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Lylandra's War of the Burning Sky continued
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<blockquote data-quote="Lylandra" data-source="post: 7213006" data-attributes="member: 6816692"><p>The group starts their mission immediately after their visit to Gallo's alchemist. They lend a map and a seasoned scout from commander Hertiage and begin with visiting and checking the status of the gap's outposts which I described as bunker-like structures with some of them carved into the mountainside. They carefully examine each of the first outposts and share some rations with the soldiers who welcome the outsiders with open arms as soon as the party introduces themselves as agents of their Lord.</p><p></p><p><em>Note: I interpreted the outposts in a way that they'd change personnel in pretty long cycles. Otherwise they would have known much earlier that the Rags had taken one of their posts. So they would be eager for news from Gallo's Fend and status updates on the Ragesian threat. They do have means to sound an alarm, but the last outpost just happened to be overwhelmed in an instant. </em></p><p></p><p>When they visit the fourth outpost, the soldiers tell them about their comrades of the last post. Once they hear that their personnel are an all human troupe, they ask for descriptions and names as the Ragesian armies also have many human soldiers among them and they wouldn't want to run into a trap. One of the dwarven soldiers also remembers hearing a dragon's roar one night, but the others dismiss her and say that she's probably just heard the raging winter wind.</p><p></p><p>As Tinuviel, Cuin and Torrent take even such small clues pretty serious, they proceed with great caution. They leave their horses a few hundred meters before they reach the final outpost and continue by foot, as stealthily as possible. Once they can see the structure rising up above them, they hide and take out their spyglass to look for oddities. And indeed, after a few minutes, they find out that the soldier manning the roof of the outpost is wearing no Gallo uniform, but rather a ragesian one. What's upsetting them even more is the silhouette of a wyvern's head which seems to look at the Ragesian. (You really cannot surprise elven characters who max their perception and use a spyglass. Nope.)</p><p></p><p>As they don't know whether they survive a confrontation with the Rags and their pet, they ask the scout to immediately return to Lord Gallo and tell him what they just saw. They also tell him to send a small army should they not return in due time. </p><p></p><p>While the scout mounts his horse and gives heel, the trio infernale continues their sneaking to the outpost. Torrent casts a fire protection spell and Tinuviel forms a psionic dimension door for them which leads directly atop the outpost's roof. Poor Wyvern never saw what hit him, but the corresponding wyvern knight (who just saw his steed hacked to bits in a matter of seconds) escapes downstairs to warn his comrades.</p><p></p><p>Now, Tinuviel calls for a small gamble. He remembers that all of the outposts shared a kind of similar layout. He'd risk dimension dooring blindly into a place where he'd guess the Chaplain's Chamber would be located. With a bit of luck they could catch the Rag's leader by surprise and get an advantage out of the resulting chaos. </p><p></p><p><em>Note: As he was guessing right, I called for a minimal chance of accidentally hitting a wall and being ejected to a random direction. Needless to say, Tinu got lucky. </em></p><p></p><p>Fortunately (for them) they arrive in a room which just looks like a Chaplain's chambers. They are surprised to find it abandoned, though. They head to the door and overhear preparations to barricade the stairs to the roof as “someone just killed my wyvern!” and the soldiers are ordered to prepare for the outpost's defense. And then they just storm out and attack the surprised Ragesian's backs. Ouch. </p><p><em></em></p><p><em>Note: The Rags never had a chance. They took out their “leader” first – inquisitor Crona who was the only one capable of healing, interrupting and buffing. Yep, they really hate inquisitors. And they are pretty easy prey for them. Jaas was the last one standing and even he went down after a few rounds. </em></p><p></p><p>Satisfied with their surprise attack, they search the outposts for possible clues about future ragesian battle plans and indeed find the orders for Jaas. Tinuviel takes the inquisitor's mask and claw as a trophy (and further proof) and then they head back to their horses to bring the more or less good news to Lord Gallo. </p><p></p><p>They arrive in Gallo's Fend the next day and receive a warm welcome from Lord Gallo who seems to be more than just happy to see them return