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

XP/LOOT

* 300/3 = 100 xp apiece.

* Take +2 Initiative and +2 Monster Knowledge.

* See Guards Terrain and Stunt below.

* See Ressilmae/Lady Markelhay (Controller, Leader) Companion Character below.

* Your Advantage earned in your prior conflict can be used 1 x for Heroic Effort as per the Human Power:

1724528264379.png





From his seat, Lord Markelhay takes in the testimony before him and Lief's words. He sighs, nods his head slowly twice.

Simultaneously Armos Kamroth, dressed the part of a self-styled lords with a bejewled sword on his left hip, crosses the threshold into the receiving hall with his retinue of bodyguards and toughs. Aspersions are cast at both the heroes and Moonstone Keep at large for housing common criminals.

The Lord of Moonstone Keep stands and simply commands his bailiff to arrest Armos Kamroth.

His bodyguards and toughs reflexively draw their weapons and the threat of violence increases manifold as Moonstone Keep's guards do the same. The tension is thick as everyone freezes for a moment.

Armos Kamroth:

"LuckY for you Lord and Lady, you'll both live to feel the exquisite regret of this foolishness. Apparently, lands...titles...claims...deeds...facilitating commerce and taxation...subsidizing your pathetic, would-be city...these all mean nothing to the low authorities that run this squalor of this town. I_own_Fallcrest. Well more than half of the land...well more than half of its flesh and its treasure.

All of it...ALL OF IT...will rise up against you like a merciless wave over the prow of a derelict ship at sea."

Kamroth and his retinue begin a fighting retreat!





* PRIEST RESSILMAE & LADY MARKELHAY COMPANION CHARACTER:

Priest Ressilmae & Lady Markelhay
Medium natural humanoid, elf & human
Level 3 Controller (Leader)
HP 40; Bloodied 20; Healing Surges 1; Surge Value 10 Initiative +4
AC 17, Fortitude 13, Reflex 15, Will 17 Perception+5
Speed 6

Trait
Arcane Shield (Aura 2): Any enemy within the aura takes -2 penalty to attack rolls

Standard Actions
(⚔) Moonstone Keep Staff (weapon) ✦ At-Will
Attack: Melee 1 (one creature); +6 vs. Ref
Hit: 2d4 + 4 damage, and the R&LM slides the target up to 3 squares.

Startling Glamour (charm, psychic, implement) ✦ At-Will
Attack: Area burst 1 within 10 (enemies in the burst); +6 vs. Will
Hit: 1d6 + 5 psychic damage, and the target slides 1 squares and is slowed until the end of R&LM's next turn.

Minor Actions
Healing Word (healing) ✦ Encounter
Effect: Close burst 5 (one creature in the burst). The target can spend a healing surge and gains +1d6 additional hit points.

Triggered Actions
Sehanine's Reversal ✦ Encounter
Trigger: An ally within 5 squares is afflicted by an effect that a save can end.
Effect (No Action): An enemy within 5 squares suffers the effect instead.

Skills: Arcana +10, Intimidate +10
Str 11 (+1) Dex 12(+2) Wis 17 (+4)
Con 13 (+2) Int 16 (+4) Cha 18 (+5)


* ILLUMINATION: Full

* WIN CONDITION: Slay Armos Kamroth or Intimidate Armos Kamroth after Bloodied condition (Standard; DC Will + 10 due to Hostile) into surrender before escape.

* LOSS CONDITION: (a) Armos Kamroth leaves scene via Standard Action through far left column, squares 7, 8, 9. Complexity 2, Level 7 Chase SC to pursue. (b) Armos Kamroth leaves scene via windows at bottom of map; Standard Action Athletics DC 17 to break window (blue sq) while adjacent (G1, Q1, @1) and Move Action to move through and leave scene.

* LONG TABLE (Row 8, ! thru &): Challenging terrain. Medium creature Move Actions require Athletics DC 9. Fail by 4 or less and squares are difficult terrain. Failure by 5 or more and move action ends in initiating sq.

* MEZANNINE: Rows 1, 2, 14, 15 are elevated; 15 ft. Access is difficult terrain, steep steps (A3/13, +3/13) or climbing the 15 ft walls of rows 3 and 13; Athletics DC 17.

* MEZANNINE BRAZIERS: A square of brazier is difficult terrain for creatures without firewalk. In addition, any creature that starts its turn in a square of brazer takes ongoing 5 fire damage and grants combat advantage (save ends both).

* SOLDIERS (HINDERING/BLOCKING TERRAIN FOR ENEMIES; White S over black background): Cover for allies vs Ranged Attacks per normal. Any enemy that starts its turn adjacent to a Soldier square takes 3 damage. An enemy that leaves a sq adjacent to a Soldier without shifting takes 5 damage. An enemy that ends its turn adjacent to a soldier square is marked UEoNT. SODLIER'S GAMBIT TERRAIN STUNT - HERO SPENDS STANDARD ACTION (AT-WILL) EFFECT: SOLDIER SHIFTS 1 SQ AND DEALS 3 DAMAGE TO ONE ADJACENT ENEMY AND TARGET IS SLOWED (SE).

* Armos Kamroth (A) (Medium natural humanoid, controller, leader, elite): HP 92, AC 17, Fortitude 14, Reflex 14, Will 16, Init +2

* Kamroth Bodyguards (B) x 2 (Medium natural humanoid, soldier, standard): HP 48, AC 19, Fortitude 16, Reflex 14, Will 14, Init +5

* Kamroth Toughs (M) x 6 (Medium natural humanoid, brute, minion): 1 HP, AC 15, Fortitude 16, Reflex 15, Will 14, Init +3

* Place heroes in an available square between rows 5-11 and columns @-^ and roll Monster Knowledge * 3 (Streetwise or Nature) and initiative: Leif @5, Ressilmae/Lady Markelhay @7, Vorn @6

INITIATIVE

Lief (L): 23
Vorn (V): 19
Kamroth Bodyguards (B1/2): 16
Kamroth Toughs (M): 15
Armos Kamroth (A): 9
Ressilmae/Lady Markelhay (R): 7


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ROUND 1




Vorn Monster Knowledge (No Action) Nature:

* vs Amros Kamroth r6+6+2 = 14. Meets Moderate but Fails to meet Hard DC.

Armos Kamroth

Medium natural humanoid (human)
Level 3 Elite Controller (Leader) XP 300
HP 92; Bloodied 46 Initiative +2
AC 17, Fortitude 14, Reflex 14, Will 16 Perception+4
Speed 6 Saving Throws +2; Action Points 1

Traits
Have At Them! ✦ Aura 3
Any ally that starts its turn in the aura gains a +1 power bonus to attack rolls and damage rolls on attacks.

Standard Actions
(⚔) Rapier Lunge (weapon) ✦ At-Will
Attack: Melee 1 (one creature); +8 vs. AC
Hit: 2d8 + 2 damage.
Effect: After the attack, Armos Kamroth slides the target up to 2 squares.

Embolden Lackeys ✦ At-Will
Effect: Armos Kamroth uses rapier lunge twice, or he uses rapier lunge once and slides one of his allies within 3 squares up to 2 squares and they make a basic attack as a free action.

Minor Actions
Sudden Reveal (psychic) ✦ Encounter
Attack: Close blast 5 (enemies in the burst); +6 vs. Will
Hit: 1d8 + 2 psychic damage, the target is pushed 2 squares, and slowed (save ends)
Miss: Half damage and Amros Kamroth pushes the target 1 square.

Triggered Actions
Riposte and Taunt (psychic, weapon) ✦ Encounter
Trigger: An enemy adjacent to Armos Kamroth deals damage to Armos Kamroth.
Attack (Immediate Reaction): Melee 1 (the triggering enemy); +8 vs. AC
Hit: 1d6 + 4 damage.
Effect: Any enemy that hits Armos Kamroth takes 4 psychic damage UEoAKNT.

Athletics +5, Diplomacy +9, Streetwise +9

----------------------------------------
Vorn Monster Knowledge (No Action) Nature:

* vs Kamroth Bodyguards r18+6+2 = 26. Meets Hard DC.
Kamroth Bodyguards

Medium natural humanoid
Level 3 Soldier XP 150
HP 48; Bloodied 24 Initiative +5
AC 19, Fortitude 16, Reflex 14, Will 14

Traits
Retaliation
Whenever an enemy marked by the bodyguard makes an attack that does not include the bodyguard as a target, the bodyguard gains a +4 bonus to attack rolls and damage rolls against the triggering enemy until the end of the bodyguard's next turn.

