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

LEIF

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

Two of the four merchants are sufficiently injured or suffering the effects of exsanguination that they struggle despite your prodding and the boy's own efforts to lead and lend aid. One of them, pale-of-face and clammy, falls on the boy who desperately tries to keep them both upright but splashes down in a tuft of fallen leaves in the wood on the property's rear.

The other mentioned merchant stifles a cry as he crumbles to a knee, grasping his lower leg.


What do you do, Lief?




STARN

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

Out of the corner of your eye, you see Lief beyond the events at the rear of Padraig House. He's stewarding a boy in ritual garb and ushering a cohort of naked, injured figures to the wood on the property's rear. He motions vigorously to you before he disappears within the copse of trees.

But there are other pressing matters here. As you try to sort out a way into Padraig House, you hear a call from behind you in the yard:

"YOU THERE! HEY! YEAH, YOU! YOU AREN'T PERMITTED HERE!"

A Kamroth Estate man-at-arms on horseback turns his horse and begins to trot the fifty meters between you.

The figure inside the house mentioned above rises from his prayer and turns. You lock eyes. He appears to recognize you. Beyond that, his look is solemn, mournful. Kind of like Lief's eyes now-and-again.

He looks beyond you and sees the charging horseman. He rushes to the door and is suddenly next to you, hand on the hilt of his sword which rests on his left hip.

"This man is my guest here. You will apologize and leave us at once," says the (presumably?) Knight of Pelor.

In return, the grim-faced veteran atop the fine Karmoth-bred horse; "I will do no such thing, Sir...whatever...its been a few years since I scrapped with a knight, but the last one is with his god now...and I can send you to yours just as easily." Hand also goes to blade's hilt. Through gritted teeth, "I won't ask again...stand_down."


What do you do, Starn?
 
Last edited:

log in or register to remove this ad

Once they reach the trees, LIEF stops the merchants. He motions for them to sit or lay down, then starts hurriedly working on them, applying tourniquettes to bleeding limbs, starting to make a splint and then settling for a sturdy tree limb for the one who's having trouble walking. Their condition is terrible. They stink of the world of men—he gags not at their wounds but their pale, pampered flesh. He doesn't have nearly enough time. But Lief's doing it as much for the placebo effect of them feeling treated as any material impact.

Intent: Provide enough first aid to keep the merchants moving.

Primary Skill: Heal. A failure here means the merchants are healed, but Lief is preoccupied. If Starn is in trouble Lief will have either a -2 to initiative or be at a positional disadvantage at the far end of the map at the start of combat. r(2)+9 = 11 vs. DC 14. Fail.




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




Seeing a conflict about to erupt between this knight and the Kamroth man-at-arms on horseback, STARN raises his hands and says "Good Sirs, there's no need for a physical altercation. Neither to detain me nor to defend me. It is clear that there is just some misunderstanding. Let us go into Padraig House where we can straighten all of this out and I can prove that I am a guest and ally of the church of Pelor."

Starn keeps his hands visible, and then turning to the Knight, he indicates with his eyes to get us inside. The man-at-arms dismounts and follows Starn and the Knight into Padraig house. Once inside we will move towards the desk. Starn will carefully obscure himself grabbing a heavy book and handing it to the Knight who abruptly turns around and THWACKS the Kamroth man-of-arms in the side of the head.

Down in a heap he goes.

The Knight quickly reaches for some inked parchment on the desk as he looks over his shoulder out the bay window where other security officials can be seen gathering and coming this way."Quick," he says. "Take this," as he jams the parchment into Starn's hand. He leads Starn to the door of Padraig House facing the wood on the back. "Go to your friend and may the sun's light always guide you. Especially in these dark days."He ushers Starn out the door before he can even say goodbye. Starn quickly assesses that the situation will become untenable, takes the paper with a nod, and heads in the indicated direction at a run.


  • Primary Skill Check Bluff w/ the intent to trick the man-at-arms into coming inside for clarifying parley where we will actually brain him out of sight: r(19) +1 = 20 vs. DC 13. Success!



PRIMARY Complexity 3 SC, Level 3 (DCs 9/13/21)
Goal: Gain access to the grounds and manor of Kamroth Estate to root out the Elect cell's influence and the estate's role in facilitating the ends of the cult's patron, The Hidden Mogul.
7/8 Successes/1 Failures/0 Hard DC Available/1 Secondary Skills Available/0 Advantages Available/Primary Skill Training exhausted; Dungeoneering, Diplomacy, Perception, Bluff, ATK, Athletics
 

A hidden figure on the high ground of Kamroth Estate uses the elevated wood on the rear of the property to surveil Hightown and Lowtown for his bounty target or for any criminal element harming the folk of Fallcrest. He's long been aware that there is a shady events being undertaken on the estate...perhaps that is the true reason why he has been drawn to those woods on the property...hoping to find evidence of Armos Kamroth's illicit activities.

Is today that day? Four naked fellows, clearly stricken by injury and covered in blood are guided by a snowfang shifter who intermittently trades bipedal sprinting for galloping on all fours...and...a young boy in what appears to be ceremonial garb. They're hustling across the lawn toward Vorn's position in the trees.

Beyond, the Wizard Starn, of recent infamy, is being chased by Kamroth Estate security personnel, including attack dogs, handlers, and a rider who will fast gain.

VORN's abseil system is already in place to rappel down the crag on the back of the property...if only, these poor folks can make it.





MECHANICS/TERRAIN/SKILL CHALLENGES/ETC

*
Illumination: Full

* Waves: Every odd round (3/5 etc), a new Enforcer Rider enters the scene in A8.


* Resolve PRIMARY Skill Challenge:
Goal: Gain access to the grounds and manor of Kamroth Estate to root out the Elect cell's influence and the estate's role in facilitating the ends of the cult's patron, The Hidden Mogul.

✦ All 3 PCs must enter one of the 3 x squares marked * on the far right of the map to abseil down the crag to the Hightown Avenue below in order to leave the scene and gain the final 1 x Success for the SC.

* Resolve OPTIONAL Skill Challenge:
Goal: Free any redeemable cult thralls from its fell influence.

✦ The 4 orange M's (Minion merchants) and the B (Minion boy) must enter one of the 3 x squares marked * on the far right of the map.

✦ 1 x PC who has already left the scene and 1 remaining PC adjacent to * must succeed at Group Athletics Check (Move Action DC 13) to assist the merchants and the boy in abseiling down the crag to the Hightown Avenue below in order to leave the scene and gain the final 2 x Successes for the SC.

