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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: 9459239" data-attributes="member: 6696971"><p><strong>LIEF</strong></p><p></p><p><em>Lief crawls back down from the ridge line and looks at Starn and Vorn. "I don't know what to do with them. They're killers already, and they'll only get worse. But massacre them? I won't." He shakes his head. "We need to show just how hopeless this path is, if not wrong. I'm no orator or negotiator, though. I haven't the slightest clue how to do that."</em></p><p></p><p><strong>STARN</strong></p><p></p><p><em>"I have to believe we're more than capable of demonstrating to them that we can bring them in, or wipe them out, if we wanted. So, do we not then have the ability, and one might conclude, the obligation, to confront them with this reality? I say we infiltrate this fort of theirs, take out a few sentries, non-lethally, and then put the question to them in the most straightforward way; would you like our help, or would you like us to end this bandit problem right here and now?" </em></p><p></p><p><strong>VORN</strong></p><p></p><p><em>Vorn had a rough childhood and faced a choice like theirs at some point. He benefitted from having the right person there for him at the right time or he might have ended up similarly. </em></p><p><em></em></p><p><em>Though he doesn't feel particularly equipped for it, he wants to talk this kids off their chosen path.</em></p><p></p><p>[HR][/HR]</p><p></p><p>Alright, so the players have opted into (a) a stealth conflict to widdle down numbers (below) and then (b) parley to talk them down/set them on alternate path. The players have 1 x Advantage earned from prior conflict that they can deploy in either this conflict or the follow-on.</p><p></p><p>Below is the initial <strong>STEALTH CONFLICT</strong> which will be a novel Complexity 3 SC (xp-wise):</p><p></p><p><strong>Goal</strong>: <em>Take out 2 x bandits w/ non-lethal means before 2 x failures on action resolution accrue.</em></p><p></p><p><strong>Success</strong>: Step back the level of the follow-on Parley to level 10 (but still gain level 11 xp). The Parley conflict vs kid-bandits will be default difficult as they aren't apt to surrender nor change their minds given their history; Default level 11, Complexity 2 SC (DCs 13/19/27).</p><p></p><p><strong>Failure</strong>: Situation will change adversely on Failure 1 and with finality on Failure 2. On Failure 2, we go directly to combat with Team PC suffering -2 penalty to initiative and I'll embed a (difficult) Social Skill Challenge into that Combat.</p><p>[ATTACH=full]379991[/ATTACH]</p><p></p><p><strong>KEY</strong></p><p></p><p>* DCs 12/16/24</p><p></p><p>* (1) <strong>Ridgeline where PCs are located w/ wagon husk. Switchback down to ravine floor</strong>. In full line of sight of sentry, those moving wagon provisions to structure and those farming. HIGH DC to sneak down switchback unless both light sources are snuffed which steps it down to MEDIUM DC. Dislodging wagon and knocking to ground floor (Athletics Group Check MEDIUM DC) will grant +2 circumstance bonus forward. Further, if this distraction is followed directly by an attack on B or S, you also take combat advantage vs them.</p><p></p><p>* (2 & 3) <strong>Sheer climb to floor</strong>. Out of line of sight and no light source illuminating so well hidden. However, need to (a) make a Stealth check MEDIUM DC to traverse to that position and then Athletics MEDIUM DC to downclimb to floor. Provision house is adjacent to 2 and sentry on ruined tower rubble pile adjacent to 3.</p><p></p><p>* (S) <strong>Sentry </strong>is 22 AC, 20 F, 21 R, 19 W. Above the sentry is precarious rubble that can be loosed upon them, but it must be dislodged with a difficult shot from the ridge (add 2 to Sentry Defense) or Athletics Medium DC to climb down and get a better shot.</p><p></p><p>* (B) <strong>Bandit laborers</strong> are 20 AC, 20 F, 21 R, 19 W. However, Stealth near them is particularly difficult given the nearby light source; HARD DC unless light is knocked out. If you manage successful Stealth with the first B, you gain combat advantage in the attack. However, you lose it for the follow-on attack vs the second B.</p><p></p><p>* (Light) <strong>Illumination sources</strong> are torch on stanchion by B and beacon lantern by S.