alive. Lord Gallo explains that the evidence they found should be enough to convince the Lords of the neighboring lands to support him in his defense against the forces of Queen Steppengard (and possibly the Ragesians as well). Lord Gallo suggests they'd take Jinis and Balan with them as at least Lord Dashgoban would want to be met with proper respect. </p><p></p><p>They discuss possible travel routes, including going around or climbing the Glaskeel cliffs and Cuin and Tinu agree that they probably shouldn't let Jinis or Balan climb the cliffs. One of Gallo's advisers also warns them of going through Pitchwood as the Pitchlings, some sort of playful sylvan creatures, can be quite unpredictable and might really harm or hinder them. They also discuss melting the river and the party says they'll do what they can to rally their support and hinder the enemy's advance as well as possible. </p><p>As their departure is scheduled for the next day, Tinuviel uses his spare time to visit the alchemist he handed his poison sample. To his surprise, the poison seems to induce some sort of rage and confusion. As Tinuviel suspected that the poison would be either a deadly substance or help induce mental control, he doesn't really know what to make of that information. He thanks the alchemist and tells Cuin and Tinu of his findings. </p><p></p><p>The group starts their Journey to Lord Dashgoban's home the next morning. And of course they'd take the fastest route through Pitchwood. They remember to carry an unlit torch with them and get warned of the approaching, sneaking pitchlings some time in advance. Cuin'halar calls out to them in Sylvan and tells them that he knows they are out there, so there's no need to hide. One of their leaders comes out of hiding and demands them to surrender all their valuables, burnables and shinies to them or they'll set them all aflame. Tinuviel fakes being afraid to cast elemental resistance upon them all while Cuin'halar approaches the Pitchling.</p><p></p><p>He draws his Living Blade and ignites it with his torch. Then he touches the blade with his hands to show them that he doesn't need to fear fire as he's clearly wielding and controlling it as well. He then claims that his friends are immune to fire as well, so maybe it would be better for all of them to just get along. This confuses the Pitchlings who thought to find easy prey in the wanderers. Cuin suggests to do a little trade with them instead. They can provide information about a big group of annoying humans who will pass by soon. He says that they will most certainly use the frozen river for travel and would really really hate it if someone used fire to melt the ice. Or burn their wagons. </p><p>Or steal their food. The pitchlings thank them for their invitation do do some mischief and ask them to seal their truce with a traditional game of flameball. </p><p></p><p><em>Note: Cuin's player was more than satisfied with this outcome. He loves tricking people to do his bidding while simultaneously letting them believe they are being done a favor. This way, they also wouldn't have to convince the people of Pitchwood Burg to melt the ice for them. Steppengard cannot blame Lord Dashgoban or his citizens for not controlling mischievous little fey. </em></p><p></p><p>They continue their journey and spend the night in Pitchwood Burg where they warn the mayor of the Pitchling's plan and the approaching army. The next morning, they arrive alive and well in Castle Dashgoban. They are surprised to see training soldiers in the fields and even more (and pleasantly) surprised to see that these soldiers seem to be eager to get into action. </p><p></p><p>When they meet up with Lord Dashgoban, they are happy to see that the dwarven Lord instantly accepts their evidence for an imminent Ragesian attack. He explains that he had his troops train all day and night because he knew that something wasn't right. He just needed a plausible reason to join Lord Gallo and he's glad that they gave him what he needed. He seems a bit grumpy at first, but after a while the party realizes that Dashgoban just doesn't like Queen Steppengard and the Ragesians and that he tries to be a proud and confident commander. Due to his experiences with difficult customers, Cuin realizes at one point that Dashgoban is rather unhappy with his fine hair and beard (“If I'd braid 'em, I'd look like a girl of five years! What kind of dwarf doesn't braid his beard?!”) and discreetly gives him tips and a special kind of shampoo to help him thicken his hair.</p><p><em></em></p><p><em>Note: I expanded the “soft beard” of Dashgoban a bit as a hook-up for Cuin. He sure does love his profession. </em></p><p></p><p>Dashgoban, Jinis and the party discuss the planned schedule of his troops' march and they also mention that they'd ask Lady Timor for support as well. This is why they'd have to leave early, but they'd let Jinis and Balan conclude the preparations and negotiations. So they bid Dashgoban farewell and start their journey to Glaskeel.</p></blockquote><p></p>
