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Another Princes of the Apocalypse Recap - Eberron styles, but later.
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<blockquote data-quote="Rabbitbait" data-source="post: 6672724" data-attributes="member: 60100"><p><span style="font-size: 18px">The Heroes are Routed (Again)</span></p><p></p><p><span style="font-size: 15px">13th of Vult, 1036</span></p><p></p><p>As dusk falls, the heroes sneak around to the south side of the keep. They see guards on the walls, but they also see that one of the towers had a decent hole in the upper part of the wall in a spot where the guards cannot see. As Morythas is not with them, all the members of the group are able to move silently and remain hidden.</p><p></p><p>[ATTACH]69540[/ATTACH]</p><p></p><p>Auk Keer flies up into the hole and sees a small group of ruffians preparing for bed. The upper inside levels of the tower appear to have collapsed some time ago, so the floor is 40 feet below, but Aur Keer realises that this tower is completely open to the elements. This confirms their suspicions (in their mind) that this keep is the location of water cultists.</p><p></p><p>The group had been discussing the air cult for some time, but also the strange weather and earthquakes. This, coupled with the mention of the Sacred Stone Monastery has convinced the group that they are dealing with some sort of followers of elemental evil.</p><p></p><p>They decide that the best way to sneak into the keep is to eliminate the ruffians below them, and then explore from the tower. They draw their bows and begin shooting. The leader of the ruffians is killed immediately, but his underlings flee, running out the door and shouting.</p><p></p><p>Within seconds, a bell is ringing and a lot of shouting is heard from within the keep. The heroes decide that discretion may be the better part of valour and lower a rope down the outside of the tower.</p><p></p><p>However they are panicking at this stage, and three of the four heroes go down the rope too fast, slip, and injure themselves in the water and rocks below. As they flee, they are spotted from the wall. A shout goes up, and crossbow bolts start firing towards them. More and more bolts fly their way as guards crowd onto the wall, and some of the heroes are quite injured by the time they escape.</p><p></p><p>They make their way a little down the road, and then off into the wild so that they can rest. However they soon realise that they are being chased. The pursuers pass by them, but the heroes realise that they will probably return. They decide to set up an ambush. It is easy to hide as the only light is from the moon, and an hour later the pursuers do indeed return.</p><p></p><p>The ambush goes well, but the pursuers are more numerous than the heroes realised and they include a bugbear. The bugbear moves in for single combat with Layna. Layna is confident that she is fairly safe, with her plate armour and a shield spell in reserve, but the Bugbear wields his mace with fury and hits her hard – twice (2 crits in a row). Layna is down, blood seeping in a pool around her from her head. The bugbear is then taken down by missile weapons, and Tito just manages to scabble to Layna in time before she is dead, forces her mouth open and pours a magical potion of healing, acquired for exactly this occurance.</p><p></p><p>[ATTACH]69541[/ATTACH]</p><p></p><p>By this time all pursuers have been defeated, and the heroes decide that possibly the sneaky approach regarding Rivergard Keep had not served them well. They realise that there is no way that they can approach the keep now, so decide that they will rest the night and then head towards Womford to follow up on their clues regarding that town.</p><p></p><p><span style="font-size: 12px">DM's notes:</span></p><p></p><p>Well, that didn't go so well. The players now are convinced that both the Keep and Spire are beyond their abilities and that leaves only two clues for them - the Monastery and Womford. So they are heading for Womford. At the same time, they are hoping that Morythas' mission to the King is successful and they will be able to send in an army to take on the Featherspire knights.</p><p></p><p>I feel that the party need a win at this point, so I am going to mix Red Larch into Womford and put the sinkhole encounter into that. I'll need to toughen it up a bit, but I think it'll provide a good side-mission and hopefully a win.</p><p></p><p>The players haven't played particularly tactically up to this point, so it will be interesting to see if there are any changes now that they have had to flee twice. They really should have blocked or protected the door to the tower before they started shooting. Ah well.</p></blockquote><p></p>
[QUOTE="Rabbitbait, post: 6672724, member: 60100"] [SIZE=5]The Heroes are Routed (Again)[/SIZE] [SIZE=4]13th of Vult, 1036[/SIZE] As dusk falls, the heroes sneak around to the south side of the keep. They see guards on the walls, but they also see that one of the towers had a decent hole in the upper part of the wall in a spot where the guards cannot see. As Morythas is not with them, all the members of the group are able to move silently and remain hidden. [ATTACH=CONFIG]69540._xfImport[/ATTACH] Auk Keer flies up into the hole and sees a small group of ruffians preparing for bed. The upper inside levels of the tower appear to have collapsed some time ago, so the floor is 40 feet below, but Aur Keer realises that this tower is completely open to the elements. This confirms their suspicions (in their mind) that this keep is the location of water cultists. The group had been discussing the air cult for some time, but also the strange weather and earthquakes. This, coupled with the mention of the Sacred Stone Monastery has convinced the group that they are dealing with some sort of followers of elemental evil. They decide that the best way to sneak into the keep is to eliminate the ruffians below them, and then explore from the tower. They draw their bows and begin shooting. The leader of the ruffians is killed immediately, but his underlings flee, running out the door and shouting. Within seconds, a bell is ringing and a lot of shouting is heard from within the keep. The heroes decide that discretion may be the better part of valour and lower a rope down the outside of the tower. However they are panicking at this stage, and three of the four heroes go down the rope too fast, slip, and injure themselves in the water and rocks below. As they flee, they are spotted from the wall. A shout goes up, and crossbow bolts start firing towards them. More and more bolts fly their way as guards crowd onto the wall, and some of the heroes are quite injured by the time they escape. They make their way a little down the road, and then off into the wild so that they can rest. However they soon realise that they are being chased. The pursuers pass by them, but the heroes realise that they will probably return. They decide to set up an ambush. It is easy to hide as the only light is from the moon, and an hour later the pursuers do indeed return. The ambush goes well, but the pursuers are more numerous than the heroes realised and they include a bugbear. The bugbear moves in for single combat with Layna. Layna is confident that she is fairly safe, with her plate armour and a shield spell in reserve, but the Bugbear wields his mace with fury and hits her hard – twice (2 crits in a row). Layna is down, blood seeping in a pool around her from her head. The bugbear is then taken down by missile weapons, and Tito just manages to scabble to Layna in time before she is dead, forces her mouth open and pours a magical potion of healing, acquired for exactly this occurance. [ATTACH=CONFIG]69541._xfImport[/ATTACH] By this time all pursuers have been defeated, and the heroes decide that possibly the sneaky approach regarding Rivergard Keep had not served them well. They realise that there is no way that they can approach the keep now, so decide that they will rest the night and then head towards Womford to follow up on their clues regarding that town. [SIZE=3]DM's notes:[/SIZE] Well, that didn't go so well. The players now are convinced that both the Keep and Spire are beyond their abilities and that leaves only two clues for them - the Monastery and Womford. So they are heading for Womford. At the same time, they are hoping that Morythas' mission to the King is successful and they will be able to send in an army to take on the Featherspire knights. I feel that the party need a win at this point, so I am going to mix Red Larch into Womford and put the sinkhole encounter into that. I'll need to toughen it up a bit, but I think it'll provide a good side-mission and hopefully a win. The players haven't played particularly tactically up to this point, so it will be interesting to see if there are any changes now that they have had to flee twice. They really should have blocked or protected the door to the tower before they started shooting. Ah well. [/QUOTE]
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Another Princes of the Apocalypse Recap - Eberron styles, but later.
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