* Merchants (Minions): AC 14, NADs 12, Speed 4.

* Boy (Minion): AC 16, NADs 14, Speed 6, Trait Aid Merchants (Aura 2) - Merchants in Aura gain +1 speed and defenses.

* Trees: Squares that are 50+ % illustrated trees are difficult terrain and grant Partial Concealment (-2 penalty to attack rolls against targets) due to light foliage. Partially illustrated squares are only color. TREE TERRAIN STUNT: A character in a Tree square can spend a move action to gain Total Concealment (-5 penalty to attack rolls against targets) and shift 1 sq (exception to normal difficult terrain rules).

* Animal Ossuary Pits (hindering terrain, purple sqs): A creature that starts its turn in or adjacent to an ossuary square is slowed UtEoT. A creature that ends its turn in or adjacent to an ossuary square takes 3 damage and is immobilized until the start of its next turn.

* Attack Dogs (small, natural, beast, skirmisher, minion): 1 HP, AC 16, Fortitude 14, Reflex 14, Will 12, Init +5, Speed 7.

* Dog Handler (medium, natural, humanoid, controller/leader, standard): 36 HP, AC 16, Fortitude 14, Reflex 14, Will 12, Init +2, Speed 6.

* Enforcer Rider (medium, natural, humanoid, brute, standard): HP 44, AC 14, Fortitude 14, Reflex 13, Will 13, Init +1, Speed 8 mounted (ignores ossuaries while mounted and moving but cannot end turn there, mount has 20 HP, 13 AC, 11 NADs) or 5 unmounted

* Initiative:

Lief & Minions/Boy (L/M/B): 21
Vorn (V): 21
Rooter (or Frankenrunner) (R): Pending if deployed
Dogs (M): 13
Handlers (H): 12
Rider (R): 10
Starn (S): 6




1721136407396.png


ROUND 1




* (No Action) VORN Battlefront Shift: Vorn shifts 3 sq to Z11.

* (No Action) VORN Monster Knowledge (Nature):

vs Attack Dogs; r(19) +8 = 27. Meets the High DC.

Attack Dog
Small natural beast
Level 2 Minion Skirmisher XP 31
HP 1; a missed attack never damages a minion. Initiative +5
AC 15, Fortitude 12, Reflex 13, Will 12 Perception+7
Speed 7

Standard Actions
(⚔) Encircle the Quarry ✦ At-Will
Attack: Melee 1 (one creature); +5 vs. Ref
Hit: 4 damage, and the dog slides the creature 1 square.
Effect: An ally who flanks with the dog gains +4 bonus from combat advantage UtEoDNT.

Minor Actions
Spurred to Prey ✦ At-Will
Effect: The dog shifts up to half its speed.

Athletics +10

-------------------------------------

* (No Action) VORN Monster Knowledge (Nature):

vs Dog Handler; r(11) +8 = 19. Meets the Medium DC but fails the High DC.

Dog Handler
Medium natural humanoid
Level 2 Controller (Leader) XP 125
HP 36; Bloodied 18 Initiative +2
AC 16, Fortitude 14, Reflex 14, Will 12
Speed 6
Keywords: weapon

Standard Actions
Tactical Whip (weapon) ✦ At-Will
Attack: Melee 3 (one creature); +7 vs. AC
Hit: 2d4 + 4 damage, and the target falls prone.
Effect: The handler can slide the target 1 square.

---------------------------------------

* (No Action) VORN Monster Knowledge (Nature):

vs Enforcer Rider; r(10) +8 = 18. Meets the Medium DC but fails the High DC.
Enforcer Rider
Medium natural humanoid
Level 2 Brute XP 125
HP 44; Bloodied 22 Initiative +1
AC 14, Fortitude 14, Reflex 13, Will 13 Perception+2
Speed 6 (8 mounted)
Keywords: weapon

Trait
Equestrian
The rider ignores ossuaries while mounted and moving but cannot end turn in an ossuary.

Underfoot (mounted)✦ Aura 1
Enemies within the aura grant combat advantage.

Standard Actions
(⚔) Saber (weapon) ✦ At-Will
Attack: Melee 1 (one creature); +7 vs. AC
Hit: 1d12 + 5 damage.

Trample (mount) ✦ At-Will
Requirement: Must be mounted
Attack: Melee 1 (one creature); +5 vs. Fort
Hit: 1d12 + 5 damage and the target is knocked prone

Minor Actions
Kick (mount) ✦ Recharge when first bloodied
Attack: Melee 1 (one creature); +5 vs. Ref
Hit: 4 damage and the rider shifts 1 sq.




"Keep going!" LIEF yells at the boy as he sprints toward Starn, exploding from the tree line and past the wizard. He falls into a roll and comes up in a whirl, weaving in among the dogs and their handles, tearing everything in reach to shreds.

* Move: 1 sq difficult terrain, then to O16 (not difficult terrain), ending in L12.

* Standard: Move 6 sq to F16.

* (Free Action) 1 AP for Standard: Spinning Leopard Maneuver (Daily), shifting to C15, B14, A13, B12, attacking both Dog Handlers and all of the dog Minions except for the one on B10.

r(1)+6 = 7 vs Reflex (13). Miss B15 M.
r(4)+6 = 10 vs Reflex (13). Miss H1. Does half damage—r(8)+5 = 13/2. 6 Damage.
r(18)+6 = 24 vs Reflex (13). Hit B13 M SLAIN.
r(14)+6 = 20 vs Reflex (13). Hit B11 M SLAIN
r(15)+6 = 21 vs Reflex (13). Hit H2. r(10)+5 = 15 Damage.

* Free: Centered Flurry of Blows deals 5 Damage to B15 M. SLAIN.

* Free: Supreme Flurry (Daily Utility), Shift to C9, Centered Flurry of Blows deals 5 Damage to B10 M. SLAIN.

LOCATION: C9
DAMAGE: 6 to H1, 15 to H2, and B15, B13, B10, and B11 Minions dead.
CONDITIONS TO ENEMIES: none
CURRENT HP: 31/31
HEALING SURGES: 9/9
CURRENT DE/BUFFS: none
AP: 0




The naked, bloodied MERCHANTS tear through the trees, barefully feeling the branches raking across them. Urged on by the BOY, they're unaware of the bowman perched above them.

ALL

* Move: Run Action Speed +2, grants CA and takes -5 penalty ATK UBoNT.

* Move: Run Action Speed +2, grants CA and takes -5 penalty ATK UBoNT.

