRET TRIGGER (GREEN AROUND STASIS CHAMBER IS PRESSURE PLATE FIELD)

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LOCATION: D6
CURRENT HP: 26
HEALING SURGES: 9/9
CONDITIONS TO ENEMIES: na
CURRENT DE/BUFFS: Perception check uncovered Arcane Turret pressure plate field/trigger.




Drawing upon rote programing, the acid-dripping claws and jaws of the strange bipedal/quadrupedal IRON TOWER RUNNERS explode into action as Leif takes to the air to surveil the room. A pair quickly engage both Leif and Sariel, well-timed parries and movement keeping the heroes from taking the worst of the explosive exchange.

M (F11)

* Move: 4 sq to C7.

* Standard Action: Claw (M1, acid). Effect: Before the attack, the runner shifts up to 2 squares. Shift 1 sq to C6 and vs L's AC: r(8) +6 = 14. Miss.

M (G13)

* Move: 5 sq to G7.

* Standard Action: Charge to E6 and Claw (M1, acid) (eshew shift) vs L's AC: r(11) +6 +2 (CA) +1 (charge) = 20. Hit. 4 acid damage to L (granting CA to runner).

M (M11)

* Move: 6 sq to J5. TRIGGERS ACROBATICS VS CHALLENGING TERRAIN DC 8 OF STEEP STAIRS; AUTO-SUCCESS W/ +8 ACROBATICS.

* Standard Action: Charge to J2 (as above, Acrobatics auto-success vs Steep Stairs) and Claw (M1, acid) (eshew shift) vs A's AC: r(7) +6 +1 (charge) = 14. Miss.

M (Q8)

* Move: 6 sq to K5. TRIGGERS ACROBATICS VS CHALLENGING TERRAIN DC 8 OF STEEP STAIRS; AUTO-SUCCESS W/ +8 ACROBATICS.

* Standard Action: Charge to K2 (as above, Acrobatics auto-success vs Steep Stairs) and Claw (M1, acid) (eshew shift) vs A's AC: r(19) +6 +1 (charge) = 26. Hit. 3 acid damage to L (not granting CA to runner).

LOCATION: C6, E6, X10, J2, K2
DAMAGE: 4 acid damage to L, 3 acid damage to A.
CONDITIONS TO ENEMIES: na
CURRENT DE/BUFFS: na




SARIEL appears to provide an opening for the runner in front of him, but instead lures it into dropping its guard as he dispatches the foul creature. In a flash he is gone from sight and reappears nearly in striking distance of where Lief is engaged with the other runners. With a few gestures of his free hand the barrier blocking Starn's vision is no more.

"Arcanist, we are here to set you free. I suggest you get to work on unwinding the chains that bind you."


* Standard: Luring Strike. Against runner in J2. r(10)+7 = 17. M (J2) DESTROYED. On Hit: Shift 1 to J2. Effect: Shift 1 to J3.

* Move: Fey Step (Encounter) Teleport 5 squares to G6.

* Minor: Arcana Check r(16)+11 = 27 (Hard) to dispel the opaque barrier. TRIGGERS STARN ROLLS INITIATIVE r(12) +0 = 12.

Location: G6
Damage: M (J2) DESTROYED
Current HP: 28/31
Healing Surges: 11/11
CONDITIONS TO ENEMIES: Dispelled the opaque barrier. TRIGGERS STARN ROLLS INITIATIVE; r(12) +0 = 12.
CURRENT DE/BUFFS: na




Suddenly the room is revealed to STARN's vision. Who and what are these people and creatures around him, what is this place? Putting those questions aside for the moment Starn draws two conclusions, there's a battle taking place! Exciting! He's only read about this. Secondly he's still trapped and needs to get free if he's going to learn more.

These are divine runes! An obscure piece of scripture of Pelor's holy texts, specifically about Pelors governance of time!


* Move: Starn sits on his Tenser's Floating Disc and moves it to J11.

* Minor: Starn exerts his Arcana, extending his senses in an attempt to find the weakness in the barrier and dispel it. Result 31.

* Minor (repurposed standard): Religion test to Discern the Runescription Liturgy, result 14, success!

Location: J11
Current HP: 24/24
HS: 8/8
AP: 1
CONDITIONS TO ENEMIES: Dispelled the Opaque Barrier and Religion test to Discern the Runescription Liturgy resolved; 2/4 successes toward Free Starn from Stasis Chamber.
CURRENT DE/BUFFS: 1/1 Secondary Skills resolved. Arcana and Religion Primary Skill Training exhausted.