Standard Actions
(⚔) Vigilant Broadsword (weapon) ✦ At-Will
Attack: Melee 1 (one creature); +8 vs. AC
Hit: 2d6 + 4 damage.
Effect: The target is marked until the end of the bodyguard's next turn.

Bring It (psychic) ✦ At-Will
Attack: Ranged 5 (one creature); +6 vs. Fortitude
Hit: 1d6 + 2 psychic damage, and the target is marked until the end of the bodyguard's next turn.

Triggered Actions
Protect Lord Kamroth At All Costs ✦ Encounter
Trigger: An enemy hits Armos Kamroth while the bodyguard is adjacent.
Effect (Immediate Interrupt): The bodyguard gains Resist 5 All UEoBNT. The bodyguard becomes the target of the triggering enemy's attack.

Athletics +10, Intimidate +8

----------------------------------------
Vorn Monster Knowledge (No Action) Nature:

* vs Kamroth Toughs r15+6+2 = 23. Meets Hard DC.

Kamroth Tough

Medium natural humanoid (human
Level 3 Minion Brute XP 38
HP 1; a missed attack never damages a minion. Initiative +3
AC 15, Fortitude 16, Reflex 15, Will 14 Perception+1
Speed 6

Standard Actions
(⚔) Brawl ✦ At-Will
Attack: Melee 1 (one creature); +8 vs. AC
Hit: 7 damage, or 7 damage and push the target one square with a charge attack.

(➶) Handaxe (weapon) ✦ At-Will
Attack: Ranged 5 (one creature); +8 vs. AC
Hit: 5 damage.

Athletics +10, Intimidate +8




LIEF aims an awkward salute in Lord Markelhay's direction, trying to signal his appreciation for the bold decision. This is the first time he's seen anyone in power stand up to the Elect and its puppets. The shifter is impressed.

Lief steps into a spin, claws tearing as he whirls straight for the heart of Kamroth's pack of fools. As the bodyguards throw themselves in front of their lord, the shift uses Kamroth's own momentum to pull him away from his protectors before unleashing a torrent of blows.


* Standard: Spinning Leopard Maneuver (Daily), shifting to Z5, Y6, X7, W8, V9, attacking 6 enemies along the way.
r(19)+6 = 25 vs Reflex (14). Hit Y4 M. SLAIN.
r(13)+6 = 19 vs Reflex (14). Hit B2. r(7)+5 = 12 Damage.
r(18)+6 = 24 vs Reflex (14). Hit A.

TRIGGER: An enemy hits Armos Kamroth while the bodyguard is adjacent. Immediate Interrupt. B2 gains Resist 5 All UEoBNT and becomes the target of the triggering enemy's attack. r(9)+5-5 = 9 Damage to B2.

r(9)+6 = 15 vs Reflex (14). Hit B1. r(8)+5 = 13 Damage.
r(8)+6 = 14 vs Reflex (14). Hit U9 M. SLAIN.
r(3)+6 = 9 vs Reflex (14). Miss W10 M.

* Free: Centered Flurry of Blows deals 5 Damage to W10 M. SLAIN.

* Free: Supreme Flurry (Daily). Shift to V8, CFoB deals 5 Damage to A, sliding him to V7.

* Minor: Hunter's Quarry on A, +1d6 to damage for an attack UtEoYNT.

* Move: Lion's Den movement technique, shift to U7, gain +1 power bonus to defenses UtSoYNT.
.
* Free (1 AP for Standard): Wind Through the Willows attack technique (encounter), Close Blast 3 w/ top left corner at V8, hitting A, B1, and B2.
r(16)+6 = 22 vs Reflex (14). Hit A. r(12)+5+r(1) = 18 Damage. Slowed and can't charge until the end of Lief's next turn.

TRIGGER: An enemy adjacent to Armos Kamroth deals damage to Armos Kamroth. Immediate Reaction. Melee 1 attack (the triggering enemy). r(15)+8 = 23 vs. AC 21. Hit. r(1)+4 = 5 damage to Lief. And any enemy that hits Armos Kamroth takes 4 psychic damage UEoAKNT.

r(16)+6 = 22 vs Reflex (14). Hit B1. r(11)+5 = 16 Damage (BLOODIED). Slowed and can't charge until the end of Lief's next turn.
r(2)+6 = 8 vs Reflex (14). Miss B2.

LOCATION: L in U7, A in V7
DAMAGE: 23 to A, 21 to B2, 29 to B1, and Y4, U9, and W10 MINIONS SLAIN.
CONDITIONS TO ENEMIES: A and B1 slowed and can't charge until the end of Lief's next turn.
CURRENT HP: 31/36
HEALING SURGES: 9/9
CURRENT DE/BUFFS: +1 power bonus to defenses until start of Lief's next turn, any enemy that hits A takes 4 psychic damage UEoAKNT, B2 has Resist 5 All UEoBNT.
AP: 0




VORN watches as Lief tears through Kamroth's men like a whirlwind. He notices two of the toughs that avoided the shifter, and he takes aim at them. If they can remove Kamroth's men, perhaps they can get him to surrender.

He draws and fires twice, taking down the two toughs. Then, he looks to the nearest bodyguard. "You're next," Vorn says, pulling another arrow from his quiver.


* Standard Action: Twin Strike
r(15) +9 = 24 vs. Tough's AC 15. Hit. M in W-4 SLAIN.
r(11) + 9 -2 (cover due to intervening enemy) = 18 vs. Tough's AC 15. Hit. M in U-6 SLAIN.

* Minor Action: Designate B-2 my quarry.

LOCATION: @-6
DAMAGE: Toughs in W-4 and U-6 Slain.
CONDITIONS TO ENEMIES: B2 as quarry
CURRENT HP: 36/36
HEALING SURGES: 9/9
CURRENT DE/BUFFS: None
AP: 1




B2 DELAYS UNTIL ARMOS KAMROTH'S TURN




Amros KAMROTH smiles at the archer next to Lady Markelhay and hisses to the BODYGUARD that Vorn didn't threaten; "deal with him."

The heavy armor-clad man-at-arms pulls up his faceplate to look the Fallcrest vigilante square in the eye as he issues his challenge.

"He's not next, mate," the man says as he moves forward, broadsword raised. "You are!"

The exhausted breath of an overwhelmed nervous system after Lief's pummeling and the arrow to the shoulder defang the bodyguard's threat in-full as he rushes Vorn, Ressilmae, and Lady Markelhay to willingly sacrifices himself on the altar of his leader's escape.


* Starts Turn: B1 slowed and can't charge.

* Standard: Bring It (R5, psychic) vs V's Fort: r(11) +6 = 17. Hit. r(5) +2 = 7 psychc damage and V is marked UtEoB1NT.
TRIGGERS V's DISRUPTIVE STRIKE (R20; IMMEDIATE INTERRUPT) VS B1's AC 19. TRIGGER: YOU OR AN ALLY IS ATTACKED BY A CREATURE. r(12) +9 = 21. SUCCESS. Damage r(7) + 5 = 12. B1 TAKES -5 TO HIT, THEREBY CAUSING BRING IT TO MISS.

Bring It (psychic) ✦ At-Will
Attack: Ranged 5 (one creature); +6 vs. Fortitude
Hit: 1d6 + 2 psychic damage, and the target is marked until the end of the bodyguard's next turn.

VORN nocks and draws in a blur, and puts an arrow into the bodyguard's shoulder. The bodyguard's swing goes wide, as Vorn sidesteps the attack.

* Move: Run (-5 to hit and grants CA UBoNT) to !6.

LOCATION: !6
DAMAGE: na. 12 incoming damage to B1.
CONDITIONS TO ENEMIES: na
CURRENT HP: 7/48
CURRENT DE/BUFFS: -5 to hit and grants CA UBoNT




The remaining KAMROTH TOUGH needs no instructions from his payer-of-bills and master. The stories throughout Fallcrest over the years immediately tells him just how dangerous The Redfletch is. The Tough rushes to the longtable, sliding across it, and then hurtles with a shoulder into the storied hero.

* Move: 6 sq to %8 (Athletics +10 autopasses the DC 9 of Longtable Challenging Terrain).

* Standard: Charge to #6 and MBA (Brawl, M1) vs V's AC: r(8) +8 +2 (CA) +1 (charge) = 19. Hit. 7 damage to V (decline push).

(⚔) Brawl ✦ At-Will
Attack: Melee 1 (one creature); +8 vs. AC
Hit: 7 damage, or 7 damage and push the target one square with a charge attack.

