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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: 9453912" data-attributes="member: 6696971"><p><em>The rider turns to the executioner and nods. The executioner cuts down the young man who falls in a heap to the ground.</em></p><p><em></em></p><p><em>"We'll be long gone when you return. We're far behind schedule as-is."</em></p><p><em></em></p><p><em>She instructs the caravan to prepare to set out and then turns back to the heroes.</em></p><p> </p><p><em>"If you find him guilty, slay him...bring him in <shrug>, I care little."</em></p><p><em></em></p><p><em>She takes the lead in the long group and says over her shoulder:</em></p><p><em></em></p><p><em>"Hope to never see you again Vorn of Fallcrest!"</em></p><p><em></em></p><p><em>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.</em></p><p></p><p>[HR][/HR]</p><p></p><p><strong><em>XP/LOOT</em></strong></p><p></p><p>* 350/3 = <strong>117 xp apiece</strong>.</p><p></p><p>* <strong>Companion Character</strong> for the follow-on conflict:</p><p></p><p>[ATTACH=full]379095[/ATTACH]</p><p></p><p><strong>If Johan is taken out of a scene</strong>, roll a saving throw after the encounter. On a 10+, he pulls through. On a 9-, he dies.</p><p></p><p>[HR][/HR]</p><p></p><p><strong>PRE-CONFLICT DECISIONPOINT</strong></p><p></p><p>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 <strong>Group Check Endurance</strong> (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 <em>you all take -1 penalty to speed and skill checks until you get a night’s sleep.</em></p><p></p><p>1b) Alternatively, Starn can <strong>spend 5 coin per PC and brew up a tea</strong> with his Alchemist Feature to resolve things, but you guys will take the following at the next Make Camp situation:</p><p></p><p><strong>Aftereffect</strong>: <em>Take a -1 penalty to defenses and Skill Checks until you get a night’s rest.</em></p><p></p><p>2) Alternatively alternatively, you can<strong> get a night’s rest and deal with a colder trail</strong>; conflict level 10 (DCs 13/18/26)</p><p></p><p>* The players opt for 1a. Group Endurance Check (DC 12) Vorn, Lief, Starn totals: 29, 16, 12. <strong>Success</strong>!</p><p></p><p>[HR][/HR]</p><p></p><p>Complexity 2 SC, Level 9 (DCs 12/17/25)</p><p><strong>Goal</strong>: <em>Chase the luke warm trail of the ambushing bandits to discover their wilderness hideout. </em></p><p><strong>0/6</strong> Successes/<strong>0</strong> Failures/<strong>1</strong> Hard DC Available/<strong>2</strong> Secondary Skills Available/<strong>0</strong> Advantages Available/<strong>Primary Skills Exhausted:</strong></p><p></p><p><em>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.</em></p><p><em></em></p><p><em>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. </em></p><p><em></em></p><p><em>To complicate matters, it appears their quarry stopped for at least a moment.</em></p><p><em></em></p><p><em>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.</em></p><p><em></em></p><p><em>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.</em></p><p><em></em></p><p><em>And definitely ambush territory for all kinds of terrible things that go bump in the night.</em></p><p></p><p>[HR][/HR]</p><p></p><p>What do you do? I'll let you know if I'm going to deploy my singular <strong><em>HARD DC</em></strong> when we discuss action declarations.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 9453912, member: 6696971"] [I]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.[/I] [I]"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.[/I] [HR][/HR] [B][I]XP/LOOT[/I][/B] * 350/3 = [B]117 xp apiece[/B]. * [B]Companion Character[/B] for the follow-on conflict: [ATTACH type="full" alt="1725700521907.png"]379095[/ATTACH] [B]If Johan is taken out of a scene[/B], roll a saving throw after the encounter. On a 10+, he pulls through. On a 9-, he dies. [HR][/HR] [B]PRE-CONFLICT DECISIONPOINT[/B] 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 [B]Group Check Endurance[/B] (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 [I]you all take -1 penalty to speed and skill checks until you get a night’s sleep.[/I] 1b) Alternatively, Starn can [B]spend 5 coin per PC and brew up a tea[/B] with his Alchemist Feature to resolve things, but you guys will take the following at the next Make Camp situation: [B]Aftereffect[/B]: [I]Take a -1 penalty to defenses and Skill Checks until you get a night’s rest.[/I] 2) Alternatively alternatively, you can[B] get a night’s rest and deal with a colder trail[/B]; conflict level 10 (DCs 13/18/26) * The players opt for 1a. Group Endurance Check (DC 12) Vorn, Lief, Starn totals: 29, 16, 12. [B]Success[/B]! [HR][/HR] Complexity 2 SC, Level 9 (DCs 12/17/25) [B]Goal[/B]: [I]Chase the luke warm trail of the ambushing bandits to discover their wilderness hideout. [/I] [B]0/6[/B] Successes/[B]0[/B] Failures/[B]1[/B] Hard DC Available/[B]2[/B] Secondary Skills Available/[B]0[/B] Advantages Available/[B]Primary Skills Exhausted:[/B] [I]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.[/I] [HR][/HR] What do you do? I'll let you know if I'm going to deploy my singular [B][I]HARD DC[/I][/B] when we discuss action declarations. [/QUOTE]
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