With a thrumm and a glow from something resembling a central module protruding from its chest-equivalent, the IRON TOWER CRUSHER comes to life and robotically moves with purpose to intercept the Eladrin Swordmage. Reaching out with a large, grasping appendage it clasps Sariel around his hip/thigh!

* Move: 4 sq to F7.

* Standard: Crusher Grasp (M1, creature) vs A's Ref: r(12) +4 = 16. Hit. r(2) +3 = 5 damage and the crusher grabs A (escape DC 12).

Standard Actions
Crusher Grasp ✦ At-WillAttack: Melee 1 (one creature); +4 vs. ReflexHit: 1d6 + 3 damage, and the crusher grabs the target (escape DC 12) if it does not have a creature grabbed.

Traits
Construct Weakness
A critical hit automatically reduces the crusher to 0 hit points.

LOCATION: F7
DAMAGE: 5 damage to A
CURRENT HP: 35/35
CONDITIONS TO ENEMIES: A is grabbed (escape DC 12)
CURRENT DE/BUFFS: na




C 35/35
AT Not presently triggered

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ROUND 2




LEIF chokes down a growl at the thing that hurt him, crouches low, and lashes out at it. Then he kicks off the runner to his left, using it as a springboard to roll towards the crusher’s knees and send it staggering back, away from Sariel.

* Standard: Lion's Den attack on E6 runner. r (20)+4 = 24. M (C6) DESTROYED. Enemy who moves adjacent will take 2 Damage.

* Free: Centered Flurry of Blows to C6 runner. Damage 5, M (E6) DESTROYED.

* Move: Lion's Den, shift to E6, +1 power bonus to defenses UBoLNT.

* Minor: Hunter’s Quarry on crusher, +d6 damage.

* Standard (using AP): Crane’s Wings attack on F7 crusher. r (15)+4 = 19. Damage r(5 + 3) + 4 = 12. Pushing it 1 square to G8, freeing Sariel from grabbed condition (out of C's M1 reach).

LOCATION: E6
DAMAGE: M's (C6/E6) DESTROYED, 12 damage to Crusher.
CURRENT HP: 22/26
HEALING SURGES: 9
AP: 0
CONDITIONS TO ENEMIES: C pushed 1 sq to G8, breaking A's grabbed condition.
CURRENT DE/BUFFS: +1 defenses UBoLNT.




The lone remaining IRON TOWER RUNNER drops from its bipedal form and easily rushes up the steps on all fours like a metal cat. It swipes a claw at Sariel, but his Swordmage Warding deflects it with an audible "voom" noise.

M (K2)

* Standard: (Autopasses Acrobatics for Hindering Terrain of steep stairs) Charge 4 sq to H5 and MBA Claw (M1, acid) vs A's AC: r(10) +6 +1 (charge) +0 (A has Cover due to Blocking Terrain, but flanking provides CA so cancels) = 18. Miss.

LOCATION: H5
DAMAGE: na
CONDITIONS TO ENEMIES: na
CURRENT DE/BUFFS: na




STARN watches the two intruders keenly, and decides he had better help them out. I'll try out that Color Orb thing that I drew in my spell book when master wasn't paying attention! Maybe it will boggle the magitech brain of that big construct.

* Move: I move 2 squares to I9.

* Standard: I cast Color Orb (Encounter Attack Power from Wizard's Apprentice) at C in G8. It has a range of 5, Implement vs Will = +1 (Tome Expertise) +5 (INT) = +6, rolled 8 + 6 = 14 vs Will (11) = hit, for 1d8+5 radiant = 7+5 = 12 damage and dazed UEOYNT.

Location: J11
Current HP: 24/24
HS: 8/8
AP: 1
CONDITIONS TO ENEMIES: Dispelled the Opaque Barrier and Religion test to Discern the Runescription Liturgy resolved; 2/4 successes toward Free Starn from Stasis Chamber.
CURRENT DE/BUFFS: 1/1 Secondary Skills resolved. Arcana and Religion Primary Skill Training exhausted.