LOCATION: #6
DAMAGE: 7 damage to V
CONDITIONS TO ENEMIES: na
CURRENT DE/BUFFS:




B2 ENDS DELAY AND ACTS NOW.

ARMOS KAMROTH's blade flashes again and again as Lief defends with martial prowess and mental focus born of decades of training.

But in the end, Kamroth's words sting worse than his blade.

"What a fool you are. You and your people, I should say. Cloistered away in your mountain domain. Unknowing of the ways of the world. Desperately holding out for a savior to deliver you from civilization's spread."

He smirks; "...trivial to manipulate. Pathetic." He spits the last word.

"My lord, the window," the KAMROTH BODYGUARD attempts to help Armos Kamroth escape via a violent clash meant to extricate the powerful land owner from the shifter's grasp. His attacks foiled by the monk, the pair beat a hasty retreat to the southern wall.

"Help me," Kamroth levels at his stooge as the willing bodyguard aids Kamroth's climb to the top of the mezzanine.


A

* Starts Turn: Slowed.

* Standard: Embolden Lackeys to Rapier Lunge (M1, weapon) 2 x vs L's AC: r(14) +8 = 22. Hit. r(4, 3) +2 = 9 damage. Effect: Armos Kamroth slides L 2 sq to W7. r(4) +8 = 12. Miss.

Traits
Have At Them! ✦ Aura 3
Any ally that starts its turn in the aura gains a +1 power bonus to attack rolls and damage rolls on attacks.

Standard Actions
(⚔) Rapier Lunge (weapon) ✦ At-Will
Attack: Melee 1 (one creature); +8 vs. AC
Hit: 2d8 + 2 damage.
Effect: After the attack, Armos Kamroth slides the target up to 2 squares.

Embolden Lackeys ✦ At-Will
Effect: Armos Kamroth uses rapier lunge twice, or he uses rapier lunge once and slides one of his allies within 3 squares up to 2 squares and they make a basic attack as a free action.

* Free (Standard for Action Point): Embolden Lackeys to Rapier Lunge (M1, weapon) 1 x vs L's AC and slide B2 to V6 to Vigilant Broadsword (M1, weapon) vs L's AC: r(1) = Automiss. VB; r(8) +8 + 1 (power bonus from HAT aura) = 17. Miss.

(⚔) Vigilant Broadsword (weapon) ✦ At-Will
Attack: Melee 1 (one creature); +8 vs. AC
Hit: 2d6 + 4 damage.
Effect: The target is marked until the end of the bodyguard's next turn.

* Minor: Sudden Reveal (CBl5, enemies, psychic) vs L's Will: r(20) = CRIT. 10 psychic damage (L BLOODIED), L is pushed 2 squares to Y9, and slowed (save ends).

Minor Actions
Sudden Reveal (psychic) ✦ Encounter
Attack: Close blast 5 (enemies in the burst); +6 vs. Will
Hit: 1d8 + 2 psychic damage, the target is pushed 2 squares, and slowed (save ends).
Miss: Half damage and Amros Kamroth pushes the target 1 square.

* Move: Run (-5 to hit and grants CA UBoNT) 4 sq to R3.

B2

* Move: 4 sq to R3.

* Standard: Aid Another (adjacent creature) on A (Athletics vs DC11): Autopasses. Armos Kamroth gains +2 bonus to the next Athletics check UEoB2NT.

LOCATION: A in R3, B2 in S3, L in Y9
DAMAGE: 19 damage to L (BLOODIED).
CONDITIONS TO ENEMIES: L slid and pushed to Y9 and slowed (SE).
CURRENT HP: A @ 69/92, B2 @27/48
CURRENT DE/BUFFS: A has +2 bonus to next Athletics check UEoB2NT. A takes -5 to hit and grants CA UBoNT, R&T buff ends, R&T and Sudden Reveal, exhausted, 0/1 APs.




LADY MARKELHAY, having earlier risen from her seat at the appearance of Kamroth with armed men in the hall now moves forward in absolute fury! "All you who have displayed steel in the presence of The Lord Protector, your lives are forfeit! Lay down your arms this instant, or die!"

RESSILMAE lifts his staff of office and utters a word of power. Immediately a stabbing bright ray of silvery light leaps down from the shadows above, transfixing the bodyguard and the tough adjacent to them.

Kamroth's men shrug off the Lady's words, even augmented by the priest's magic, threatening both of them with their swords!

Turning towards Lief, the priest utters a word of healing.


* Standard: Startling Glamour (ABu1 w/in 10) centered on @7 vs B1 and Ms' Will: TRIGGERS OPPORTUNITY ATTACKS (RANGED ATTACK WITHIN MELEE); M's r(15) +8 - 2 (Arcane Shield aura) = 21. Hit for 7 damage. B1's r(11) +8 - 2 (Arcane Shield aura) = Miss. Cont. Startling Glamor: r(5, 1) +6 = Miss x 2.

* Minor Action: Healing Word, Lief can spend 1 HS and gets r(2) additional hit points. 9 +2 HP recovered for L.

Location: @-7
Damage: none
Conditions to enemies: none
Current HP: 33/40
HS: 1
Current DE/BUFFS: Healing Surge exhausted.




A 69/92 L's Hunter Quarry UEoVNT, slowed and can't charge UEoLNT, R&T and AP exhausted
B1 7/48 Slowed and can't charge UEoLNT
B2 27/48 V's Hunter Quarry UEoVNT, PLKaAC exhausted

1724713637350.png


ROUND 2




LIEF staggers, nearly tips over, and then remembers his training—when you can't run, you fly! He launches into the air, legs pinwheeling as he lands behind Kamroth and lashes out, dividing his attacks between the fleeing lord and his sniveling lackey. He'll die before he lets his prey get away. "Cowards!" Liefs scream as he trips and pushes the two men into each other.

* Starts Turn: Slowed.

* Move: Crane's Wings movement technique, jump w/ +5 power bonus to Athletics not limited by movement. r(19)+7+5 = 31. Jump 6 squares to S4.

* Standard: Drunken Monkey attack (Encounter) on B2, w/CA. r(7)+6+2 = 15 vs. Will 14. Hit. r(3)+5 = 8 damage and slide B2 to R4.
B2 attacks A w/Lief's Will bonus to hit. r(17)+8 +3 (L's Wis mod) = 28 vs. AC 17. Hit. r(7)+4 +1 (aura) +r(4 HQ) = 16 damage to A and A is marked by B2 UEoB2NT.

* Free: Centered Flurry of Blows deals 5 Damage to A and slides him to S3.

* End of Turn: Saving throw vs slowed; r(4). Fails.

LOCATION: S4
DAMAGE: 21 to A, 8 to B2.
CONDITIONS TO ENEMIES: Slide A to S3 and B2 to R4. A is marked by B2 UEoB2NT.
CURRENT HP: 23/36
HEALING SURGES: 8/9
CURRENT DE/BUFFS: Slowed (SE)
AP: 0




VORN rolls forward, doing his best to get away from his enemies, but he knows he's leaving himself vulnerable to the bodyguard. Indeed he feels the sting of the broadsword as it clips his hip. A minor wound, luckily. And probably worth it as Vorn springs up a few feet away, arrow already drawn and fires point blank at the bodyguard, catching him in the eye. He's dead before his body hits the ground.

Ignoring the pain in his hip, Vorn rallies his strength and turns, aiming across the grand hall. He fires twice at the bodyguard who stands near Kamroth. Both arrows find their mark, and that bodyguard falls as well.

Vorn then takes a few strides toward Kamroth's direction, putting a little space between him and the remaining tough near Resilmae and the Lady. He hopes that the rogue Lord Kamroth will see reason and surrender. Vorn wants to see him pay for his crimes.


* Standard Action: Nimble Strike - shift to !5
Ranged attack TRIIGGERS OA from B1: r(17) + 8 vs. Vorn's AC 19. HIT. Damage r(6) + 4 = 10 TO V.
+9 vs. B1's AC 19- r(19) + 9 = 28. HIT. Damage r(8) + 5 = 13. B1 SLAIN.

* Free (Action Point for Standard Action): Twin Strike vs. B2 AC 19.
r(12) + 9 = 21. HIT. Damage r(7) = r(4 quarry) + 1 = 12.
r(20) +9 = 29. CRIT HIT. Damage max 11. B2 SLAIN.

