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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: 9530145" data-attributes="member: 6696971"><p><em>The tower shakes violently as a tidal wave of extraordinary magnitude batters Fastormel Tower's mid-level floors, utterly inundating the bottom floors. The foundation rocked, the tower sways violently, precariously. The masonry of the lake-facing wall of the (former) Lord Mage's Tower cracks, fissures-snaking, and great stone fall away, giving daylight purchase. Arcane engines overload and arc. Acamar's Orbit hungers and begins to pull all matter nearby within. The walls of the haunted tower sprout terrible tentacles.</em></p><p><em></em></p><p><em>The heroes gather themselves from the floor the primal elder spirit of Lake Nen rages against this place taken by Far Realm influence...just as it promised...Acamar's tunnel must be closed forevermore.</em></p><p></p><p>[HR][/HR]</p><p></p><p>Remember, per our discussion, Rooter & Nimozaran going down is going to complicate the follow-on <strong><em>Escape the Tidal Wave and the Tower's Ruination</em></strong> <em>Conflict Resolution as Group Check</em> immediately after defeating the tower. So if you guys are scooping up Rooter & Nimo on your egress from the tower, that will increase the level of the Group Check by 1 from level 9 to level 10. 3 PCs means stepping down the typical, level 10 Hard DC (26) back to Medium DC (18). 2/3 of you need success vs DC 18. Succeed and you escape. With taking on the burden of Rooter & Nimozaran, the stakes for failure become (a) someone doesn’t make it out of the tower alive (you guys can choose whom) and (b) this delay has afforded a remnant of the taint of Acamar to escape and pervade the natural world still. I’ll be using (b) to inform obstacle/sitch framing and consequences in Vorn and Lief’s follow-on conflicts.</p><p></p><p>So think about your approach to this Group Move and then either:</p><p></p><p>* Everyone make the (same) Skill Check to resolve vs DC 18. You need 2/3 successes.</p><p></p><p>or...</p><p></p><p>* Alternatively, if you guys don’t want to approach this as an orthodox Group Move, you caneach make separate moves with separate approaches. However, you won’t be afforded the step down from Hard to Medium for a Group Move. Everyone would make a move of their choice vs the Hard DC of 26. Same deal applies though; you need 2/3 successes.</p><p></p><p>The pieces of this conflict to inform your Group Move are:</p><p></p><p>* <em>Tidal Wave crashing against the structure.</em></p><p></p><p>* <em>Haunted Tower Minions.</em></p><p></p><p>* <em>Crumbling Stair and inundated lower floors.</em></p><p></p><p>* <em>Daylight Flooding in the Fractured Wall of the lair.</em></p><p></p><p>* <em>Acamar’s Orbit drawing everything in.</em></p><p></p><p>* <em>Arcane Engine Overload.</em></p><p></p><p>* <em>Rooter and Nimozaran Burden.</em></p></blockquote><p></p>
[QUOTE="Manbearcat, post: 9530145, member: 6696971"] [I]The tower shakes violently as a tidal wave of extraordinary magnitude batters Fastormel Tower's mid-level floors, utterly inundating the bottom floors. The foundation rocked, the tower sways violently, precariously. The masonry of the lake-facing wall of the (former) Lord Mage's Tower cracks, fissures-snaking, and great stone fall away, giving daylight purchase. Arcane engines overload and arc. Acamar's Orbit hungers and begins to pull all matter nearby within. The walls of the haunted tower sprout terrible tentacles. The heroes gather themselves from the floor the primal elder spirit of Lake Nen rages against this place taken by Far Realm influence...just as it promised...Acamar's tunnel must be closed forevermore.[/I] [HR][/HR] Remember, per our discussion, Rooter & Nimozaran going down is going to complicate the follow-on [B][I]Escape the Tidal Wave and the Tower's Ruination[/I][/B] [I]Conflict Resolution as Group Check[/I] immediately after defeating the tower. So if you guys are scooping up Rooter & Nimo on your egress from the tower, that will increase the level of the Group Check by 1 from level 9 to level 10. 3 PCs means stepping down the typical, level 10 Hard DC (26) back to Medium DC (18). 2/3 of you need success vs DC 18. Succeed and you escape. With taking on the burden of Rooter & Nimozaran, the stakes for failure become (a) someone doesn’t make it out of the tower alive (you guys can choose whom) and (b) this delay has afforded a remnant of the taint of Acamar to escape and pervade the natural world still. I’ll be using (b) to inform obstacle/sitch framing and consequences in Vorn and Lief’s follow-on conflicts. So think about your approach to this Group Move and then either: * Everyone make the (same) Skill Check to resolve vs DC 18. You need 2/3 successes. or... * Alternatively, if you guys don’t want to approach this as an orthodox Group Move, you caneach make separate moves with separate approaches. However, you won’t be afforded the step down from Hard to Medium for a Group Move. Everyone would make a move of their choice vs the Hard DC of 26. Same deal applies though; you need 2/3 successes. The pieces of this conflict to inform your Group Move are: * [I]Tidal Wave crashing against the structure.[/I] * [I]Haunted Tower Minions.[/I] * [I]Crumbling Stair and inundated lower floors.[/I] * [I]Daylight Flooding in the Fractured Wall of the lair.[/I] * [I]Acamar’s Orbit drawing everything in.[/I] * [I]Arcane Engine Overload.[/I] * [I]Rooter and Nimozaran Burden.[/I] [/QUOTE]
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