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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: 9465157" data-attributes="member: 6696971"><p><To the players...obviously></p><p>Alright, we're at nightfall, fellas. However, we're still in The Nameless Wood. You guys need to make camp. This is not for an Extended Rest recharge, just a test outside of this Journey conflict framework to avoid privation (get some sleep and consume provisions etc); so DCs, successes/failures, secondary skills, exhausts, etc of the current conflict framework do not apply.</p><p></p><p>Its going to be dangerous making camp here in The Nameless Wood. It'll be a Nature HARD DC (24- of level). Someone can Aid it (DC 10 +1/2 level = 14) for +2 on success or -1 on failure. Or you guys can all pitch in and Group Move it vs a stepped down MEDIUM DC (16 - level) w/ 2/3 PCs needing success. Success and you guys have made camp and avoided privation. Failure and you make camp, but something goes bump-in-the-night. Someone on watch (your pick) makes Perception vs DC 16. Success and you rouse the group and you're good to go. Failure and everyone takes -2 initiative.</p><p></p><p>Alternatively:</p><p></p><p>* You can push on for another 6 hours and make camp outside of the forest well into the night. Group Endurance MEDIUM DC (16), throttled back to EASY DC (12) for the three of you. 2/3 succeed and you've left The Nameless Wood behind you and you're fine. Fail and you've left The Nameless Wood behind you, but everyone gets hit with:</p><p></p><p><strong>Journey Privation</strong></p><p>Stage 0: The target recovers from the disease.</p><p>Stage 1: While affected by stage 1, the target takes a -1 penalty to defenses and skill checks.</p><p>Stage 2: While affected by stage 2, the target takes a -2 penalty to defenses and skill checks.</p><p>Stage 3: The target is slowed</p><p>Check: At the end of each extended rest, the target makes an Endurance check.</p><p>Lower than Easy DC: The stage of the disease increases by one.</p><p>Easy DC: No Change</p><p>Moderate DC: The stage of the disease decreases by one.</p><p></p><p>[HR][/HR]</p><p></p><p>Player consensus is <strong>push on, and camp out of the haunted forest. </strong>Group Endurance <strong><em>MEDIUM DC (16)</em></strong>, throttled back to <strong><em>EASY DC (12)</em></strong> due to 3 x PCs. 2/3 succeed and you've left The Nameless Wood behind you and you're fine. </p><p></p><p>* Lief r(4)+6 = 10. <strong>TRIGGERS LUCKY CHARM NECK DAILY; r(4)</strong> = 14 total. <strong>Success x 1</strong>.</p><p></p><p>* Starn r(2)+7 = 9. <strong>TRIGGERS LUCKY CHARM NECK DAILY; r(5)</strong> = 14 total. <strong>Success x 2</strong>.</p><p></p><p>PCs push on and succeed.</p><p></p><p>Vignette per [USER=82106]@AbdulAlhazred[/USER] </p><p><em>As dark falls the four travellers increase their pace and press forward without a word. Nobody wishes to spend the night in this place! Later, Vorn, who is normally in the lead, drops back a bit to investigate some suspicious noises. Starn and Lief continue forward with Hat Eater. Seconds later a crash roar, as a great chestnut tree, its trunk a meter in diameter, comes crashing down into the road! Luckily the horse leaps forward at the first creak of wood. Starn is yanked out of the way, and Lief sent sprawling. The tree trunk, large enough to crush them all, lies inches from Lief's head and Nimozaran barely avoids being hit by a large branch.</em></p><p><em></em></p><p><em>Seconds later Vorn leaps atop the trunk, scanning the area for enemies, but only a few strange hoots are heard.</em></p><p></p><p>[HR][/HR]</p><p></p><p><strong>THE ROAD TO THE UNKNOWN</strong>: Complexity 3 SC, Level 9 (DCs 12/17/25)</p><p><strong>Goal</strong>: <em>Journey to ruined Fastormel</em>.</p><p><strong>6/8 </strong>Successes<strong>/0 </strong>Failures<strong>/0 </strong>Hard DC Available<strong>/3 </strong>Secondary Skills Available<strong>/2 </strong>Advantages Available/<strong>Primary Skills Exhausted</strong>: <strong>Nature, Arcana, Insight</strong></p><p></p><p><em>Happy to be out of the haunted forest, a cold camp in the thorny bush between The Nameless Wood and the Ruins of Fastormel is a welcome respite. The morning brings the customary cold, dry blue of these lands with a clear sky and a gentle breeze.</em></p><p></p><p>* <strong>Mark provisions</strong> for the 3 x PCs and Nimozaran.</p><p></p><p><em>The camp is broken down, Starn leads Hat Eater through the brush with his teacher upon the mighty horse, Lief details and scouts as the rearguard while the ranger trailblazes ahead.</em></p><p><em></em></p><p><em>Late morning, Vorn realizes what happens when the perilous wilds are untraversed for nearly a century. Maps and reconnoitering fail to account for the evolved dynamics of a place. The tall grass of these wilds entail worse than thorny briars and cover for predators. There is a rare invasive magical flora that overwhelms this area if the beasts that consume it aren't present or there isn't a planned burn every year; Fulgarbloom. </em></p><p><em></em></p><p><em>The predatorial flowers are golden stalks which spawn huge, lightning-imbued blooms when prey draws near. A huge colony of them arc lightning all across a massive patch, felling human-sized prey with ease. The Fulgarbloom petals then "lap up" the goo left behind by their handiwork.</em></p><p><em></em></p><p><em>Grizzly stuff.</em></p><p><em></em></p><p><em>Vorn, many meters ahead of his allies who are safely behind him, finds himself on the very boundary of such a patch...he can see the blooms rising up everywhere in front of him like prairie dogs. One such bloom sprouts_right_next to him.</em></p><p></p><p>[HR][/HR]</p><p></p><p>What do you do? <strong><em> MEDIUM DC.</em></strong></p></blockquote><p></p>