* Move: 4 sq to X4

LOCATION: X4
DAMAGE: 10 incoming damage to V. 13 to B1- SLAIN. 23 to B2- SLAIN.
CONDITIONS TO ENEMIES: na
CURRENT HP: 26/36
HEALING SURGES: 9/9
CURRENT DE/BUFFS: n/a
AP: 0




The remaining KAMROTH TOUGH certainly doesn't foresee a way out of this. But they've lived a hard life and maybe a tombstone that isn't as ignominious as TREASONOUS BASTARD WHO DIED TRYING TO MURDER THE LADY OF FALLCREST
compels them to chase down Vorn The Redfletch in the scrap, knowing full well how this tale ends...


* Move: Shift 1 sq #5.

* Standard: Charge to Y4 and MBA (Brawl, M1) vs V's AC: r(12) +8 +1 (charge) = 21. Hit. 7 damage to V (decline push).

LOCATION: Y4
DAMAGE: 7 damage to V
CONDITIONS TO ENEMIES: na
CURRENT DE/BUFFS: na




ARMOS KAMROTH watches his bodyguards become pin cushions and fall to the floor rather dead.

"Damn," he breathes. It dawns on him that, without his bodyguard, there is little chance to climb the wall to the mezzanine above, break the reinforced stained window pane and escape.

He forces Lief back a few paces with a lunge of his rapier, simultaneously circling to establish outside position vs Lief's lead foot for a dangerous flanking maneuver. The brief opening gives the wealthiest landowner and most dastardly manipulator Fallcrest has ever seen the opening to do what villains do best:

Flee for the door.


* Standard: Embolden Lackeys to Rapier Lunge (M1, weapon) 2 x vs L's AC: r(4) +8 = Miss. Effect: Armos Kamroth slides L 2 sq to U6. Lief out of M1 range for attack 2 so negated.

* Move: Run (-5 to hit and grants CA UBoNT) 8 sq to K4.

LOCATION: A in K4, L in U6.
DAMAGE: na
CONDITIONS TO ENEMIES: L slid and pushed to U6.
CURRENT HP: A @ 48/92
CURRENT DE/BUFFS: A takes -5 to hit and grants CA UBoNT, R&T and Sudden Reveal, exhausted, 0/1 APs.




As Vorn and Lief head down the hall in pursuit of Kamroth, LADY MARKELHAY bellows; "Guards! Take that dog down! John, tackle him."

John, a rather imposing looking guard kitted out with a hauberk, a steel cap, and a pole axe turns, strides forward, and as Kamroth attempts to go past him shoves the man hard using his halberd like a quarterstaff in a two-handed grip. While Kamroth doesn't go down, he does stagger badly and slows his headlong movement.


* Standard: Soldier's Gambit. The soldier at M7 moves to L6 and thus adjacent to A. A suffers 3 Damage (BLOODIED) and is Slowed (save ends).

* Move: Shift to square !6.

LOCATION: !6, Soldier M6 to L5
DAMAGE: 3 damage to A (BLOODIED)
CONDITIONS TO ENEMIES: A is Slowed (save ends). Any enemy that starts its turn adjacent to a Soldier square takes 3 damage. An enemy that leaves a sq adjacent to a Soldier without shifting takes 5 damage. An enemy that ends its turn adjacent to a soldier square is marked UEoNT.
CURRENT HP: 33/40
HEALING SURGES: 1/1
CURRENT DE/BUFFS: n/a




A 45/92 Bloodied, slowed (SE), R&T exhausted, Any enemy that starts its turn adjacent to a Soldier square takes 3 damage. An enemy that leaves a sq adjacent to a Soldier without shifting takes 5 damage. An enemy that ends its turn adjacent to a soldier square is marked UEoNT.

1724839170932.png


ROUND 3




LIEF bounds after Kamroth, his head still reeling. "And what do you think is on other side of that door? Salvation?!" he calls after the fleeing man, laughing bitterly.

* Starts Turn: Slowed.

* Move: Crane's Wings movement technique, jump w/ +5 power bonus to Athletics not limited by movement. r(5)+7+5 = 17. Jump 3 squares to R7.

* Move: Crane's Wings movement technique, jump w/ +5 power bonus to Athletics not limited by movement. r(18)+7+5 = 30. Jump 6 squares to L7.

* End of Turn: Saving throw vs slowed; r(10). Success.

LOCATION: L7
DAMAGE: na
CONDITIONS TO ENEMIES: na
CURRENT HP: 23/36
HEALING SURGES: 8/9
CURRENT DE/BUFFS: na
AP: 0




VORN dashes forward, leaving himself momentarily vulnerable to the tough behind him. He knows that taking down Kamroth before he can escape is the only way to win in this situation. If he should get to his men outside... this could well become a much more widespread confrontation.

Luckily, he feels the thug's handaxe whisk through the air behind him. Vorn focuses on Kamroth, locking on the man as he tries to make his way through the group of soldiers. His eyes narrow and he draws.

He fires twice and both find their mark. The first into the back of Kamroth's upper thigh, the second into his calf. Vorn's not shooting to kill... he wants Kamroth alive. He wants to know if there's more to what's going on at Kamroth's estate. He also doesn't want to martyr the man in the eyes of his allies.

Hopefully, it's enough to stop him.


* Move: 6 spaces to R4. TRIGGERS Opportunity Attack from M: r(7) + 7 = 14 vs Vorn's AC19. MISS.

* Minor Action: Designate Armos Kamroth my quarry.

Standard Action: Twin Strike
+9 vs. Kamroth's AC 17- r(2) + 9 +2 (CA) + TRIGGER ENCOUNTER ADVANTAGE (NO ACTION) HEROIC EFFORT +4 BONUS ON ATTACK ROLL = 17. Hit. (6) +2 = 8.
r(9) + 9 +2 (CA) = 20. HIT. Damage r(8) +2 + r(5 quarry) = 15.

LOCATION: R4
DAMAGE: 23 to Kamroth
CONDITIONS TO ENEMIES: none
CURRENT HP: 26/36
HEALING SURGES: 9/9
CURRENT DE/BUFFS: n/a
AP: 0




The remaining KAMROTH TOUGH charged Vorn again, harrying the ranger-vigilante to little avail.

* Standard: Charge to S4 and MBA (Brawl, M1) vs V's AC: r(16) +8 +1 (charge) = 25. Hit. 7 damage to Y.

LOCATION: S4
DAMAGE: 7 damage to V
CONDITIONS TO ENEMIES: na
CURRENT DE/BUFFS: na




ARMOS KAMROTH rushes for the door as arrows strike his leather armor, penetrating flesh, and the thicket of Fallcrest soldiers closes in upon him.

* Start Turn: Slowed. Adjacent to Soldiers; 3 damage to A.

* Move: Run (-5 to hit and grants CA UBoNT) 4 sq to G6. NOT SHIFTING AWAY FROM SOLDIERS TRIGGERS 5 DAMAGE TO A.

* Move: Run (-5 to hit and grants CA UBoNT) 4 sq to D8.

* End Turn: Marked by Soldiers. Saving Throw vs Slowed r(11) +2 = 13; succeeds.

LOCATION: D8
DAMAGE: na. 8 damage incoming to A.
CONDITIONS TO ENEMIES: na
CURRENT HP: A @ 17/92
CURRENT DE/BUFFS: A takes -5 to hit and grants CA UBoNT, R&T and Sudden Reveal, exhausted, 0/1 APs.




LADY MARKELHAY knows how desperate the situation is as if Armos Kamroth escapes, it will mean war in Fallcrest and the foe they will be up against has a nearly limitless treasury to buy soldiers and armements. Again she commands the Fallcrest soldiers to enclose upon Kamroth and shut down his escape.

* Standard: Soldier's Gambit. The soldier at E6 moves to D7 and thus adjacent to A. A suffers 3 Damage and is Slowed (save ends).

* Move: Shift to square !6.

LOCATION: Soldier E6 to D7
DAMAGE: 3 damage to A.
CONDITIONS TO ENEMIES: A is Slowed (save ends). Any enemy that starts its turn adjacent to a Soldier square takes 3 damage. An enemy that leaves a sq adjacent to a Soldier without shifting takes 5 damage. An enemy that ends its turn adjacent to a soldier square is marked UEoNT.
CURRENT HP: 33/40
HEALING SURGES: 1/1
CURRENT DE/BUFFS: n/a




A 11/92 Bloodied, slowed (SE), R&T exhausted, Any enemy that starts its turn adjacent to a Soldier square takes 3 damage. An enemy that leaves a sq adjacent to a Soldier without shifting takes 5 damage. An enemy that ends its turn adjacent to a soldier square is marked UEoNT.