[QUOTE="Lylandra, post: 7213006, member: 6816692"] The group starts their mission immediately after their visit to Gallo's alchemist. They lend a map and a seasoned scout from commander Hertiage and begin with visiting and checking the status of the gap's outposts which I described as bunker-like structures with some of them carved into the mountainside. They carefully examine each of the first outposts and share some rations with the soldiers who welcome the outsiders with open arms as soon as the party introduces themselves as agents of their Lord. [I]Note: I interpreted the outposts in a way that they'd change personnel in pretty long cycles. Otherwise they would have known much earlier that the Rags had taken one of their posts. So they would be eager for news from Gallo's Fend and status updates on the Ragesian threat. They do have means to sound an alarm, but the last outpost just happened to be overwhelmed in an instant. [/I] When they visit the fourth outpost, the soldiers tell them about their comrades of the last post. Once they hear that their personnel are an all human troupe, they ask for descriptions and names as the Ragesian armies also have many human soldiers among them and they wouldn't want to run into a trap. One of the dwarven soldiers also remembers hearing a dragon's roar one night, but the others dismiss her and say that she's probably just heard the raging winter wind. As Tinuviel, Cuin and Torrent take even such small clues pretty serious, they proceed with great caution. They leave their horses a few hundred meters before they reach the final outpost and continue by foot, as stealthily as possible. Once they can see the structure rising up above them, they hide and take out their spyglass to look for oddities. And indeed, after a few minutes, they find out that the soldier manning the roof of the outpost is wearing no Gallo uniform, but rather a ragesian one. What's upsetting them even more is the silhouette of a wyvern's head which seems to look at the Ragesian. (You really cannot surprise elven characters who max their perception and use a spyglass. Nope.) As they don't know whether they survive a confrontation with the Rags and their pet, they ask the scout to immediately return to Lord Gallo and tell him what they just saw. They also tell him to send a small army should they not return in due time. While the scout mounts his horse and gives heel, the trio infernale continues their sneaking to the outpost. Torrent casts a fire protection spell and Tinuviel forms a psionic dimension door for them which leads directly atop the outpost's roof. Poor Wyvern never saw what hit him, but the corresponding wyvern knight (who just saw his steed hacked to bits in a matter of seconds) escapes downstairs to warn his comrades. Now, Tinuviel calls for a small gamble. He remembers that all of the outposts shared a kind of similar layout. He'd risk dimension dooring blindly into a place where he'd guess the Chaplain's Chamber would be located. With a bit of luck they could catch the Rag's leader by surprise and get an advantage out of the resulting chaos. [I]Note: As he was guessing right, I called for a minimal chance of accidentally hitting a wall and being ejected to a random direction. Needless to say, Tinu got lucky. [/I] Fortunately (for them) they arrive in a room which just looks like a Chaplain's chambers. They are surprised to find it abandoned, though. They head to the door and overhear preparations to barricade the stairs to the roof as “someone just killed my wyvern!” and the soldiers are ordered to prepare for the outpost's defense. And then they just storm out and attack the surprised Ragesian's backs. Ouch. [I] Note: The Rags never had a chance. They took out their “leader” first – inquisitor Crona who was the only one capable of healing, interrupting and buffing. Yep, they really hate inquisitors. And they are pretty easy prey for them. Jaas was the last one standing and even he went down after a few rounds. [/I] Satisfied with their surprise attack, they search the outposts for possible clues about future ragesian battle plans and indeed find the orders for Jaas. Tinuviel takes the inquisitor's mask and claw as a trophy (and further proof) and then they head back to their horses to bring the more or less good news to Lord Gallo. They arrive in Gallo's Fend the next day and receive a warm welcome from Lord Gallo who seems to be more than just happy to see them return alive. Lord Gallo explains that the evidence they found should be enough to convince the Lords of the neighboring lands to support him