With difficult terrain and the boy's Aid Merchants Aura the merchants (M) wind up at %8, %10, $9, #10. The boy is at %9.

LOCATION: %8, %10, $9, #10 (Merchants), %9 (Boy)
CURRENT DE/BUFFS: none




Seeing the naked, wounded folk being ushered away by the snowfang shifter, VORN drops from his perch in a nearby tree and heads their way. I always knew Kamroth was up to no good up here, he thinks to himself. He spots and recognizes the wizard Starn from Fallcrest, and realizes that the shifter is his companion. He watches as the shifter turns and with a flurry of movement dispatches the hunting dogs. Vorn rushes up near the group of seeming refugees. "I've an escape rigged not 25 yards away," he says to them, nocking an arrow and letting it fly. "Go and you may make it to safety!" He then nockes and fires three more arrows, leaving one of the dog handlers dead, and the second wounded. Hopefully, that'll even the odds enough for the wizard to finish off the enemy, or to make his escape.

* Move: 6 sq to T10.

* Minor: Quarry H2; Once per round, when you hit your quarry with an attack, the attack deals 1d6 extra damage.

* Standard: Twin Strike (R20/40) vs H2's AC: r(17, 18) + 9 = 26, 27. Hit x 2. r(7, 4) + 2 +2 + r(5) = 20.

* No Action (Action Point for Standard): Twin Strike (R20/40) vs H1's and H2's AC: r(7) +9 = 16. Hit. H1 SLAIN. r(8) + 9 = 17. Hit. r(10) + 2 = 12 damage to H1. (BLOODIED).

LOCATION: T10
DAMAGE: 21 to H2; SLAIN. 12 damage to H1 (BLOODIED).
CONDITIONS TO ENEMIES: none
CURRENT HP: 31/31
HEALING SURGES: 8/8
CURRENT DE/BUFFS: none
AP: 0




Seeing his hounds and his companion handler decimated by the animal-like, bare-fisted warrior before him and a barrage of arrows from some unseen place in the woods, the HANDLER gives a brief thought to retreat. But he's no different than the dogs he has trained. He knows that, if he did, he'd receive worse by his own handlers and he'd be given no quarter by his enemies anyway.

So he circles into melee with the Wizard, thinking to hold the line long enough for reinforcements to arrive.


* Move: 5 sq to E13.

* Standard: Tactical Whip (M3, weapon) vs Starn's AC: r(11) +7 = 18. Hit. r(4, 1) +4 = 9 damage and Starn falls prone. Effect: The handler slides Starn 1 sq to D13.

Tactical Whip (weapon) ✦ At-Will
Attack: Melee 3 (one creature); +7 vs. AC
Hit: 2d4 + 4 damage, and the target falls prone.
Effect: The handler can slide the target 1 square.

LOCATION: E13
DAMAGE: 9 to S
CONDITIONS TO ENEMIES: S is prone and slides to D13.
CURRENT HP: 18/36
CURRENT DE/BUFFS: Bloodied.




The RIDER spurs his horse on with a loud call, a kick, and a flex of the reins. They circle Leif and attempt to trample him, the rider unstirruping a boot which Leif just evades.

When the dust settles, Leif has sprawled to avoid being mangled underfoot by thundering hooves.


* Move: 7 sq to D9 (circling to avoid OA).

* Standard: Trample (M1, mount) vs Leif's Fort: r(12) +5 +2 (CA) = 19. Hit. r(7) +5 = 12 damage and Leif falls prone.

* Minor: Kick (M1, mount) vs Leif's Ref: r(8) +5 +2 (CA) = 15. Miss.

Traits
Underfoot (mounted)✦ Aura 1
Enemies within the aura grant combat advantage.

Standard Actions
Trample (mount) ✦ At-Will
Requirement: Must be mounted
Attack: Melee 1 (one creature); +5 vs. Fort
Hit: 1d12 + 5 damage and the target is knocked prone

Minor Actions
Kick (mount) ✦ Recharge when first bloodied
Attack: Melee 1 (one creature); +5 vs. Ref
Hit: 4 damage and the rider shifts 1 sq.

LOCATION: D9
DAMAGE: 12 to L
CONDITIONS TO ENEMIES: L is prone and in Underfoot Aura.
CURRENT HP: 44/44
CURRENT DE/BUFFS: Kick on cooldown, mounted.




STARN is looking over his shoulder expecting a dog to catch him any second when Lief explodes onto the scene and the dogs go down. Unfortunately he doesn't react quickly and one of the handlers cuts him off, suddenly tripping him with a lash of his whip. Luckily Starn avoids being entangled, but he's now stationary with an opponent blocking his escape! He quickly regains his feet and instinctively hurls the assailant back with a burst of psychic magic. Then, gathering his wits for a second he decides he needs to finish this enemy ASAP, as clearly the entire estate will be upon him in moments if he's pinned down. He quickly directs bursts of his most powerful thunder magic at both of the two hostile figures he can see close by. While the whip-bearing dog handler dodges the worst of the attack he's still knocked back even further and encased in a globe of unstable lightning which threatens more harm. The other figure, a rider, takes the second hit squarely and his mount reels back away from Lief. He too is encased by threatening peals of thunder.

* Move: Stands up.

* Standard: Beguiling Strands (CBl5; enemies, charm, enchantment, psychic) vs H2's Will: r(20). Crit. H2 takes 6 psychic damage and is pushed 3 squares to H16.

* No Action (AP for Standard): Rolling Thunder (R10, 1 or 2 creatures, conjuration, thunder) vs H2's and R1's Ref: r(4) +7 = 11. Miss H2. r(15) +7 = 22. Hits R1. r(7) +6 = 13 thunder damage to R1 and 6 (half) to H2. H2 slides 1 sq to I17. R1 slides 3 sq to D6. Effect: Thunderball in I17 and D6 under each.

LOCATION: D13
DAMAGE: 12 to H2. 13 to R1
CONDITIONS TO ENEMIES: H2 force move to I17. R1 force move to D6. Thunderball under each of H2 and R1.
CURRENT HP: 19/28
HEALING SURGES: 8/8
CURRENT DE/BUFFS: none
AP: 0




H2 6/36 Thunderball under H2
R1 31/44 Thunderball under R1, Kick on cooldown

1721263191110.png


ROUND 2




LEIF Delays until after Vorn goes.