SARIEL moves like the wind as he feints backwards, but is not able to land a telling blow on the runner. In what can only be described more as a dance than a fight, Sariel somehow ends up way on the other side of the Crusher, having delivered a solid blow. An acid pit stands between them as tendrils of wind extend from Sariel's finger tips, almost creating a tunnel of wind between the eladrin and homunculus.

* Standard: Luring Strike against Runner in H5. r(2) + 7 = 9 => Missing by a mile. Shift 1 to F7 (Effect).

* Standard (Action Point): Fox's Feint, r15 + 7 + 2 (CA) = 24. r4+4 = 8 damage. Swap places. Sariel is in G8 and Crusher is in F7. Until the end of Sariel's next turn when Crusher grants CA the bonus to attack is +4 instead of +2.

* Move: Shift 1 to F9.

* Minor: Aegis of Ensnarement on Crusher. Crusher is marked, -22 to hit anyone not named Sariel, and subject to teleport shenanigans should he hit with an attack that does not include Sariel.

Location: F9
Current HP: 23/31
Healing Surges: 11 /11
AP: 0




COMBAT RESOLVED

* This combat is basically a wrap at this point. The Crusher and one Minion left and the Arcane Turret (at least during combat) basically defanged by (a) Leif sussing out the pressure plate field and (b) the general positioning dominance you guys have secured.

So let's do this:

* Harenhal @Campbell) spends 1 Healing Surge and narrates a brief vignette entailing the defeat of these last two in his post right after the combat entry on + he folds in the XP/Loot note I'll put together. Everyone will give Campbell what they're doing as far as Short Rest goes (some brief fiction to recover and if you're spending any Healing Surges for HP return) and he'll include in his update of his file note right after the combat.

* Then, we cut to the resolution of the second half of the Free Starn from Stasis Chamber conflict which was nested in this combat and is still pending. I'll frame that situation after Jon edits his post with the above. That situation will change a little bit, because we're outside of combat now. But we're at 2 Successes/0 Failures/Secondary Skill Exhausted/Primary Skill Training Arcana & Religion exhausted. The remaining obstacles I see in that conflict are (1) either disabling the Arcane Turret or dealing with the pressure plate field so you can get adjacent to the Stasis Chamber then either (2) physically disabling the rune circle or adjuring the actual tower (its actual spirit or its mechanical program) as it seems to be actually manifesting to work against you.

* Again, as soon as the Stasis Chamber goes down, the whole Tower is going to come down on your heads and its going to be a mad dash for the three of you to escape with your lives (an Escape the Tower Skill Challenge).
 
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The Crusher homunculus leaps over the pit of acid, but is thrown somewhat off balance by a trailing kick to the back from Leif. The homunculus lands atop Sariel, but is rewarded for its efforts with Sariel's blade to the guts. Meanwhile Leif quickly dispatches the remaining runner with a palm blow to the chest. As Sariel pushes the construct off of him he finally notices that Crusher is leaking an effervescent white liquid and realizes it's holy water that keeps its fleshy heart beating. He takes the opportunity to put what he can in a vial for later study.

As Sariel is about to offer a proper introduction to Starn, Lief interjects with an apology. "It appears my skills are a bit rusty. Time was I would have been denied rations for two days for such mess."

Sariel grins, obviously impressed with the monk's quick thinking, and responds "Maybe just one will do this time. My father always said that hunger helps to focus the mind, but starvation leads to desperate action."

Sariel prostrates himself on floor in a meditative position, winds swirling all around, as Lief carefully collects the broken and inert constructs and deposit them in the acid—evidence disposal training, but also just in case—while cheerily introducing himself to Starn from across the chamber.

"Hello Arcanist. I'm Lief. We'll have you out posthaste. Maybe a bit longer than that. First, we have to figure out how we'll get you out."

Sariel responds, "That does seem to be our quandary. I am uncertain how mortal mages setup such elaborate strictures. The World certainly seems to be a far more intriguing than my father told me it would be. Perhaps its intricacies slipped his mind. He did mention it had been at least 100 years since his last trip here."

Sariel spends 1 extra healing surge to recover 7 HP.

HP 30/31
Surges 9/11

XP/Loot said:
100 x 2 + 25 x 4 = 300/3 = 100 xp apiece.

