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A Monk, a Wizard, and a Swordmage Walk into a Fallcrest; a 4e Story Now game
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<blockquote data-quote="Manbearcat" data-source="post: 9391150" data-attributes="member: 6696971"><p>Complexity 3 SC, Level 2 (DCs 9/13/20)</p><p><strong>Goal (Staged):</strong> <em>Gain entrance to The Septarch's Tower Clockwork Platform to ascend to the forbidden upper levels (<strong>Success 3</strong>), configure the platform to reach Nimozaran the Green's Penthouse Chambers and make the transit (<strong>Success 7</strong>), resolve the conflict at The Core of Septarch's Tower (<strong>Success 8</strong>).</em></p><p><strong>1/8 </strong>Successes<strong>/0 </strong>Failures<strong>/2 </strong>Hard DC Available<strong>/3 </strong>Secondary Skills Available<strong>/2 +1 (see below) </strong>Advantages Available<strong>/Primary Skill Training exhausted; None</strong></p><p></p><p>[HR][/HR]</p><p></p><p><em>The rear mudroom leads to the storeroom where dried goods and sundries adorn shelves and are stacked on the floor. A locked cellar leads to a coldroom for foodstuffs. </em></p><p><em></em></p><p><em>There is no sign of servants, not a humming voice nor verbal exchange nor patter of feet, and for enough time for a layer of dust to accrue.</em></p><p><em></em></p><p><em>The long hall of the servants' wing features the kitchen and several unoccupied quarters. A stairwell off that long hall rises sharply to a landing that looks out onto the antechamber like a mezzanine. A noisy, wrought-iron framed and wooden tread spiral stair is cut in the middle of the landing and that leads down to the floor of the antechamber. Across the way, too far away for a room that should be much smaller than the antechamber actually is, is the double door that leads to the front facade of the tower. </em></p><p><em></em></p><p><em>Standing vigil in the center of the chamber is a huge iron statue that Starn knows will come alive if the tower's defenses are activated. Under normal circumstances it would never activate on Starn's presence...but now?...</em></p><p><em></em></p><p><em>Further, above it lighting the antechamber is a hanging fixture that features candles which will animate per an Animate Object spell should intruders be detected.</em></p><p></p><p>[HR][/HR]</p><p></p><p>What do you do Starn? <strong><em>HARD DC.</em></strong></p><p></p><p>How do you handle this and open the door to let your allies in (automatic - no obstacle from the inside)? Failure here obviously starts a combat (which you can get to the other side of the map and spend a Minor Action to open the doors to let your allies roll initiative and get enter the fray).</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 9391150, member: 6696971"] Complexity 3 SC, Level 2 (DCs 9/13/20) [B]Goal (Staged):[/B] [I]Gain entrance to The Septarch's Tower Clockwork Platform to ascend to the forbidden upper levels ([B]Success 3[/B]), configure the platform to reach Nimozaran the Green's Penthouse Chambers and make the transit ([B]Success 7[/B]), resolve the conflict at The Core of Septarch's Tower ([B]Success 8[/B]).[/I] [B]1/8 [/B]Successes[B]/0 [/B]Failures[B]/2 [/B]Hard DC Available[B]/3 [/B]Secondary Skills Available[B]/2 +1 (see below) [/B]Advantages Available[B]/Primary Skill Training exhausted; None[/B] [HR][/HR] [I]The rear mudroom leads to the storeroom where dried goods and sundries adorn shelves and are stacked on the floor. A locked cellar leads to a coldroom for foodstuffs. There is no sign of servants, not a humming voice nor verbal exchange nor patter of feet, and for enough time for a layer of dust to accrue. The long hall of the servants' wing features the kitchen and several unoccupied quarters. A stairwell off that long hall rises sharply to a landing that looks out onto the antechamber like a mezzanine. A noisy, wrought-iron framed and wooden tread spiral stair is cut in the middle of the landing and that leads down to the floor of the antechamber. Across the way, too far away for a room that should be much smaller than the antechamber actually is, is the double door that leads to the front facade of the tower. Standing vigil in the center of the chamber is a huge iron statue that Starn knows will come alive if the tower's defenses are activated. Under normal circumstances it would never activate on Starn's presence...but now?... Further, above it lighting the antechamber is a hanging fixture that features candles which will animate per an Animate Object spell should intruders be detected.[/I] [HR][/HR] What do you do Starn? [B][I]HARD DC.[/I][/B] How do you handle this and open the door to let your allies in (automatic - no obstacle from the inside)? Failure here obviously starts a combat (which you can get to the other side of the map and spend a Minor Action to open the doors to let your allies roll initiative and get enter the fray). [/QUOTE]
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