VORN sees the others moving to escape. He dashes forward, keeping to the trees. "This way!" He fires at the remaining handler, putting him down, then turns his sights onto the rider. He pauses for a moment to line up the shot and then lets fly. He's glad to hear the cry of pain from the rider, but the man doesn't fall from his horse. "Come on," he urges the others. "There are more riders coming!"

* Move: 6 spaces to Q10

* Standard: Twin Strike (R20/40) vs H2's AC: r(19) + 9 = 28. Hit x 1. r(6) + 2 +r(3) = 11. H2 SLAIN. Second shot vs. R1's AC: r(11) + 9 = 20. Hit x1. r(7) + 2 = 9 damage to Rider 1, BLOODIED; TRIGGGERS KICK TO REFRESH.

* Minor: Make Rider 1 my Quarry.

LOCATION: Q10
DAMAGE: 8 to H2; SLAIN. 9 damage to R1 (BLOODIED).
CONDITIONS TO ENEMIES: none
CURRENT HP: 31/31
HEALING SURGES: 8/8
CURRENT DE/BUFFS: Minor Concealment.
AP: 0




LIEF sees the enemy momentarily scattered and ensorcelled with Starn's arcane lightning, realizes more riders must be on the way, and makes a break for it. "C'mon!" he yelps at the wizard as scrambles to his feet and runs toward the trees.

* Move: Stand up.

* Standard: Move 6 sq to I11.

* Minor: Takes out his sling.

LOCATION: I11
DAMAGE: none
CONDITIONS TO ENEMIES: none
CURRENT HP: 19/31
HEALING SURGES: 9/9
CURRENT DE/BUFFS: none
AP: 0




The naked, bloodied MERCHANTS tear through the trees, barefully feeling the branches raking across them. Urged on by the BOY, they head to the precipice and wait for their rescuers to help them in getting down and fleeing this horror..

ALL

* Move: Move all to ^6 through ^10.

LOCATION: ^6, 7, 9, 10 (Merchants), ^8 (Boy)
CURRENT DE/BUFFS: none




The RIDER spurs his horse on toward his initial quarry; the Wizard Starn. Undeterred by the peal of thunder that wracks the rider and forces the horse to rear, Starn is left sprawling like Lief to avoid his skull being crushed by the horses mighty hooves!

* Move: 8 sq to E13 (circling to avoid OA). TRIGGERS STARN THUNDERBALL; r(16) +7 = 23. HIT. 5 THUNDER DAMAGE TO R1.

* Standard: Trample (M1, mount) vs S's Fort: r(9) +5 +2 (CA due to Underfoot Aura) = 16. Hit. r(4) +5 = 9 damage and S falls prone. (BLOODIED).

* Minor: Kick (M1, mount) vs S's Ref: r(4) +5 +2 (CA) = 11. Miss.

LOCATION: E13
DAMAGE: 9 to S (BLOODIED).
CONDITIONS TO ENEMIES: S is prone and in Underfoot Aura.
CURRENT HP: 17/44
CURRENT DE/BUFFS: Kick exhausted, mounted.




STARN delays until after Vorn and Lief go...




A new ENFORCER RIDER appears on the field, galloping toward the violators of Kamroth Estate!




R1 17/44 Kick exhausted
R2 44/44

1721295219797.png


ROUND 3




LIEF hears Starn go down and pivots back without looking, running then rising into a leaping kick at the rider. That only snaps a rib, but the claws raking across him tear the rider’s throat out.

* Move: 3 sq to F13.

* Standard: Crane’s Wing attack on R1. r(16)+6 = 22 vs Fort (13). Hit. r(8)+5 = 13 Damage.

* Free: Centered Flurry of Blows deals 5 Damage to R1. SLAIN.

LOCATION: F13
DAMAGE: 18 to R1, SLAIN.
CONDITIONS TO ENEMIES: none
CURRENT HP: 19/31
HEALING SURGES: 9/9
CURRENT DE/BUFFS: none
AP: 0




VORN watches as the shifter kills the first rider, helping his wizard friend. He realizes that the speed of the horses will make escape difficult, unless the riders can be slowed down. He's not close enough to help the wizard directly, so he dashes from one treeline to another, using the cover to his advantage. He takes aim and fires at the new rider, hitting him solidly with his first shot, but missing with his second. Hopefully, the wizard has some trick left up his sleeve!

* Minor: Enter Skirmishing Stance

* Move: 5 sq to O6

* Standard: Twin Strike (R20/40) vs R2's AC: r(13) + 9 = 22. Hit x 1. r(6) + 2 + r(2) = 10. Second shot vs. R2's AC: r(3) + 9 = 12. Miss.

LOCATION: O6
DAMAGE: 10 to R2.
CONDITIONS TO ENEMIES: none
CURRENT HP: 31/31
HEALING SURGES: 8/8
CURRENT DE/BUFFS: Minor Concealment; +2 to AC and REF from Skirmishing Stance
AP: 0




STARN is hears the thundering gallop of another horseman entering the fray. The Wizard picks himself from the ground, raises his tome skyward and calls forth a field of shadows that grasp hungrily at the horseman and its steed, halting its gallop to a labored trot.

* Move: Stands up.

* Standard: Grasping Shadows (ABu1; enemies, illusion, psychic) vs R2's and its Horse's Will: r(18, 4) +7 = 25, 11. Hit both. r(5) +6 = 11 psychic damage and R2 and Horse are slowed UEoSNT. Effect: Grasping Shadows zone UEoSNT (won't impact things).

LOCATION: D13
DAMAGE: 11 to R2 and Horse (Horse has 9/20 HP remaining)
CONDITIONS TO ENEMIES: R2 and horse are slowed UEoSNT.
CURRENT HP: 10/28
HEALING SURGES: 8/8
CURRENT DE/BUFFS: none
AP: 0




The RIDER spurs his labored horse through the field of grasping shadows and toward the Wizard. He lifts his saber high to deliver a felling blow!...when a bird explodes from his peripheral, nearly dismounting the enforcer from his saddle!

Omens be with Starn of Septarch Tower!


* Move: 2 sq to C10 (slowed).

* Standard: Charge 2 sq to C12 and MBA Saber (M1, weapon) vs S's AC: r(1). Crit Miss.

(⚔) Saber (weapon) ✦ At-Will
Attack: Melee 1 (one creature); +7 vs. AC
Hit: 1d12 + 5 damage.

LOCATION: C10
DAMAGE: na
CONDITIONS TO ENEMIES: S is in Underfoot Aura.
CURRENT HP: 23/44 (Horse is 9/20)
CURRENT DE/BUFFS: Slowed UEoSNT, mounted.