You guys are able to sift through the remnants of one of the destroyed RUNNERS (parts, lubricant/acid, control module, etc). You or someone else could put together a Construct Quadruped-friend! (animal or whatever). * On your next Extended Rest, describe how its created out of these parts and take a Companion Character as a Monster (Minion, Skirmisher) that you guys can use in any combat at your discretion (just call it before combat starts)*. It will cost you an of-level Minion value worth of xp for your post-combat XP rewards if you use it. If its destroyed in the combat, no big deal! You put it back together on an Extended Rest!

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

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

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

Athletics +8, Perception +8
 
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Complexity 1 SC, Level 1 (DCs 8/12)
Goal: Free Starn from the Stasis Chamber.
2/4 Successes/0 Failures/0 Secondary Skill Available/Primary Skill Training exhausted; Arcana, Religion




* The forcefield of the Stasis Chamber dominating the center of the room, no longer opaque due to to the dispelling of those particular enchantments.

* The encoded rune-scribed circle of divine origin, Pelior and his purview of time, surrounding the statis chamber...the liturgy successfully discerned.

* The Arcane Turret looming from its elevated platform.

* The pressure plate field like landmines around the circumference of the Stasis Chamber which will activate the Arcane Turret.

* The wooden ceiling joists criss-crossing the cathedral-like ceiling, 15 feet up, of the penthouse chamber.

* The acidic pools dotting the floor, clear "leavings" of the homunculous Runners.

* Besides the threshold you crossed to enter, no clear eggress from this room; just hewn stone culminating in a spire, not a window or balcony to be seen.

* The elaborate hanging light fixture, magically illuminating all.

* The construct of the chamber connected to the ceiling with force-"chains," providing certainty that the moment the Stasis Chamber is undone that the tower will begins to crumble, leaving a mad dash (a new "Escape the Crumbling Tower" SC). Further, the tower itself seems....alive...some form of sentience...or some construct programing...something? You've felt it since you set foot in this place, evidence has stacked up as you ascended the levels, and its only become more clear in this room. The tower subtly..."responds" to things you do. It is not pleased with your presence and your goals here to remove Starn.





1) The runescribed circle will have to be defeated somehow and that means getting up close and personal. Starn can't do it from the inside as it requires actual, physical interaction with the circle. What do you do? Remember, the Arcane Turret looms, just waiting to activate should the pressure plate field be triggered. MEDIUM DC (only available)

2) What about the watchful "eye" of the tower itself? Its malign (or something approximating malign) gaze? Its will set against you. Can you deal with that? Should you? MEDIUM DC (only available)

3) You know this tower is coming down after Starn is freed. Does anyone look into setting up your way out before that begins (we would start the Escape From the Crumbling Tower SC if someone has an action declaration there). TBD on DC if you've got something here.
 

Sariel turns his gaze upward to the tower. His face becomes flush with anger and winds swirl around him.

"I speak now to whatever forces still hold onto this arcanist. I know not why you keep him from this world, but I have need of him. The World has need of him. So, I will be taking him and you will not seek to retrieve him, for a time. You need not fear what I will do should you attempt to retrieve him or bar me from leaving with him. Know only that the Ghaele of Winter has need of him and that should be enough for you."

An angelic visage appears in Sariel's mind. It speaks without speaking. For now, you may have him, Eladrin. Bear in mind I also have need of him and will expect him returned to me when next I ask. As is my right.


Mechanics said:
Intent: Suppress the will of the tower, convincing it to stand down for now.
Intimidate r19+9 = 28.

Addresses (2) watchful eye of the tower.
 
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Lief closes his eyes and steps lightly, swiping the chamber floor with the balls of his feet, letting his balance flow like a tipsy dancer into the natural depressions where years of old acidic leavings must have flowed together and gradually eaten away at the stonework. A well-timed blow, right here, where his toe tests the stone, could shatter a hole straight down to the level below.

Mechanics said:

Intent: Looking for a fast way out of this room, to get a headstart on (2) the Escape the Crumbling Tower SC.

Perception r(6) + 8 = 14 vs. Medium DC 13

Complexity 2 SC, Level 2 (DCs 9/13/20)
Goal: Escape the Crumbling Tower.
1/6 Successes/0 Failures/2 Secondary Skills Available/Primary Skill Training exhausted; Perception



The floor gives way beneath Lief's mighty strike to a secret room below in the tower floor where daylight can be seen. This portends a set of alternative routes:

This new room that spills out onto a balcony which would invariably include traversing the outside of the tower; climbing down tower walls, navigating the towers gargoyle defenders, potential opportunity to use magical motes of crumbling stone that are still imbued with momentary levitation.

vs

The hard trek downward through the corridors and stairs of the tower: The stone above falling on heads as you rush down spiraling stairs, the tower's internal construct defenders/traps/hazards, dealing with illusions and temporal rifts.
 