1724998942740.png

ROUND 4




LIEF sprints, briefly running on all fours as he rounds a group of keep soldiers closing in on Kamroth. He skids to a halt in front of the lord, blocking his path as thickets of men and spears press in. "What is it your kind like to say?" the shifter says, breathing hard. "Yield."

* Move: Run (-5 to hit and grants CA UBoNT) 8 sq. to D9, hooking up to E10 on the way to avoid an OA from A.

LOCATION: D9
DAMAGE: na
CONDITIONS TO ENEMIES: na
CURRENT HP: 23/36
HEALING SURGES: 8/9
CURRENT DE/BUFFS: Lief has -5 to hit and grants CA UBoNT
AP: 0




With at least 2 rounds left required to flee the scene (Even if Lief doesn't slay him on this Standard, Armos Kamroth would have to spend a Standard to slide Lief out of the way and then a Run Move action to get to the door only to have to spend another Standard the following round to flee the scene), there is no way for that prospect to resolve successfully.

COMBAT RESOLVED. WIN CON ACHIEVED.
 
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Vignette continued from above between myself and @Grendel_Khan :

As Lief and the thicket of soldiers enclose upon him a hair's breadth from successful escape, ARMOS KAMROTH refuses to accept what has happened. He believes himself above this, beyond this, likely unkillable. I think he would go all Ben Kenobi and "if you strike me down, I'll become more powerful than you can imagine...your people...your stupid, stupid people will deem me a martyr...cement my legacy...and venerate me in death...so sure that I will return to lead them into their promised world...and...perhaps I will?"

He would force you to savage him to death...utterly in contempt of even the notion that you have it in you to spare him...to see this thing done not by your hand.





Yeah I can’t imagine Lief not killing him for that. The stag might have normally gotten into his head here, but it’s still wounded.

LIEF bows a little. “Then I give you the gift of legacy” and tears his throat out.





We get a side shot of Lief after the deed is done.

The STAG comes into the foreground next to him with Lief still looking ahead and beyond.

The Stag moves to the ruined body of Kamroth and tears his spirit from his flesh...dragging its protesting incorporealness through the door of the receiving hall...never to be heard from again.





DENOUMENT

* Terjon stays in Winterhaven to rebuild the faith of Pelor among the people there. Perhaps at some point the old priest will again take up the mantle of Questing Knight, but that day is not today.

* Starn mounts Hat Eater and returns to Fallcrest with select tomes and the temporary aid of Velthrun's professional researcher, Kira, who will stay in the Septarch’s Tower during the resolution of investigating and understanding this Pelorian Heresy regarding Nentir Vale's Sun God and his lost to time celestial brother and Elder Evil of the Far Realm; Acamar, the Maw.

Upon Starn's return he notes Nimozaran's convalescence is fully resolved but the old wizard is still acting weird as hell. Like Alien vibes here. Like the Pelorian (Acamar) Heresy is an infection that needs to be "cut out."

Starn will set his mind to the project of upgrading Rooter (Defender Companion Character) while Kira researches more into this chronic possession symptoms that Nimozaran is suffering from.

* With the promised Mogul of The Elect unmasked and slain...with that immediate situation behind him, Lief's mind wanders to "what exactly is this stag, this totemic ally?"

* Vorn the Redfletch sets about the early stages of reconnoitering his next targets; the tiefling family of House Azaer and specifically Ferlin Azaer and his potential dealings with the former agents and spies that Cardinal Erban had embedded in Winterhaven. Furthermore, the rumors of dark forces that led to the razing of Fastormel by the Bloodspear Orcs nearly 100 years ago. The tower there may have something to do with what happened here?

* Lord and Lady Markelhay try to pick up the pieces as "The Kamroth Affair" has led to a governing nightmare with so many deeds, claims, transactions, and debts pending. Further, there are still sympathizers out there that whisper that what happened to Armos Kamroth was a travesty...murder.

* Meanwhile, in the Snowfang Mountains, the shifters of The Elect do not believe their Mogul was actually just a simple mortal. Not just an extraordinarily manipulative and corrupt landowner and lender in some terrible ironic twist of fate; The Mogul was supposed to deliver The Elect from such trappings of civilization!

They continue their predation while Gnaw continues following them...giving passive council through what is believed to be received omen and portent...and the clan yet waits for The Mogul to emerge and lead them to the promised new world.




BOOKKEEPING

Alright. Its not clear to me exactly how long this game is going to carry, so in order for the players to get a sense of late Heroic Tier play, I'm asking them to advance their characters to level 8 and re-cement their Quests. We'll see later if there is any momentum/interest to push to the bigger Region & World implications of Paragon and Cosmology implications of Epic.

Once that is done, I'll post them here and we'll begin anew with individual scenes and see where that goes.

NEW COMPANION CHARACTERS

LIEF
still hates the damn stag. He doesn't know why it's tied to him by some unseen umbilical cord snaking into the spirit world—that it makes him vulnerable. He despises that it still won't leave him alone. And on some level, deeper than he'd care to admit, big as it is, strong as it is, he still thinks of it as prey. Pathetic.*

But they have an understanding now. The stag obviously doesn't care that Lief is a killer; only who he kills. And the shifter isn't running anymore. He's going to save the Elect or end them, and same for anyone he comes across doing more harm than good. His enemies are the stag's enemies. No more resistance or hesitation—they fight as one. There's no use fighting their connection. Not yet, at least. Until he knows more, including how to be rid of it, or at the very least how to talk to it, they'll be a pack of two. The avenging ascetic and the damn spirit stag.


1725291009398.png


STARN tinkered endlessly with Rooter, and for a long time had limited success. While the Septarch's Tower has a considerable library, it appears that many of the volumes related to constructs and magical energy systems are missing. Starn continued to exchange letters with Vulthrun, and they gradually worked out that some of the works Starn was interested in had, at one time or another, been copied and existed in the collection at Winterhaven.

In a particularly dangerous journey Starn visited Winterhaven, having to avoid a number of shifter patrols, as well as some Bloodspear Orcs. He returned to Fallcrest with a number of precious volumes, but Kira wouldn't hear of them being out of her sight, so Starn was 'forced' to bring her back with him, until such time as the material has been recopied and/or he has gotten what he needed.

Kira proved to be quite skilled at understanding the workings of magical automatons, perhaps more so than Starn, who still is more inclined to working with alchemical processes. Between the two of them, that is with Kira fixing Starn's earlier mistakes, they recreated Rooter in its current Companion form.

Starn has also found this useful in terms of understanding what might be needed to restore Nimozaran to his right mind. While he is far from understanding the Tower Core and its nature, he feels compelled to try to do so. The unnatural and strange magics used in its construction call to him, and recollect his encounter with the aberrant singularity.


1725291027902.png


Lief, level 8
Razorclaw Shifter, Monk
Monastic Tradition: Centered
Background: Totemic Ally (Insight Associated Skill)
Theme: Cipher

Melee Basic Attack (Unarmed)
Atk: +10 vs AC
Damage: 1d8+3

FINAL ABILITY SCORES
Str 13, Con 14, Dex 20, Int 10, Wis 18, Cha 8.

DEFENSES/HP/SURGE
AC: 25 Fort: 21 Reflex: 21 Will: 20
HP: 61 Surges: 9 Surge Value: 15

TRAINED SKILLS
Acrobatics +18, Athletics +12, Heal +13, Perception +13, Stealth +18

UNTRAINED SKILLS
Arcana +4, Bluff +3, Diplomacy +3, Dungeoneering +8, Endurance +6, History +4, Insight +10, Intimidate +3, Nature +8, Religion +4, Streetwise +3, Thievery +9

FEATS
Level 1: Warrior of the Wild (Ranger multiclass)
Level 2: Unarmored Agility
Level 4: Skill Power (Iron Resurgence)
Level 6: Great Fortitude
Level 8: Implement Expertise

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
Encounter 3: Wind Through the Willows
Daily 5: Water Gives Way
Utility 6: Purifying Meditation
Encounter 7: Strike the Avalanche

ITEMS
? coin, Adventurer's Kit, Climber's Kit, Thieves' Tools, Sling (20), Emerald Flame Ki Focus +2, Blending Cloth Armor +2, Coif of Mindiron, Lucky Charm +1

Lief Minor Quest: Find out what the totemic stag is—and how to either become one with or free of it.

Lief Minor Quest: Confront the Creep and purge the corruption from it, or else destroy it.

Lief Major Quest: Kill the remaining leadership of the Elect, to give the rank-and-file a chance to reject the cult's teachings, or die

Starn, level 8
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: 10 force damage

FINAL ABILITY SCORES
Str 8, Con 16, Dex 10, Int 22, Wis 10, Cha 11.