R2 23/44 (Horse is 9/20) Slowed UEoSNT, mounted.

1721317608960.png


ROUND 4




VORN sees that Starn is in trouble. He sprints forward between the ossuaries, calling out to the wizard. "Get on your feet, Starn! I'll try and hold them off." Vorn then sidesteps away from the ossuaries, and fires a shot at the horse caught in the shadows. As the horse dies, Vorn curses... he'd much rather have taken the rider out, but he knows he needs to slow the enemy down.

* Move: 6 spaces to I8

* Standard: Nimble Strike vs R2's Horse's AC: r(18) + 9 = 27. Hit x 1. r(9) + 1 + r(6) = 16 (SLAIN). TRIGGERS R2 FORCED DISMOUNT TO PRONE; LOSES TRAITS EQUESTRIAN AND UNDERFOOT AURA, STANDARD ACTION TRAMPLE, MINOR ACTION KICK. V shifts 1 sq to H8

* Minor: Inspiring Word to Starn. Healing surge (7) + r(3) = 10 HP back.

LOCATION: H8
DAMAGE: 16 to R2's Horse. SLAIN.
CONDITIONS TO ENEMIES: none
CURRENT HP: 31/31
HEALING SURGES: 8/8
CURRENT DE/BUFFS: +10 HP to Starn, +2 to AC and REF from Skirmishing Stance
AP: 0




LIEF thrills, at the death of the horse—he's never seen an animal that large die, and his inner predator is jealous of the archer. He tears his attention away from the beast and screams "Run!" at Starn as he does just that, sprinting between ossuary pits and weaving among the trees.

* Move: Run Action Speed +2, grants CA and takes -5 penalty ATK UBoNT. Move 8 sq to N8.

* Move: Run Action Speed +2, grants CA and takes -5 penalty ATK UBoNT. Move 8 sq to V10.

* Minor: Put sling away.

LOCATION: V10
DAMAGE: none
CONDITIONS TO ENEMIES: none
CURRENT HP: 19/31
HEALING SURGES: 9/9
CURRENT DE/BUFFS: grants CA and takes -5 penalty ATK UBoNT
AP: 0




STARN calls upon a word of power to activate his cloak which then folds around him like a protective suit of armor. Without regard for the prone, saber-wielding enforcer in clash-range, Starn hauls toward the wood and the crag beyond it!

* Minor: Activate Cloak of Resistance Daily; Resist 5 All UEoSNT.

* Move: Run Action Speed +2, grants CA and takes -5 penalty ATK UBoNT. Move 8 sq to L16. TRIGGERS R2 OA SABER (M1, WEAPON) VS STARN AC: r(10) +7 -2 (prone) +2 (CA) = 17. HIT. r(5) +5 - 5 (RESIST FROM COR) = 5 DAMAGE TO STARN.

* Move: Run Action Speed +2, grants CA and takes -5 penalty ATK UBoNT. Move 8 sq to T16.

LOCATION: T16
DAMAGE: none
CONDITIONS TO ENEMIES: none; slowed on R2 ends.
CURRENT HP: 15/28
HEALING SURGES: 7/8
CURRENT DE/BUFFS: grants CA and takes -5 penalty ATK UBoNT
AP: 0




The RIDER picks himself off the ground and hurtles toward the bowman in front of him...he thinks he's heard of a vigilante sniper who stalks the woods in and around Fallcrest. Perhaps this is him? Perhaps the fear of such a notion is what causes the Rider's saber to go wide. Perhaps it was Vorn's well-honed reflexes slipping the blow.

* Move: Stand from prone

* Standard: Charge 4 sq to G10 and MBA Saber (M1, weapon) vs V's AC: r(8) +7 = 15. Miss.

LOCATION: G10
DAMAGE: na
CONDITIONS TO ENEMIES: na
CURRENT HP: 23/44 (Horse is 9/20)
CURRENT DE/BUFFS: Slowed UEoSNT, mounted.




A new ENFORCER RIDER appears on the field, galloping toward the violators of Kamroth Estate!

R2 23/44 Horse is slain, loses all Mount abilities.
R3 44/44

1721360378812.png


ROUND 5




CALLING IT A COMBAT HERE. VORN HAS HIGH AC, MULTIPLE WAYS TO GET OUT OF TROUBLE, AND GROUP CHECK ATHLETICS SUCCESS. PCS AND NPCS LEAVE THE SCENE.
 
Last edited:

In between firing off arrows and dodging saber swings, VORN shouts "get to the crag, I've got an abseil set up. Clip in and rappel down. I'll be right behind you!"

LIEF and STARN hustle to the face and everyone gets down safely in a concerted fighting retreat > rappel effort.

Lady Markelhay's coachman is waiting at the bottom as a getaway vehicle! Off they go through the Hightown Avenues!

THE COACHMAN shouts over horse gallop and reins snap: "Where to?"





XP/LOOT/ETC

* The parchment STARN gained from the Knight of Pelor is one of the many partially penned resignation letters the knight was preparing. It is penned to Cardinal Erban as both resignation and rebuke. It claims that the Cardinal is involved in dangerous conspiracies to court terrible powers both planar and mortal in attempts to overthrow Ernest Padraig, Lord of Winterhaven...to whom the Cardinal, and this Knight of Pelor through service to him, has sworn loyalty. It is a dishonor to both Pelor and to sworn mortal oaths.

The Knight claims he would be riding directly to Lord Padraig to make him aware of this and would have a day's ride ahead of any pursuit so there is no way that the Cardinal and his envoy of clergy and men-at-arms will be able to intercede
...unfortunately, that has gone pear-shaped with what has just happened at Kamroth Estate! The Knight will no doubt be on the run with pursuit fast on his heels now!

* C3/Level 3 SC = 450/3 = 150 xp apiece.

* C1/Level 4 SC = 175/3 = 58 xp apiece.

* Combat = 125 * 4 + 31 * 4 = 624/3 = 208 xp apiece.

* 416 xp apiece total.

* One PC earns a level 3 or lower magic item. Describe it.

* One PC gains the following boon due to the merchants, the boy, the infantry, the families of the youth in The Market Green, the coachman, and perhaps other offscreen deeds:

Fallcrest Contacts
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.

* 120 coin total.

* Take a Short Rest during your ride on the coach.

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

* Generate any new Minor Quest.

* Answer the coachman's question (at top) and generate a goal for a follow-on conflict.