Posting this on behalf of Grendel and AbdulAlhazred as I've got a small window to get my follow-up post in to frame the follow-on SC!




STARN instructs LIEF to navigate the narrow joists above and then lower himself from the ceiling framing using the rope in his kit, until he's just above the floor adjacent to the runes which need to be cut. He watches as the shifter follows his instructions. "As soon as you break the runes I will grab you, cut the rope, and we'll move on the disk to the hole leading outside."
As Starn looks on, chaffing at his inability to act, Lief employs his amazing climbing and acrobatics skills to position himself exactly and break the runic circle imprisoning Starn. As the circle collapses and releases the tower supports a deep rumble is immediately heard, this thing is going to come down immediately! Starn leaps into action, grabbing Lief and cutting the rope with his dagger so that they're free to speed away towards the opening Lief discovered which leads to the outside of the tower. "Come, quickly, we must go now!" Starn cries!





Lief deftly navigates the narrow ceiling joists and the pressure plate field to get up close to the runic circle. He then follows Starn's instructions to defile the runescribed circle of binding (scene resolved, so "say yes") and break's the Wizard free of his prison!

* Lief Primary Skill Acrobatics + 11 autosucceeds vs DC 12 w/ any roll. Success # 4 in Free Starn from Stasis Barrier; Skill Challenge resolved.




XP/LOOT

* SC Level 1/Comp 1 = 100/3 = 33 xp apiece.

* You discover the fine, magical powder of residuum strewn about the chamber before you hastily exit! 90 coin value!

* Gain 1 Advantage for the follow-on conflict Escape the Crumbling Tower. You can use the Advantage to either:

- Wager against the (lone) Hard DC in the challenge before you resolve the move. Upon success, gain 2 x Successes in the SC.

- Step down a Medium DC to a Low DC before you resolve the move.




Complexity 2 SC, Level 2 (DCs 9/13/20)
Goal: Escape the Crumbling Tower.
1/6 Successes/0 Failures/2 Secondary Skills Available/Primary Skill Training exhausted; Perception



The tower yaws subtly, then violently as the runic circle is broken and the statis chamber dissipates with an audible "voooom."

The elf and shifter "beat feet" down the hole into the secret chamber below that Lief excavated with his perfect strike. Starn floats after them at the amusingly, leisurely pace of his 3 ft diameter disc of force! In the room below there is a door-sized egress on the exterior wall leading to an open balcony, the source of the light cascading on the stone that Lief noted from his perch above. As the light of the sun embraces them and they take in the bird's eye view of Fallcrest from the penthouse of The Tower of Waiting, three things immediately become very pressing:

* The Tower of Waiting's defenders have activated with the structure in full collapse. Four gargoyles (2 larger ones and 2 small, imp-like ones) have taken to wing and surveil the exterior, still locked in their directives to protect these upper levels of the tower! If they aren't evaded somehow or given good reason to bugger off, they're going to become a problem on this crumbling balcony.


HIGH DC (20) Move (or Group Move pending what you do...if its a Group Move, the DC is stepped down to the MEDIUM DC (13) since there are 3 of you) to evade them or a successful MEDIUM DC Ranged Attack by the lot of you (Group Move Ranged Attack required so it would be stepped down from Medium DC to Low DC; so either 13 AC or 11 NAD pending what your Ranged Attack attacks) as only a full volley will persuade them to "shoo."

If you have something else in mind to deal with this quad of aerial defenders, lets talk about it in Discord and I'll give you a DC.

Failure in this move is going to lead to a combat on the crumbling balcony with 2 x Standards and 2 x Minions and hindering terrain of falling debris and holes in the floor! On round 4, I would be bringing a huge chunk of tower down on the combat zone, destroying a large section (see below) and creating a perilous fall around the perimeter in a small combat space!