</p><p></p><p>* (Field/Garden) <strong>Green hexagon in middle is field/garden</strong> where rest of the personnel is currently working including the eldest Tiefling Female.</p><p></p><p>* <strong>Traveler's Camouflage</strong>: In Effect until after first attack roll. After first attack roll, enchantment is lost.</p><p></p><p>[HR][/HR]</p><p></p><p><strong><em>VORN</em></strong><em> watches Lief head off into the darkness to make his way down to the two bandits laboring below. Meanwhile he takes aim at the sentry, particularly the rubble above the young bandit. Vorn's confident he can hit the rubble, causing it to fall upon the sentry. It seems the only way of taking him out without killing him, and he wants to do this without killing if possible.</em></p><p><em></em></p><p><em>He waits to allow Lief time to make his way down the cliff wall. Finally, he takes his shot.</em></p><p><em></em></p><p><em>The arrow sails silently through the dark and strikes the rock wall above the sentry before tumbling off into the night. The rocks fall down on him, and he drops with a grunt. </em></p><p></p><p>* Intent: To knock loose the rubble and render the sentry unconscious</p><p></p><p>* RBA +14 vs. Sentry AC (22+2) = 24.</p><p>r(19) + 14 = 33. <strong>SUCCESS</strong>. <strong>1 x KID-BANDIT KO.</strong></p><p></p><p>[HR][/HR]</p><p></p><p><strong><em>LIEF</em></strong><em> half-walks, half-crawls down the switchback, faster when the sentry is looking another way, freezing in shadow, pressed against the rocks, when he seems to be facing the shifter. Finally down on the ravine floor, Lief waits, watching the two bandits chatting in the lantern light, and listening for Vorn's arrow.</em></p><p><em></em></p><p><em>When he hears its song he pads straight for the two...children. He nearly stops short. One might be 10, the other 11. Lief reminds himself that one, or even both, might have killed someone. As he flows between them, dropping one with a kidney punch and roundhouse-kicking the other in the dirt, he wonders if there's a god he can make an offering to for this violence, or some way to pay penance. Or if he actually cares?</em></p><p></p><p>* Intent: Sneak down the switchback and knock out the two laborers.</p><p></p><p>* Primary: Stealth with +5 for Traveler's Camouflage. r(10)+18+5 = 33 vs. Hard DC (24). Success.</p><p></p><p>* Primary: Lion's Den attack w/CA. r(17)+12+2 = 31 vs. Ref 21. Success. Laborer down, and Centered Flurry of Blows (free action) knocks out the other. <strong>SUCCESS</strong>. <strong>1 x KID-BANDIT KO (+1 for good measure).</strong></p><p><strong></strong></p><p><strong>SKILL CHALLENGE COMPLETE.</strong></p></blockquote><p></p>
[QUOTE="Manbearcat, post: 9459239, member: 6696971"] [B]LIEF[/B] [I]Lief crawls back down from the ridge line and looks at Starn and Vorn. "I don't know what to do with them. They're killers already, and they'll only get worse. But massacre them? I won't." He shakes his head. "We need to show just how hopeless this path is, if not wrong. I'm no orator or negotiator, though. I haven't the slightest clue how to do that."[/I] [B]STARN[/B] [I]"I have to believe we're more than capable of demonstrating to them that we can bring them in, or wipe them out, if we wanted. So, do we not then have the ability, and one might conclude, the obligation, to confront them with this reality? I say we infiltrate this fort of theirs, take out a few sentries, non-lethally, and then put the question to them in the most straightforward way; would you like our help, or would you like us to end this bandit problem right here and now?" [/I] [B]VORN[/B] [I]Vorn had a rough childhood and faced a choice like theirs at some point. He benefitted from having the right person there for him at the right time or he might have ended up similarly. Though he doesn't feel particularly equipped for it, he wants to talk this kids off their chosen path.[/I] [HR][/HR] Alright, so the players have opted into (a) a stealth conflict to widdle down numbers (below) and then (b) parley to talk them down/set them on alternate path. The players have 1 x Advantage earned from prior conflict that they can deploy in either this conflict or the follow-on. Below is the initial [B]STEALTH CONFLICT[/B] which will be a novel Complexity 3 SC (xp-wise): [B]Goal[/B]: [I]Take out 2 x bandits w/ non-lethal means before 2 x failures on action resolution accrue.