UPDATE:

The half-elf coachman, NORLAMIR, listens to this trio perform introductions. The third of their number, Vorn, a vigilante legend in Fallcrest is known to Norlamir, but clearly not known to these other two. While the trio talk in serious terms, the half-elf cracks jokes on their hard push to Moonstone Keep in order to soften the hard edges of the mood. There is a pervasive sense that something very dark is afoot in Fallcrest and he didn't need the bloodied, naked bodies of these merchants to tell him that. Those he stewards with all haste have made it clear that they can't afford to bring Lady and Lord Markelhay into the fold of what is going on as of yet. They anticipate that Armos Kamroth is likely to be at the keep soon, levying all manner of falsehoods against the heroes in order to maintain his powerful social and capitalized position in Fallcrest.

Unfortunately, they don't have time to defend their actions or names nor lay out the indictment against Kamroth. But Norlamir insists that they let him make a quick stop off at the keep before he escorts them to the Silver Unicorn Inn. When he returns from his quick stop-off, he's brought a servant's change-of-clothes and some bandages for the merchants and hands a folded robe to Starn.

"Complements of the Lady," he winks.


* Starn receives:

Stoneskin Armor Level 3 Uncommon (680 coin)
In battle, these gray robes harden your skin and grant additional resilience.

+1 Cloth Armor
Power ✦ Encounter (Minor Action)
You gain 5 temporary hit points until the end of the encounter.

STARN quickly bandages himself up, still cursing those riders. On the ride over, realizes he can get some payback against them by helping the Knight. He feels this guy is honorable and definitely in trouble, and Starn owes him. It doesn't escape his notice that some answers might also come out of this, but Starn swears to pay his debt of honor first and foremost if he possibly can.

He gets out of the coach and makes for the stables. He turns as he does and, in a hurried cadence, tells Lief and Vorn that he'll meet them at the Silver Unicorn Inn upon his return. He has to see the Knight of Pelor to the safety of Winterhaven; he risked his life helping Starn.


Starn Minor Quest: Protect the Knight from the Cardinal's forces and make sure he's able to get to Winterhaven.

The coach scurries away to The Silver Unicorn Inn where the coachman drops off LIEF, VORN, and the newly acquired five. Vorn drops 4 coin for himself for a room and then 8 more for a few rooms for the merchants and the boy to lie low while "things are handled."

Vorn communicates that he knows where to find some good old troublemakers to create a diversion for the pair as they assault Tombwood <players have elected to go to Tombwood to locate and slay the cult leadership therein rather than take an Extended Rest in order to avoid the condition of -1 ATK and Primary Skills (save ends) as the cult of The Elect would have made preparations after the loss at Kamroth Estate>.

Vorn returns in thirty minutes having spent coin to grease palms for the necessary arrangements
:

* Vorn gains the Fallcrest Tactics Boon outlined above.

* Vorn pays 52 coin to hire out a diversion on the periphery/just inside Tombwood. The mechanical benefit will be 2 x Successes on their first Primary Skill Stealth in Tombwood (describe how the diversion helps you).

With the mid-day sun cresting, the pair of skulkers head to Tombwood; a haunted, isolated, large thicket in central Fallcrest, along the southern slopes of Moonstone Hill. It served as an old cemetary with tangled paths and battle-mounds dating back centuries. The unkempt, completely untracked wilderness at this point and fraught with peril. Even in the middle of the day, its canopy prevents much of the light from the sun to pierce its dark fold. Like Kamroth Estate, its a Point of Darkness in the midst of Fallcrest so it is no surprise The Elect cell has taken up there to spring its fell purpose...among which obviously includes bloodletting racketeering of merchants in Fallcrest to build out its ability to summon The Mogul or increase its breadth of influence.




LEIF & VORN

Complexity 2 SC, Level 2 (DCs 9/13/20)
Goal: Slay whoever's running the Elect cell in the Tombwood before they reinforce or relocate.
0/6 Successes/0 Failures/1 Hard DC Available/2 Secondary Skills Available/1 Stealth Advantage for 2 x Success Available/Primary Skill Training exhausted;

The dark woods in the middle of Fallcrest is composed of overgrowth, tangled briars, and gnarled water oaks that bend and coil and reach like a living thing. As Lief and Vorn surveil the periphery, the immediate question becomes obvious:

Do they (1) endure the trackless razorvine and briars on the ground and attempt to locate a left trail which will lead them to The Elect operators and their lair...or is it better (2) to scale one of the more robust water oaks, and brachiate through the maze of tangled limbs, using the small amount of light which limply penetrates this dense canopy to spot the lair from above?

(1) comes with the danger of injury from the razorvine and briars...the possibility of an unfortunate encounter with the spooks and haunts of the ancient cemeteries...or an increased likelihood of getting regrettably lost in such a foul place.

(2) comes with the danger of avian or ambush predators who use the trees and a brutal fall leading to the affliction of a condition on the disease track for an injury if a saving throw isn't successful.


Both are MEDIUM DC.




STARN

Complexity 2 SC, Level 2 (DCs 9/13/20)
Goal: Acquire a horse and sprint the King's Road between Fallcrest and Winterhaven in order to chase down the Knight of Pelor (3 successes) in order to see him to his destination before Cardinal Erban and his posse can catch him (6 successes).
0/6 Successes/0 Failures/1 Hard DC Available/2 Secondary Skills Available/0 Advantages Available/Primary Skill Training exhausted;

The young brother and sister stablehands at Moonstone Keep alert the horsedealer, farrier, and stablemaster of Starn's excited state. The middle-aged human woman hollers for Starn to come into the back as she's hip deep in hoof care and has a particular bastard of a stallion charmed enough to do the good bit of work he needs done.

"Have you the coin? These horses don't come cheap. Especially, the fastest one. Any of our bunch will get you there...wherever that might be...in a hurry...but Hat-eater (I suspect you can figure how he got that name) will give the Pegasus herself a run for her money."


1) 75 Coin for a Riding Horse (see below).

Riding Horse
Large natural beast (mount)
Level 1 Brute XP 100
Initiative +1 Senses Perception +5; low-light vision
HP 36; Bloodied 18
AC 14; Fortitude 15, Reflex 13, Will 10
Speed 10

(⚔) Kick (standard, at-will)
+4 vs AC; 1d6+4 damage.

2) Alternatively, you can spend 75 x 2 = 150 coin for Hat-eater + gain 1 success in the SC due to his speed.

