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Emeraldbeacon's Burning Sky (live game)
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<blockquote data-quote="emeraldbeacon" data-source="post: 8988986" data-attributes="member: 7032019"><p>Returning to camp, Kelkin's body is transported back to Gallo's Fend for safe keeping, and later return to the King's forces for resurrection. Meanwhile, plans are set to take on the catapults. Rather than send their forces together, they decide to combine their best enchantments and abilities on their stealthiest agent. With the druid holding <strong>Pass Without Trace </strong>in a spider wild shape, <strong>Boots of Elvenkind </strong>on loan, a Bardic Inspiration, and both <strong>Enhance Ability: Cat's Grace</strong> and <strong>Fly</strong> applied, the team's rogue becomes a one-man sabotage machine... carefully floating from one siege weapon to the next, he quietly disabled seven of the eight remaining devices. Almost out of flight, he returned, leaving only one catapult standing.</p><p></p><p>The next day, the team rally for battle, blending their own team with Gallo's archers and clerics, Dashgoban's knights, and Timor's mages. The first wave hits hard, but a staunch defense pushes back most of their attacks. Several squads belonging to other lords also break ranks and retreat under the onslaught - their resolve broken amidst the sense that Steppengard's war may not be justified.</p><p></p><p>Clearing the first wave, the party watches as a new band begins a steady march towards them...</p><p></p><p><strong>SESSION NOTES: </strong>I made that dang rogue roll almost 20 stealth checks, but he passed every single one. I think the lowest he got was a 24. His sabotage was also successful on every catapult, thanks to the advantage from Cat's Grace... and since he was undetected, the firing crews never did more than a cursory pre-battle inspection. They don't know it yet, but seven of the eight catapults collapsed as soon as they started firing.</p></blockquote><p></p>
[QUOTE="emeraldbeacon, post: 8988986, member: 7032019"] Returning to camp, Kelkin's body is transported back to Gallo's Fend for safe keeping, and later return to the King's forces for resurrection. Meanwhile, plans are set to take on the catapults. Rather than send their forces together, they decide to combine their best enchantments and abilities on their stealthiest agent. With the druid holding [B]Pass Without Trace [/B]in a spider wild shape, [B]Boots of Elvenkind [/B]on loan, a Bardic Inspiration, and both [B]Enhance Ability: Cat's Grace[/B] and [B]Fly[/B] applied, the team's rogue becomes a one-man sabotage machine... carefully floating from one siege weapon to the next, he quietly disabled seven of the eight remaining devices. Almost out of flight, he returned, leaving only one catapult standing. The next day, the team rally for battle, blending their own team with Gallo's archers and clerics, Dashgoban's knights, and Timor's mages. The first wave hits hard, but a staunch defense pushes back most of their attacks. Several squads belonging to other lords also break ranks and retreat under the onslaught - their resolve broken amidst the sense that Steppengard's war may not be justified. Clearing the first wave, the party watches as a new band begins a steady march towards them... [B]SESSION NOTES: [/B]I made that dang rogue roll almost 20 stealth checks, but he passed every single one. I think the lowest he got was a 24. His sabotage was also successful on every catapult, thanks to the advantage from Cat's Grace... and since he was undetected, the firing crews never did more than a cursory pre-battle inspection. They don't know it yet, but seven of the eight catapults collapsed as soon as they started firing. [/QUOTE]
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