DEFENSES/HP/SURGE
AC: 24 Fort: 21 Reflex: 24 Will: 20
HP: 54 Surges: 9 Surge Value: 13

TRAINED SKILLS
Arcana +17, Diplomacy +9, Dungeoneering +9, History +15, Religion +15

UNTRAINED SKILLS
Acrobatics +4, Athletics +3, Bluff +4, Endurance +7, Heal +4, Insight +4, Intimidate +4, Nature +4, Stealth +4, Streetwise +4, Thievery +4

FEATS
Level 1: Tome Expertise, Alchemist
Level 2: Skill Power (Arcane Mutterings)
Level 4: Improved Defenses
Level 6: Unarmored Agility
Level 8: Skill Power (Strategist's Epiphany)

POWERS
Cantrips: Light, Ghost Sound, Prestidigitation
At-will Attack Power 1: Beguiling Strands
At-will Attack Power 1: Magic Missile
At-will Attack Power 1: Storm Pillar
Encounter (theme) Attack Power: Color Orb
Encounter Attack Power 1: Grasping Shadows, Astral Wasp (Tome)
Encounter Attack Power 3: Shock Beetle Swarm, Melting Pool (Tome).
Daily Attack Power 1: Rolling Thunder, Summon Dust Devil
Utility 2nd: Feather Fall, Summon Shadow Serpent
Daily Attack Power (5th): Stinking Cloud, Spellbook Alternate: Summon Abyssal Maw
Utility 6th: Dimension Door, Spellbook Alternate: Wall of Fog
Skill Power Utility: Arcane Mutterings, Strategist's Epiphany
Encounter Attack Power 7: Charm of the Defender

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

ITEMS
? coin, Adventurer's Kit, Ritual Book, Dispelling Tome Implement +2, Lucky Charn +2, Stoneskin Armor +2

Starn Minor Quest: Find a nice book for Kira.

Starn Minor Quest: Find out how to build an Alchemical Launcher for Rooter.

Starn Major Quest: Restore Nimozaran to sanity.

Vorn Redfletch, level 8
Human, Warlord|Ranger
Warlord Leadership: Battlefront Leader (Hybrid)
Hybrid Warlord: Hybrid Warlord Will
Hybrid Ranger: Hybrid Ranger Fortitude
Human Power Selection: Bonus At-Will Power
Background: Martial - Local Hero, Occupation - Bounty Hunter (Stealth Associated Skill)

Ranged Basic Attack (Bow)
Atk: +13 vs AC
Damage: 1d10+8 (9 Exp)

FINAL ABILITY SCORES
Str 11, Con 14, Dex 20, Int 10, Wis 16, Cha 10.

STARTING ABILITY SCORES
Str 11, Con 14, Dex 16, Int 10, Wis 14, Cha 10.

AC: 24 Fort: 19 Reflex: 21 Will: 20
HP: 61 Surges: 8 Surge Value: 15

TRAINED SKILLS
Athletics +8, Endurance +10, Stealth +15, Intimidate +9, Nature +12, Perception +12, Streetwise +9

UNTRAINED SKILLS
Acrobatics +8, Arcana +4, Bluff +4, Diplomacy +4, Dungeoneering +7, Heal +7, History +4, Insight +7, Religion +4, Thievery +8

FEATS
Human: Hunter's Aim
Level 1: Improved Initiative
Level 2: Weapon Expertise (Bow)
Level 4: Weapon Focus (Bow)
Level 6: Skill Training (Streetwise)
Level 8: Paladin Multiclass Soldier of Virtue (Intimidate)

POWERS
Bonus At-Will Power: Twin Strike
Hybrid at-will 1: Direct the Strike
Hybrid at-will 1: Nimble Strike
Hybrid encounter 1: Vengeance is Mine
Hybrid daily 1: Skirmishing Stance
Hybrid utility 2: Hunter's Privilege
Hybrid encounter 3: Disruptive Strike
Hybrid daily 5: Archery Commander
Hybrid utility 6: Invigorating Shout
Hybrid encounter 7: Spikes of the Manticore

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
Adventurer's Kit, Arrows (30), Delver's Hide Armor +2, Vicious Longbow +2, Boots of Eagerness (heroic tier), Potion of Healing (heroic tier) (2), Floating Lantern (heroic tier) (2), Cloak of Resistance +1

Vorn Minor Quest: Journey to the ruined town of Fastormel was destroyed in The Bloodspear War.

Vorn Minor Quest: Starn is young and has only recent exposure to the dangers of the wild. I will teach him how to hone his survivalist skills during our expedition.

Vorn Major Quest: My connections tell me Fastormel's fall was done at the behest of a dark being who wanted access to the Mistborn Tower. Find and slay this creature and uncover whether its machinations are related to the Pelor Heresy of Acamar and the ruination of Fallcrest's own Towers and the line of Septarchs.
 
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The below quests will inform the next bit of play:

Vorn Major Quest: My connections tell me Fastormel's fall was done at the behest of a dark being who wanted access to the Mistborn Tower. Find and slay this creature and uncover whether its machinations are related to the Pelor Heresy of Acamar and the ruination of Fallcrest's own Towers and the line of Septarchs.

Lief Major Quest: Kill the remaining leadership of the Elect, to give the rank-and-file a chance to reject the cult's teachings, or die.

Starn Major Quest: Restore Nimozaran to sanity.





With the penthouse of The Septarch's Tower presently closed down due to its malign influence from The Elder Evil Acamar of The Far Realm, Nimozaran The Green rises each morning in a servant's quarter of the lower section. He is haggard, his speech is slurred, he has moments that seem utterly detached from reality where he interacts with a world that is not there. He needs to leave this place, get out into the wild to clear his mind...and maybe we can find a way to help restore him along the way?

In the far east, The Dawnforge Mountains are home to Lief's old clan. Cloistered away in a cold wild, the snowfang shifters of The Elect will not take news of the events in Fallcrest well. If they believe that Armos Karmoth actually was their "Mogul Incarnate," then they believe he will either be reborn or his death was a ruse. If they do not believe it, then surely they will be pointing elsewhere at a new prospect...spreading their influence...taking folk for both imposed proselytizing...and for more nefarious ends...

Vorn sits at a table, considering the course to chart to ruined Fastormel (the consideration for the journey from there to Dawnforge Mountains comes later). The ways are many, but each come with our unique hardships and potential fallout:

1725420271125.png


THE STRAIGHT SHOT: Complexity 2 SC, Level 10 (DCs 13/18/26)
0/6 Successes/0 Failures/1 Hard DC Available/2 Secondary Skills Available/0 Advantages Available

* A five day hard trek upriver to the mouth of Lake Nen, find the old and overgrown trail to ruined Fastormel, and travel east to it.

* The straightest shot, but the more dangerous route. Dangerous predators (Hellghost Dark Drakes with maws afire and Elder Peryton who roam the sky and tear hearts from breasts) use the shores as ambush spots due to the ample prey the watering holes serves. The land grades gently upward and then juts or sinks violently with limestone groundcover suddenly giving way to the holes underneath. But worst of all is the legendary Bitterstrike; an Adult Dragon that lairs in the magically frozen desolation that is Gray Downs. The creature has been seen to run sorties for food well east of those lands.

* However, should you choose to hunt & forage every camp evening, instead of purchasing Trail Rations for your four (10 days worth @ 5 coin apiece for 20 coin total), there is ample hunting and gathering available. The Hunt & Forage move (at camp, outside of the scope of the SC) would be vs the Easy DC of 13.

1725420216277.png


THE ROAD TO THE UNKNOWN: Complexity 3 SC, Level 9 (DCs 12/17/25)
0/8 Successes/0 Failures/2 Hard DC Available/3 Secondary Skills Available/2 Advantages Available

* The number of days can range from six and onward here...its hard to say. Hitch a caravan or walk a day's trek east the winding Trade Road to the mouth of the trail north. Take the trail north through the nameless wood that flanks The Old Hills which will eventually (hopefully!) spill you out to a northward march through the tallgrass south of the Ruins of Fastormell and the place itself.

* The road is always a danger due to The Raven Roost gang of haywaymen that haunt it. The nameless wood is such because its been a trackless wilderness since well before The Bloodspear War. Only the most hardened rangers have dared to venture due to rumors of shapechangers and a living forest that doesn't oblige outsiders. The tall grass the dominates the wilderness south of Fastormel is a wicked, thorny wild that rends flesh at the slightest tug.