Hat-Eater
Large natural beast (mount)
Level 1 Brute XP 100
Initiative +1 Senses Perception +5; low-light vision
HP 36; Bloodied 18
AC 14; Fortitude 15, Reflex 13, Will 10
Speed 10

Trait
Ludicrous Speed: Hat-Eater gains +3 Speed when using the Run Action

Standard Actions
(⚔) Kick (standard, at-will)
+4 vs AC; 1d6+4 damage.

Quick As He is Fast (mount) * Encounter
No Action (Personal)
Effect: A rider can shift 1 sq before or after taking a move action or standard action.

What do you do?
 
Last edited:

LIEF crouches at the edge of the Tombwood, remembering his time in the Elect. As one of the sheltered Chosen he never made decisions—barely saw the outside of his tent or the prayer circle or the training grounds. But in his boredom he would reverse-engineer the elders' rationale. Where they sited the camp, where they posted lookouts, who they sent to scout and patrol and hunt. Those were decisions made by mortals, not by Him.

Peering into the tangled woods, Lief needs to push away the human comforts of the inn they've just come from—the full belly, the warm fire, the unexpected good fortune of finding a new friend, this Vorn, and one who kills so well!
[Spent 2 Healing Surges to get HP back to full]. He remembers again what it means to hunt as a predator should, which is hunger and desperation channeled into quiet and violence. His mind flows into the task. Lief knows where the Elect would situate themselves. He nods to Vorn to follow. They'll have to move fast to take advantage of the distraction they paid for, which could happen any time now.

Intent: Determine where the Elect would place their camp, and their lookouts, in the Tombwood.

Primary Skill: Insight. r(12)+6 = 18 vs. Medium DC (13). Success.




Complexity 2 SC, Level 2 (DCs 9/13/20)
Goal: Slay whoever's running the Elect cell in the Tombwood before they reinforce or relocate.
1/6 Successes/0 Failures/1 Hard DC Available/2 Secondary Skills Available/1 Stealth Advantage for 2 x Success Available/Primary Skill Training exhausted; Insight
 
Last edited:

Complexity 2 SC, Level 2 (DCs 9/13/20)
Goal: Slay whoever's running the Elect cell in the Tombwood before they reinforce or relocate.
1/6 Successes/0 Failures/1 Hard DC Available/2 Secondary Skills Available/1 Stealth Advantage for 2 x Success Available/Primary Skill Training exhausted; Insight




The Creep.

That is what The Elect called the figure that would forever trail their encampment.

The Creep never showed its face nor spoke through word. Rumor had it that it believed in the legend of a dark spirit called Gnaw that was the misbegotten offspring of the Elder Spirits of "capricious tricks on the powerful" and "the relentless revel of the murderous hunt." In these legends Gnaw clawed its way free from the maternal spirit's womb which reflexively cast away its offspring, sickened by what she had brought into being. Having never known a mother's love and being driven by the same primal hunger that powers the violent force of the hunt, Gnaw exists at the edges of the spirit world, always creeping and crawling, living off of the scraps left behind by the other spirits.

And so did The Creep, scavenging off of The Elect's leftovers, eating of the dead and creeping things, reveling in twitching corpses alive with vermin, in the sound of carrion flies buzzing and the screech of the vulture.

Many in the clan thought The Creep was just a disgusting hanger-on...but Lief knew better. He saw the elders skulk out of their lodgings late at night to The Creep's trailing, open-air encampment. Lief snuck out and watched them. The Creep was the clan's soothsayer and he didn't just believe in the legend of Gnaw...he revered it. Those elders would visit and, through Creep, offer Gnaw viscera, or the burning of their dung, or they would partake of fly-covered, rotted meat. Through this, Gnaw would give them counsel on how to ever follow both predator and prey.

The Creep didn't follow Lief's clan. Lief's clan followed The Creep.

And now, suddenly, the stench of burning dung and fetid, rotted meat is in the air...the sound of flies abuzzing...it cannot be too far. Someone, outside of the encampment as always, is making an offering to Gnaw for supernatural counsel. Someone with knowledge of The Creep's "ways."

If the ritual is complete, the visions that shall flood their sense will surely be that of Vorn and Liefs' stalk.





What do you do? How do you pinpoint this communion with Gnaw and disrupt it before they find you instead of you finding them. HARD DC.

The consequences of this cat-and-mouse should be clear. This decides who is predator, who is prey, and whose bones will adorn the teeth of the Elder Spirit of Scavengers.
 
Last edited:

Starn eyes Hat Eater and knows this is his best chance! He tries to size the horse trader up as he does so

I attempt to use Insight as a secondary skill in order to gain a +2 on my primary check to negotiate for Hat Eater. DC9, I roll a 3+1=4, failure! Instead the primary check will get a -2.

Starn says to the lady "This is an amazingly fine horse, this Hat Eater, I must ride like the wind to save a Knight of Winterhaven from a foul fate! Here in my possession I have 96 coins. I will be happy to pledge 96 more upon my imminent return, which shall be delayed by no more than a week, at most. Furthermore, I shall be your most loyal of customers, and I promise to bring you as much business with my associates as you can handle." He'll also point out his own status, as both a scion of a noble house, and as an apprentice and practitioner of magic, his good standing with the Markelhays, etc.

He goes on to say that he feels uncomfortable asking them to take this sort of risk, but he hopes they'll understand, and he'll write them a note validating the debt so that if he fails to return then his master or his other associates will make good on it.

Sensing that time is running short and that this is a critical situation Starn begins to weave magical phrases into his speech, once again rationalizing that, while he is making himself more convincing artificially, that this power doesn't actually deprive anyone of their free will, nor induce them to do anything they were not already willing to countenance. This view may yet prove niave...


Starn expends Arcane Mutterings (Encounter level 2 Utility Power) in order to substitute Arcana (+13) instead of Diplomacy for this check. The DC is Hard(20) and success will be worth 2 successes in the challenge. I roll a 13+13=26-2(for the failed secondary check above) yields a total of 24, Success!

Starn is able to convince the horse trader, despite being entirely unable to read her poker face, to sell him Hat Eater. She stares at this obvious newbie of a kid wizard and uncharacteristically decides to give in despite her misgivings about the potential loss of over 50 coin. She drops a blanket and an old worn saddle on Hat Eater, while her partner, looking askance, bridles the obviously high-spirited horse. Starn hands her the coins, and a hastily scrawled note for the rest of the money. Just as he finishes this, and the horse is ready to go, a group of men in Kamroth livery appear at the large stable door!