[/I] [B]Success[/B]: Step back the level of the follow-on Parley to level 10 (but still gain level 11 xp). The Parley conflict vs kid-bandits will be default difficult as they aren't apt to surrender nor change their minds given their history; Default level 11, Complexity 2 SC (DCs 13/19/27). [B]Failure[/B]: Situation will change adversely on Failure 1 and with finality on Failure 2. On Failure 2, we go directly to combat with Team PC suffering -2 penalty to initiative and I'll embed a (difficult) Social Skill Challenge into that Combat. [ATTACH type="full" alt="1726488329958.png"]379991[/ATTACH] [B]KEY[/B] * DCs 12/16/24 * (1) [B]Ridgeline where PCs are located w/ wagon husk. Switchback down to ravine floor[/B]. In full line of sight of sentry, those moving wagon provisions to structure and those farming. HIGH DC to sneak down switchback unless both light sources are snuffed which steps it down to MEDIUM DC. Dislodging wagon and knocking to ground floor (Athletics Group Check MEDIUM DC) will grant +2 circumstance bonus forward. Further, if this distraction is followed directly by an attack on B or S, you also take combat advantage vs them. * (2 & 3) [B]Sheer climb to floor[/B]. Out of line of sight and no light source illuminating so well hidden. However, need to (a) make a Stealth check MEDIUM DC to traverse to that position and then Athletics MEDIUM DC to downclimb to floor. Provision house is adjacent to 2 and sentry on ruined tower rubble pile adjacent to 3. * (S) [B]Sentry [/B]is 22 AC, 20 F, 21 R, 19 W. Above the sentry is precarious rubble that can be loosed upon them, but it must be dislodged with a difficult shot from the ridge (add 2 to Sentry Defense) or Athletics Medium DC to climb down and get a better shot. * (B) [B]Bandit laborers[/B] are 20 AC, 20 F, 21 R, 19 W. However, Stealth near them is particularly difficult given the nearby light source; HARD DC unless light is knocked out. If you manage successful Stealth with the first B, you gain combat advantage in the attack. However, you lose it for the follow-on attack vs the second B. * (Light) [B]Illumination sources[/B] are torch on stanchion by B and beacon lantern by S. * (Field/Garden) [B]Green hexagon in middle is field/garden[/B] where rest of the personnel is currently working including the eldest Tiefling Female. * [B]Traveler's Camouflage[/B]: In Effect until after first attack roll. After first attack roll, enchantment is lost. [HR][/HR] [B][I]VORN[/I][/B][I] watches Lief head off into the darkness to make his way down to the two bandits laboring below. Meanwhile he takes aim at the sentry, particularly the rubble above the young bandit. Vorn's confident he can hit the rubble, causing it to fall upon the sentry. It seems the only way of taking him out without killing him, and he wants to do this without killing if possible. He waits to allow Lief time to make his way down the cliff wall. Finally, he takes his shot. The arrow sails silently through the dark and strikes the rock wall above the sentry before tumbling off into the night. The rocks fall down on him, and he drops with a grunt. [/I] * Intent: To knock loose the rubble and render the sentry unconscious * RBA +14 vs. Sentry AC (22+2) = 24. r(19) + 14 = 33. [B]SUCCESS[/B]. [B]1 x KID-BANDIT KO.[/B] [HR][/HR] [B][I]LIEF[/I][/B][I] half-walks, half-crawls down the switchback, faster when the sentry is looking another way, freezing in shadow, pressed against the rocks, when he seems to be facing the shifter. Finally down on the ravine floor, Lief waits, watching the two bandits chatting in the lantern light, and listening for Vorn's arrow. When he hears its song he pads straight for the two...children. He nearly stops short. One might be 10, the other 11. Lief reminds himself that one, or even both, might have killed someone. As he flows between them, dropping one with a kidney punch and roundhouse-kicking the other in the dirt, he wonders if there's a god he can make an offering to for this violence, or some way to pay penance. Or if he actually cares?[/I] * Intent: Sneak down the switchback and knock out the two laborers. * Primary: Stealth with +5 for Traveler's Camouflage. r(10)+18+5 = 33 vs. Hard DC (24). Success. * Primary: Lion's Den attack w/CA. r(17)+12+2 = 31 vs. Ref 21. Success. Laborer down, and Centered Flurry of Blows (free action) knocks out the other. [B]SUCCESS[/B]. [B]1 x KID-BANDIT KO (+1 for good measure). SKILL CHALLENGE COMPLETE.[/B] [/QUOTE]
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