* Forage and hunting here is a difficult affair on this trek so should you choose to hunt & forage every camp evening, instead of purchasing Trail Rations for your four (10 days worth @ 5 coin apiece for 20 coin total), The Hunt & Forage move (at camp, outside of the scope of the SC) would be vs the Medium DC of 17.




1) Hunt & Forage at camp each evening vs either DC 13/17 or purchase trail rations at 20 coin total?

2) The Straight Shot or The Road to the Unknown?

3) After Fastormel, we'll figure out the journey and related to The Dawnforge Mountains and Lief's ex-kin.
 
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Starn is not too concerned with speed, nor does he relish the idea of Nimozaran becoming dragon chow. However, he does point out that he's got a couple rituals that, regardless of choice of path, could be useful. So overall he's confident we can make such a journey.

Heck, we're 8th level, we certainly have made some dangerous journeys before.
 

1) Players have selected the following course:
THE ROAD TO THE UNKNOWN: Complexity 3 SC, Level 9 (DCs 12/17/25)
0/8 Successes/0 Failures/2 Hard DC Available/3 Secondary Skills Available/2 Advantages Available

* The number of days can range from six and onward here...its hard to say. Hitch a caravan or walk a day's trek east the winding Trade Road to the mouth of the trail north. Take the trail north through the nameless wood that flanks The Old Hills which will eventually (hopefully!) spill you out to a northward march through the tallgrass south of the Ruins of Fastormell and the place itself.

* The road is always a danger due to The Raven Roost gang of haywaymen that haunt it. The nameless wood is such because its been a trackless wilderness since well before The Bloodspear War. Only the most hardened rangers have dared to venture due to rumors of shapechangers and a living forest that doesn't oblige outsiders. The tall grass the dominates the wilderness south of Fastormel is a wicked, thorny wild that rends flesh at the slightest tug.

* Forage and hunting here is a difficult affair on this trek so should you choose to hunt & forage every camp evening, instead of purchasing Trail Rations for your four (10 days worth @ 5 coin apiece for 20 coin total), The Hunt & Forage move (at camp, outside of the scope of the SC) would be vs the Medium DC of 17.

2) Players have selected to pay the 20 coin for Trail Rations (10 days) for each of the four expeditioners (3 PCs + Nimozaran who will be riding Hat Eater).

Starn takes Nimozaran out for a morning constitutional which doubles as a trip to the Halfmoon Trading House to provision the group for their journey. Selarund Halfmoon, a friendly halfling who dispenses a never-ending stream of advice upon Starn for their journey to come, personally sees to the transaction.

3) Players have selected to pay an outfitted wagon (1/10 of level magic item, 340 coin, for 1 x success vs Medium DC in the SC) and skilled wagoner to get them quickly and safely down the Trade Road to the trailhead leading north into the wild.

Vorn takes a trip down to Fallcrest Stables to speak with Lannar Thistleton about the prospects of hiring a wagon. It just so happens that a Hammerfast wagon, kitted with a mounted and swiveling ballista w/ gunner team, is heading back to their home at the endpoint of the Trade Road. They've got a team of four riders that are more than capable of handling themselves and chasing off any bandit-scum.




THE ROAD TO THE UNKNOWN: Complexity 3 SC, Level 9 (DCs 12/17/25)
Goal: Journey to ruined Fastormel.
1/8 Successes/0 Failures/2 Hard DC Available/3 Secondary Skills Available/2 Advantages Available/Primary Skills Exhausted:

1725534625527.png


THE BLACK CIRCLE IS WHERE YOU ARE CURRENTLY. THIS IS "CAMP 1" FOR THOSE TRAVELING EAST FROM FALLCREST ALONG THE TRADE ROAD.

The end of the first day of travel sees all of the PCs and Nimozaran more than happy to get out of the back of the wagon and off Hat Eater to stretch their legs and stifle a groan at their aching tailbones.

When they arrive at the trail-head and typical "campsite 1" for caravans leaving Fallcrest heading eastward, they find it already occupied. A large, united caravan of merchants and plucky travelers had left Fallcrest yesterday morning for the far-flung Five League House. The reduced numbers and execution-in-progress tells the story; they ran into trouble of the bandit or monster variety either along the way or here at "campsite 1."

The old, dwarven gunner sees the interest of the three as he dismounts from his position and sits on the edge of the wagon. He pats hard on the shoulder of both Lief and Vorn as they look on.

"Listen here laddies. This is not what you came here for. Tis a sad tale, but one told often in these parts and surrounds. Let them carry out their business and we'll carry out ours." He nods to the campsite kit in the back compartments of the wagon that are being broken out by the other members.

Meanwhile, across the way, evidence of an ambush is clear. They're down one wagon. Another has blood all over the side and rear that soaked deep into the wood or folks just didn't bother trying to clean it. A hanging of a lone individual is underway.

"I didn't do nothing. I swears!" A young, tied-up man protests in vain as the rope and the noose is being hoisted over the bough of a stray tree.

A single rider, not the caravan master but what appears to be a guard just like the young man, says "you did...and you know it. We watched your shifty eyes the whole way and then you signaled right before the attack." She signals to burly man who holds the boys legs and the one on a stump who is affixing the noose. "No final words for you, cretin."





Do you want to get involved in this situation (another conflict) or is this just life on the dangerous frontier out here? Accept it and mind your business (in this case, set up camp and take watch).

* If its the former, state a macro goal for a conflict, which we'll start now, and make some kind of move to stall this execution vs the Level 8 Medium DC of 16.

* If its the latter, then assign someone as the primary watch here and tell us how you're protecting your camp from any dangerous interruption. MEDIUM DC (for your journy conflict, so 17).

Regardless, go ahead and mark 4 x Rations for each of your fellowship.
 
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LIEF zeroes in on the man as he's strung up, trying to cut through the panic and find some truth in what appear to be his last moments. Did he really have nothing to do with the ambush? Would he really say otherwise, if he did?

The shifter blocks out the noise and frantic energy crackling through the entire situation, and looks for all the liar's tells.


----------
Intent: Determine if the accused is innocent.

Primary: Insight. r(5)+10 = 15 vs. Medium DC 16. Fail.

----------

He has no idea.

So he takes a gamble.

"It's a blessing to hear a dying man's last words," he calls out in a thin voice. "It's something worse to deny them." Lief steps into the scene. "My friends and I are headed where the bandits fled to. Maybe we can learn from what you suffered, and maybe be prepared to kill them if they come for us—get some vengeance for you, and what you've lost." He forces himself to turn as he speaks, address them like a truly confident person would. "Would you delay justice a moment, so we can hear your story, and then his?"


----------
Intent: Convince the caravan to provide details about the ambush, so Lief is better prepared, and to stall for time in saving the accused man.

Primary: Diplomacy. r(18)+3 = 21 vs. Medium DC 16. Success.

----------

The hanging is paused, but the situation becomes more frazzled and hard to get a handle on. Various members of the caravan appeal to the young man's name and record while others denounce him and demand his death.

STARN is watching, carefully, but he doesn't read people well. Instead he is sensing Magic. He moves quietly up to the crowd, not saying or doing anything overt, simply using his ability to sense the arcane.

-----------

Intent: Determine whether someone is using magic, which would suggest there's more to this situation than simple mob justice.

Primary: Arcana - Sense the Presence of Magic, but against a HARD DC, the result of Lief's Insight failure. r(7)+17 = 24 vs Hard DC(24). Success. Starn can detect all magical phenomena within 13 squares of his current location. If it is in his line of sight, he pinpoints it, otherwise he knows its direction.



Complexity 1 SC, Level 8 (DCs 12/16)
Goal: Protect an innocent man from execution and learn all we can about these bandits' methods while we can
2/4 Successes/1 Failures/0 Hard DC Available/1 Secondary Skills Available/0 Advantages Available/Primary Skills Exhausted: Insight, Diplomacy, Arcana
 

Complexity 1 SC, Level 8 (DCs 12/16)
Goal: Protect an innocent man from execution and learn all we can about these bandits' methods while we can
2/4 Successes/1 Failures/0 Hard DC Available/1 Secondary Skills Available/0 Advantages Available/Primary Skills Exhausted: Insight, Diplomacy, Arcana

Simultaneously:

* A frenzy of back-and-forth between the sentenced young man's backers and those that denounce him as a traiter and demand justice.

* The sentenced young man's frantic eyes well up with tears at Lief's invocation of proper last rites.

* Starn's assessment of the folds of magic before him triangulate upon a powerful source; the female rider leading the execution. Polymorph magic pervades her entire form. It doesn't register as Arcane, Primal, Divine, Elemental, or Shadow in power source. It appears natural. A changeling, shapeshifter, doppleganger?