Leaping onto Hat Eater, Starn is almost thrown as the horse, sensing his new master's urgency, rears and then leaps forward through the door. The men-at-arms are taken completely by surprise, and the horse, hesitating for a second to grab the sergeant's head gear, bolts for the outer gate. Within moments the pair are heading straight for the bridge and the road leading west beyond Fallcrest. A road Starn has never experienced!


Complexity 2 SC, Level 2 (DCs 9/13/20)
Goal: Acquire a horse and sprint the King's Road between Fallcrest and Winterhaven in order to chase down the Knight of Pelor (3 successes) in order to see him to his destination before Cardinal Erban and his posse can catch him (6 successes).
2/6 Successes/0 Failures/0 Hard DC Available/1 Secondary Skills Available/0 Advantages Available/Primary Skill Training exhausted; Diplomacy
 

LIEF tells VORN that the smell indicates danger from a supernatural entity that follows the Elect. Vorn has their hired muscle, the Hax Brothers, get started on their distraction nearby. This will hopefully attract the entity's attention, as well as any Elect nearby. Meanwhile, he and Lief circle around quietly. Vorn is amazed at the shifter's ability to move without sound, and he let's Lief take the lead. In not too long a time, they've covered a lot of ground. In the distance, they hear the Hax Brothers shouting as they engage with an enemy. He knows the mercenaries are not going to stand their ground... they'll hit and run, and fight a retreating battle that will lead enemies away, and will hopefully allow them to escape. Vorn hopes it works... they've proven helpful in the past.

__________

Group Stealth Primary Skill Check: Lief r(12) + 12 = 24; Vorn r(15) + 9 = 24; 1 of 2 PCs required success vs. HARD DC. Result: SUCCESS. Additional SUCCESS earned due to use of deploying diversion earned prior.

Complexity 2 SC, Level 2 (DCs 9/13/20)Goal: Slay whoever's running the Elect cell in the Tombwood before they reinforce or relocate.
3/6 Successes/0 Failures/0 Hard DC Available/2 Secondary Skills Available/1 Stealth Advantage for 2 x Success Available/Primary Skill Training exhausted; Insight, Stealth
 

BOOKKEEPING UPDATE

VORN Major Ques
t: Find out what dangerous plans Armos Kamroth intends for Fallcrest and put an end to them.




STARN

Complexity 2 SC, Level 2 (DCs 9/13/20)
Goal: Acquire a horse and sprint the King's Road between Fallcrest and Winterhaven in order to chase down the Knight of Pelor (3 successes) in order to see him to his destination before Cardinal Erban and his posse can catch him (6 successes).
2/6 Successes/0 Failures/0 Hard DC Available/1 Secondary Skills Available/0 Advantages Available/Primary Skill Training exhausted; Diplomacy

The long haul up The King's Road, the sleeping under the stars around a poorly made open fire...its probably all a bit more than the young Wizard bargained for, to be honest. This isn't his thing. But here he is, nonetheless. At least Hat Eater is good company (when he's not trying to nom your hat, of course).

Maybe a 40 % of the way through the trek, that first night's camp is right on the periphery of Gardbury Downs. The ever-rising heath was the site of a terrible battle of yore were innumerable souls lost their lives. The wild, course grasses made for good tinder at least. But the sounds out here are plain spooky.

From his position on high, Starn witnesses the telltale signs of Cardinal Erban's encampment miles behind him; the fires of the large posse and the noise that comes with such a medley of souls, animals, and cargo. Starn hopes his spot is tucked enough away so that they can see neither the glow of his fire nor the billow of the smoke. (1)

Just then, a bird lights down on the stone near him. An owl. It stares at him for a long moment. Then, very deliberately, it takes flight out into the grasslands off the road. Is this an omen? (2) Like in his youth? What is its inscrutable meaning? Does it want him to follow? Out in all that wild and cold...into those haunted lands of dead warriors and broken families? Is Starn just spooked and seeing signs in benign nature?


---------------

Does Starn act on either (1) or (2), or does he just decide that breaking camp and pushing on because of the danger here is the best solution (Endurance, if so). MEDIUM DC (all I have left).




LEIF & VORN

Complexity 2 SC, Level 2 (DCs 9/13/20)
Goal: Slay whoever's running the Elect cell in the Tombwood before they reinforce or relocate.
3/6 Successes/0 Failures/0 Hard DC Available/2 Secondary Skills Available/1 Stealth Advantage for 2 x Success Available/Primary Skill Training exhausted; Insight, Stealth

With the supernatural surveillance foiled, at least in spotting these two, the pair skulk through what appears to be the outer perimeter. The briars here form a haphazard yet somewhat organized hedge in such a way that, long ago, they were likely manicured to demarcate a particular gravesite. The razor-sharp foliage rises so high, however, that it obscures the sightline of what is beyond...but it definitely forms a circle. (1)

Beyond, they can now hear voices and more...

The familiar clang of coin and liquid hitting something rigid, hard, and funneling...the coppery smell of blood and heat pervades the air...are they slagging gold coin and boiling blood in a crucible?

A quiet pair of steps...an unseen sentinel within, inside the sight-obstructing, encircling hedge. (2)


------------------

How do you deal with (1)? How do you deal with (2)? MEDIUM DC both (all I have left).

If you get a failure on your first move, stop right there as I'm escalating the situation.
 
Last edited:

Starn reflects on his religious lore and concludes that the owl must be a sign from the patron of his magical arts, Ioun. He feels more personally connected with the scholarly goddess than any other, so he decides to break camp and follow the owl.

Starn drags the reluctant Hat Eater out across the moor after hastily extinguishing his fire. As he stumbles over the uneven landscape, eyes peeled for the flitting form above, the hours pass. When the horse knickers he looks around and realizes he's stumbled right into a campsite. The soft voice at his ear and glint of steel menacing his throat tell him it is not empty.

Starn raises his hands slowly and when urged to turn around sees the form of a Knight. "Oh, it's you again!" confirms the figure's suspected identity.


Medium DC(13) Religion check. The roll is a 5+11=16, Success.

Complexity 2 SC, Level 2 (DCs 9/13/20)
Goal: Acquire a horse and sprint the King's Road between Fallcrest and Winterhaven in order to chase down the Knight of Pelor (3 successes) in order to see him to his destination before Cardinal Erban and his posse can catch him (6 successes).
3/6 Successes/0 Failures/0 Hard DC Available/1 Secondary Skills Available/0 Advantages Available/Primary Skill Training exhausted; Diplomacy, Religion
 

Remove ads

Top