* A fissure is snaking up the spire that caps the tower, threatening a huge chunk of stone to come down on this balcony! Either someone is going to have to do something quick to "convince" that chunk to fall off in a different direction (HIGH DC 20 for this if its not exhausted from the gargoyle situation in the bullet point directly above...if it is exhausted above, then MEDIUM DC 13 for this). Alternatively, everyone is going to have to either (a) deftly navigate the precariously narrow stairwell that snakes down and around off of this stone balcony and empties out somewhere below (Group Move Acrobatics and step down to LOW DC 9 for 3 PCs) or (b) make a running leap for the next balcony over (Group Move Athletics and step down to LOW DC 9 for 3 PCs)!

If you have an option (c), lets talk about it on Discord.

Failure in this move means that every PC takes 1/4 of their Hit Points (Healing Surge worth) in damage that they carry into any coming combat until Extended Rest.
 
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Starn looks at the steep stairway down and says "Hey, if you both jump on this disk we can surf it down the stairs. Maybe that will throw off the gargoyles! I don't like the looks of what is above us either, we should hotfoot it out of here!"

Lief plays coy, waiting until the circling gargoyles bank tight to the tower for their dive attack. He vaults up to intersect the furthest one, kicks off against its midsection in midair, and whirls down, ping-ponging through the flock as he spins back to the tower.

Lief expends his daily power Spinning Leopard Technique, which has a movement technique part allowing him to fly. He uses this, plus an Advantage he earned in the previous conflict with the Gargoyles to gain an automatic success in the Escape the Tower SC, exhausting the SC's hard DC and scoring 2 successes.

Escape the Tower SC
3/6 successes, no hard DCs remaining, Advantage expended.
0/3 failures.
2 Secondary Skills Available/Primary Skill Training exhausted; Perception.
 
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Starn sets the Disc down at almost ground level at the top of the stairs and urges the other two to jump on as the sounds of crumbling masonry and grinding rock sound from directly above. Sariel and Lief each leap atop the disc, which is now overloaded and rests on the top step. With a kick Starn tips the disc over the edge and it careens down the stairs, picking up frightening speed as it does so. Worse, Starn's kick left him hanging half off the disc and clutching at the other two's belts, as they in turn try to cling to a disc of force with no handles! The disc veers towards the tower wall as Starn concentrates on hanging on, but Lief is able to lean a bit to the right and correct their course.

Meanwhile tons of rock and other debris making up the spire of the tower crash down on the balcony the three just left above and plunge down the side of the tower towards the earth and water below. Momentarily the disc comes to a halt in a flat space, running up against another obstacle of stone. The shaken riders tumble off and reorient themselves.


Mechanics: Group Acrobatics check at Medium DC (13) with a +2 circumstance bonus for Tenser's Floating Disc, requires 2 out of 3 successes for overall success to retire one success in the overall SC.

Sariel; r(13) +2 = 15. Success.
Starn; r(6) +2 = 8. Fails.
Leif; r(15) +11 = 26. Success.

2/3 Succeed; Group Move Success.

Complexity 2 SC, Level 2 (DCs 9/13/20)
Goal: Escape the Crumbling Tower.
4/6 Successes/0 Failures/2 Secondary Skills Available/Primary Skill Training exhausted; Perception
 

Complexity 2 SC, Level 2 (DCs 9/13/20)
Goal: Escape the Crumbling Tower.
4/6 Successes/0 Failures/2 Secondary Skills Available/Primary Skill Training exhausted; Perception, Acrobatics




The trio's narrow escape spills out upon the spiral stone stair's landing just as the stairwell behind them fails fully and falls away. A moment's worth of assessment reveals that the stair in front of them leads away from the crumbling tower to a support outbuilding some eighty feet below them. Unfortunately, like the stairs behind them, they immediately realize that the anchoring mortar for the stair in front of them has failed entirely as well and, while the stair to the outbuilding is relatively intact, it is falling away from them.

To their right on the face of the crumbling tower is a glyph of translocation. There is no time for a full decoding, but it appears that activating it in such a way and then stepping through will teleport them to another location within the tower...including the bottom floor entry chamber! However, a misread and attendant activation will surely send them somewhere else which is...undesirable!





What are you guys doing? Make a leap or something to the stone stair that is falling away or try to control the awkward Tenser's Floating Disc as it careens down the stairs to the outbuilding in an uncontrolled levitation while everyone desperately holds on? Or quickly try to decode and activate the tower's translocation glyph to get somewhere lower (hopefully the ground floor!)?

MEDIUM DC all and you still have 2 x Secondary Skills available.
 
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