[QUOTE="Manbearcat, post: 9465157, member: 6696971"] <To the players...obviously> Alright, we're at nightfall, fellas. However, we're still in The Nameless Wood. You guys need to make camp. This is not for an Extended Rest recharge, just a test outside of this Journey conflict framework to avoid privation (get some sleep and consume provisions etc); so DCs, successes/failures, secondary skills, exhausts, etc of the current conflict framework do not apply. Its going to be dangerous making camp here in The Nameless Wood. It'll be a Nature HARD DC (24- of level). Someone can Aid it (DC 10 +1/2 level = 14) for +2 on success or -1 on failure. Or you guys can all pitch in and Group Move it vs a stepped down MEDIUM DC (16 - level) w/ 2/3 PCs needing success. Success and you guys have made camp and avoided privation. Failure and you make camp, but something goes bump-in-the-night. Someone on watch (your pick) makes Perception vs DC 16. Success and you rouse the group and you're good to go. Failure and everyone takes -2 initiative. Alternatively: * You can push on for another 6 hours and make camp outside of the forest well into the night. Group Endurance MEDIUM DC (16), throttled back to EASY DC (12) for the three of you. 2/3 succeed and you've left The Nameless Wood behind you and you're fine. Fail and you've left The Nameless Wood behind you, but everyone gets hit with: [B]Journey Privation[/B] Stage 0: The target recovers from the disease. Stage 1: While affected by stage 1, the target takes a -1 penalty to defenses and skill checks. Stage 2: While affected by stage 2, the target takes a -2 penalty to defenses and skill checks. Stage 3: The target is slowed Check: At the end of each extended rest, the target makes an Endurance check. Lower than Easy DC: The stage of the disease increases by one. Easy DC: No Change Moderate DC: The stage of the disease decreases by one. [HR][/HR] Player consensus is [B]push on, and camp out of the haunted forest. [/B]Group Endurance [B][I]MEDIUM DC (16)[/I][/B], throttled back to [B][I]EASY DC (12)[/I][/B] due to 3 x PCs. 2/3 succeed and you've left The Nameless Wood behind you and you're fine. * Lief r(4)+6 = 10. [B]TRIGGERS LUCKY CHARM NECK DAILY; r(4)[/B] = 14 total. [B]Success x 1[/B]. * Starn r(2)+7 = 9. [B]TRIGGERS LUCKY CHARM NECK DAILY; r(5)[/B] = 14 total. [B]Success x 2[/B]. PCs push on and succeed. Vignette per [USER=82106]@AbdulAlhazred[/USER] [I]As dark falls the four travellers increase their pace and press forward without a word. Nobody wishes to spend the night in this place! Later, Vorn, who is normally in the lead, drops back a bit to investigate some suspicious noises. Starn and Lief continue forward with Hat Eater. Seconds later a crash roar, as a great chestnut tree, its trunk a meter in diameter, comes crashing down into the road! Luckily the horse leaps forward at the first creak of wood. Starn is yanked out of the way, and Lief sent sprawling. The tree trunk, large enough to crush them all, lies inches from Lief's head and Nimozaran barely avoids being hit by a large branch. Seconds later Vorn leaps atop the trunk, scanning the area for enemies, but only a few strange hoots are heard.[/I] [HR][/HR] [B]THE ROAD TO THE UNKNOWN[/B]: Complexity 3 SC, Level 9 (DCs 12/17/25) [B]Goal[/B]: [I]Journey to ruined Fastormel[/I]. [B]6/8 [/B]Successes[B]/0 [/B]Failures[B]/0 [/B]Hard DC Available[B]/3 [/B]Secondary Skills Available[B]/2 [/B]Advantages Available/[B]Primary Skills Exhausted[/B]: [B]Nature, Arcana, Insight[/B] [I]Happy to be out of the haunted forest, a cold camp in the thorny bush between The Nameless Wood and the Ruins of Fastormel is a welcome respite. The morning brings the customary cold, dry blue of these lands with a clear sky and a gentle breeze.[/I] * [B]Mark provisions[/B] for the 3 x PCs and Nimozaran. [I]The camp is broken down, Starn leads Hat Eater through the brush with his teacher upon the mighty horse, Lief details and scouts as the rearguard while the ranger trailblazes ahead. Late morning, Vorn realizes what happens when the perilous wilds are untraversed for nearly a century. Maps and reconnoitering fail to account for the evolved dynamics of a place. The tall grass of these wilds entail worse than thorny briars and cover for predators. There is a rare invasive magical flora that overwhelms this area if the beasts that consume it aren't present or there isn't a planned burn every year; Fulgarbloom. The predatorial flowers are golden stalks which spawn huge, lightning-imbued blooms when prey draws near. A huge colony of them arc lightning all across a massive patch, felling human-sized prey with ease. The Fulgarbloom petals then "lap up" the goo left behind by their handiwork. Grizzly stuff. Vorn, many meters ahead of his allies who are safely behind him, finds himself on the very boundary of such a patch...he can see the blooms rising up everywhere in front of him like prairie dogs. One such bloom sprouts_right_next to him.[/I] [HR][/HR] What do you do? [B][I] MEDIUM DC.[/I][/B] [/QUOTE]
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