in his defense against the forces of Queen Steppengard (and possibly the Ragesians as well). Lord Gallo suggests they'd take Jinis and Balan with them as at least Lord Dashgoban would want to be met with proper respect. They discuss possible travel routes, including going around or climbing the Glaskeel cliffs and Cuin and Tinu agree that they probably shouldn't let Jinis or Balan climb the cliffs. One of Gallo's advisers also warns them of going through Pitchwood as the Pitchlings, some sort of playful sylvan creatures, can be quite unpredictable and might really harm or hinder them. They also discuss melting the river and the party says they'll do what they can to rally their support and hinder the enemy's advance as well as possible. As their departure is scheduled for the next day, Tinuviel uses his spare time to visit the alchemist he handed his poison sample. To his surprise, the poison seems to induce some sort of rage and confusion. As Tinuviel suspected that the poison would be either a deadly substance or help induce mental control, he doesn't really know what to make of that information. He thanks the alchemist and tells Cuin and Tinu of his findings. The group starts their Journey to Lord Dashgoban's home the next morning. And of course they'd take the fastest route through Pitchwood. They remember to carry an unlit torch with them and get warned of the approaching, sneaking pitchlings some time in advance. Cuin'halar calls out to them in Sylvan and tells them that he knows they are out there, so there's no need to hide. One of their leaders comes out of hiding and demands them to surrender all their valuables, burnables and shinies to them or they'll set them all aflame. Tinuviel fakes being afraid to cast elemental resistance upon them all while Cuin'halar approaches the Pitchling. He draws his Living Blade and ignites it with his torch. Then he touches the blade with his hands to show them that he doesn't need to fear fire as he's clearly wielding and controlling it as well. He then claims that his friends are immune to fire as well, so maybe it would be better for all of them to just get along. This confuses the Pitchlings who thought to find easy prey in the wanderers. Cuin suggests to do a little trade with them instead. They can provide information about a big group of annoying humans who will pass by soon. He says that they will most certainly use the frozen river for travel and would really really hate it if someone used fire to melt the ice. Or burn their wagons. Or steal their food. The pitchlings thank them for their invitation do do some mischief and ask them to seal their truce with a traditional game of flameball. [I]Note: Cuin's player was more than satisfied with this outcome. He loves tricking people to do his bidding while simultaneously letting them believe they are being done a favor. This way, they also wouldn't have to convince the people of Pitchwood Burg to melt the ice for them. Steppengard cannot blame Lord Dashgoban or his citizens for not controlling mischievous little fey. [/I] They continue their journey and spend the night in Pitchwood Burg where they warn the mayor of the Pitchling's plan and the approaching army. The next morning, they arrive alive and well in Castle Dashgoban. They are surprised to see training soldiers in the fields and even more (and pleasantly) surprised to see that these soldiers seem to be eager to get into action. When they meet up with Lord Dashgoban, they are happy to see that the dwarven Lord instantly accepts their evidence for an imminent Ragesian attack. He explains that he had his troops train all day and night because he knew that something wasn't right. He just needed a plausible reason to join Lord Gallo and he's glad that they gave him what he needed. He seems a bit grumpy at first, but after a while the party realizes that Dashgoban just doesn't like Queen Steppengard and the Ragesians and that he tries to be a proud and confident commander. Due to his experiences with difficult customers, Cuin realizes at one point that Dashgoban is rather unhappy with his fine hair and beard (“If I'd braid 'em, I'd look like a girl of five years! What kind of dwarf doesn't braid his beard?!”) and discreetly gives him tips and a special kind of shampoo to help him thicken his hair. [I] Note: I expanded the “soft beard” of Dashgoban a bit as a hook-up for Cuin. He sure does love his profession. [/I] Dashgoban, Jinis and the party discuss the planned schedule of his troops' march and they also mention that they'd ask Lady Timor for support as well. This is why they'd have to leave early, but they'd let Jinis and Balan conclude the preparations and negotiations. So they bid Dashgoban farewell and start their journey to Glaskeel. [/QUOTE]
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