Leaving the matter of the execution for the moment, the rider puts her hand out to the deed-doers to pause their work as she turns her horse to face Lief. Her leathers show clear signs of recent battlewear; blootstains and creases. Her mouth is split wide and the scarring wound oozes blood as she talks. She pulls a kerchief to her mouth to soak it up.

"You'll get little from this cretin I'm afraid. We've already tried all manner on him. He will not divulge the secrets of the freebooting misanthropes he keeps company with. But if you're a priest of some kind, say your words and he can say his to whatever fool-god would give such a soul purchase from the fate it rightly deserves.

As for the rest of us? Caravanners, peddlers, guards, simple travelers, the lot. There is nothing to tell."

Her neck cranes to regard a few shallow graves presumably where slain bandits were put to rest; "and dead men tell no tales."





What's the move here? MEDIUM DC.
 
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hawkeyefan

Legend
Once Starn realizes he's dealing with a Shape Shifter of some sort, he begins to study the creature. He doesn't like things that try to mess with his head like this, and wonders if he can reveal its true nature. By watching carefully he notes an amulet around the rider's neck, which seems to carry some runes, and these are repeated on the horse's gear. This type of magic was once used by certain inhabitants of Bael Turath. He recalls a history text which describes some strange and poorly understood group in the Nentir Vale area which adopted this magic to its own purposes.

Secondary History check against Easy DC(12). R(5) + 15 = 20, Success. The next action related to this information will get a +2 bonus.
_________

Vorn is examining the wagon tracks as he listens to the leader, when Starn nudges him. "She's a shapechanger of some sort," the wizard whispers. Vorn nods and stands, and addresses the leader.

"It seems that even some within your own party are calling for reason and truth rather than just expediency," he says. "You are understandably angry at having been attacked, but this man's life is at stake. And perhaps more than that... perhaps your own very soul. Bahamut looks down on those who thwart true justice."

Vorn turns to the rest of the caravan. "I question the motives of anyone calling for haste in such matters." He turns back to the leader, glaring at her intently. "It's as if they have something to hide."

Her cold stare back tells him he's struck a nerve.

_________

Intent: to intimidate the group into allowing a more thorough investigation to take place, and to place doubt on the motives of the leader.

Primary: Intimidate. r(9) +9 + 2 (Starn's SS) = 20 vs. Medium DC 16. SUCCESS.
_________

Complexity 1 SC, Level 8 (DCs 12/16)
Goal: Protect an innocent man from execution and learn all we can about these bandits' methods while we can
3/4 Successes/1 Failures/0 Hard DC Available/1 Secondary Skills Available/0 Advantages Available/Primary Skills Exhausted: Insight, Diplomacy, Arcana, Intimidate
 

hawkeyefan

Legend
The rider pauses for several seconds before answering. She looks at the stanchion anchored to her saddle and follows it to the flame of the torch at the end.

Without eye contact with Vorn; “the notorious Redfletch…shouldn’t you have brought these villains to your brand of justice and we wouldn’t be here in the first place? What exactly…are you proposing…or maybe insinuating?”

Then she turns and furrows her brow. Her horse can feel the tension in the air and it snorts as if to put a period on things.

__________

Starn, with Vorn at his side, moves close enough to speak to her without the crowd overhearing. "Perhaps, if justice is indeed your goal, you should reveal yourself to us. Otherwise we are forced to consider the worst possibilities."

Starn's demeanor is neutral, admitting of the possibility of either compromise or the deployment of force, or even perhaps simply a parting of ways without incident.
__________

“Bold. Who exactly do you think is on trial here, Wizard?”

She says this loudly. Loud enough for all to hear. Loud enough for her four riders to trot up.

She says to the big, burly fella on her left, “did you hear his request? What do you think?”

He looks up at the dark, dusk sky. Smirks and shakes her off.
__________

Vorn raises his hands, palms out. "I think the point is that no one's on trial here, Captain," he says. "At least not any kind of recognizable trial. And although, as you say, I'm not always one to fret too much about the formalities of the law, I only take such action when I am certain." He gestures towards the accused. "I don't think you can say you're certain in this case."

He then moves to the wagon tracks. "I can follow these tracks. They're fresh enough that I'm confident my friends and I can catch up to the actual culprits. I know these lands well... and I know bandits well. They won't be more than a day's travel from here. Perhaps near the forest to the north, or else toward the hills to the west. I know every hiding place between here and Hammerfast. We will find them... and when we do, you can rest assured that true justice will be served."

He turns back to her. "Release your prisoner to us. If he is indeed in league with the bandits, we'll confirm it. And if so... I'll carry out the sentence myself. I promise you."

Several members of the expedition raise their voices in agreement, more than before. The captain's eyes narrow as she looks at Vorn. She seems angry, but convinced.
__________


Intent: To convince her that Vorn knows these lands well enough and is an accomplished tracker, and can find the culprits.

Primary: Nature- r(6) + 12 = 18 vs. Medium DC 16. SUCCESS.
__________
Complexity 1 SC, Level 8 (DCs 12/16)
Goal: Protect an innocent man from execution and learn all we can about these bandits' methods while we can
4/4 Successes/1 Failures/0 Hard DC Available/1 Secondary Skills Available/0 Advantages Available/Primary Skills Exhausted: Insight, Diplomacy, Arcana, Intimidate, Nature
 

The rider turns to the executioner and nods. The executioner cuts down the young man who falls in a heap to the ground.

"We'll be long gone when you return. We're far behind schedule as-is."

She instructs the caravan to prepare to set out and then turns back to the heroes.


"If you find him guilty, slay him...bring him in <shrug>, I care little."

She takes the lead in the long group and says over her shoulder:

"Hope to never see you again Vorn of Fallcrest!"

Meanwhile, the young man sidles up to Vorn, Lief, and Starn. He piles a thousand thanks upon them and introduces himself as Johan. The lack of scars and the general nervousness instantly conveys how green he actually is.





XP/LOOT

* 350/3 = 117 xp apiece.

* Companion Character for the follow-on conflict:

1725700521907.png


If Johan is taken out of a scene, roll a saving throw after the encounter. On a 10+, he pulls through. On a 9-, he dies.




PRE-CONFLICT DECISIONPOINT

1a) You guys forgo sleep and set out right now to track down the bandits, the conflict will be level 9 (DCs 12/17/25) but you’ll need to make a Group Check Endurance (fortitude) vs DC 16 (so step back to Easy DC of 12 due to 3 of you). 2/3 pass and you’re good. Fail and you all take -1 penalty to speed and skill checks until you get a night’s sleep.

1b) Alternatively, Starn can spend 5 coin per PC and brew up a tea with his Alchemist Feature to resolve things, but you guys will take the following at the next Make Camp situation:

Aftereffect: Take a -1 penalty to defenses and Skill Checks until you get a night’s rest.

2) Alternatively alternatively, you can get a night’s rest and deal with a colder trail; conflict level 10 (DCs 13/18/26)

* The players opt for 1a. Group Endurance Check (DC 12) Vorn, Lief, Starn totals: 29, 16, 12. Success!




Complexity 2 SC, Level 9 (DCs 12/17/25)
Goal: Chase the luke warm trail of the ambushing bandits to discover their wilderness hideout.
0/6 Successes/0 Failures/1 Hard DC Available/2 Secondary Skills Available/0 Advantages Available/Primary Skills Exhausted:

The trail leading north to the nameless wood is without rut, so the bandits would have had a difficult time of it. Thanks to recent rainfall, the horse hooves imprint deep in the wild track for a stretch while the wheels themselves struggle to make groove or find purchase.

Two hours into the night, we're well beyond the zone of prior weather and the pace of the gallop has wobbled to nil. Tracks are getting more difficult, particularly by the moonlight.

To complicate matters, it appears their quarry stopped for at least a moment.

Blood, pooled and dried, leaks out into the wild heather on your left (west). The shadow of a copse of trees out in the meadow at some significant distance (beyond long range for Vorn). Birds suddenly explode from that place suddenly and fly off westward.

Eastward goes the worsening tracks of the horse and wagon, breaking the overgrown trail demarcation, heading into the heather-covered peatlands between here and The Old Hills. The rebound of the foliage and the peat plus the depth of encroaching darkness will make pursuit difficult, but within Vorn's means.

And definitely ambush territory for all kinds of terrible things that go bump in the night.





What do you do? I'll let you know if I'm going to deploy my singular HARD DC when we discuss action declarations.
 

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