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Emeraldbeacon's Burning Sky (live game)
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<blockquote data-quote="emeraldbeacon" data-source="post: 8906406" data-attributes="member: 7032019"><p>Overnight, the storm's winds intensify violently, making for a fitful night of rest. In the morning, Simeon provides what information he can: though the storm should be too small to support it, it seems to have formed a micro-hurricane, complete with an eye, centered over the old city. Providing the heroes with magical enhancements, and calling upon an old friend, the team ventures forth into the driving wind and rain.</p><p></p><p>Eventually, they find their way to an old ruin on the coast, apparently once a prison. Delving within, the fend off a number of sea creatures seeking shelter from the weather, along with a few planned diversions. Eventually, they discover a tunnel bored into the stone itself, radiating with unnatural heat.</p><p></p><p>Triggering an un-noticed trap, they feel confident that stealth is no longer a viable tactic... and upon descending the hundred-foot shaft, they find themselves in a stiflingly hot chamber, through which flows a river of molten lava. Perhaps more alarming, though, are the ranks of enemy soldiers lining up on the other side of the stream...</p><p></p><p><strong>SESSION NOTES: </strong>A very straightforward mission, in the first half of the dungeon crawl. Like my online group, the Chuul fight was VERY dangerous, as it's quite easy for one of them to nearly alpha-strike a hero. I decided to slightly nerf the paralysis ability, to require that the creature be grappled from the start of the turn for the Chuul to get its tentacles in the mix. Otherwise, I think there would have very likely been some PC deaths in the very first room.</p></blockquote><p></p>
[QUOTE="emeraldbeacon, post: 8906406, member: 7032019"] Overnight, the storm's winds intensify violently, making for a fitful night of rest. In the morning, Simeon provides what information he can: though the storm should be too small to support it, it seems to have formed a micro-hurricane, complete with an eye, centered over the old city. Providing the heroes with magical enhancements, and calling upon an old friend, the team ventures forth into the driving wind and rain. Eventually, they find their way to an old ruin on the coast, apparently once a prison. Delving within, the fend off a number of sea creatures seeking shelter from the weather, along with a few planned diversions. Eventually, they discover a tunnel bored into the stone itself, radiating with unnatural heat. Triggering an un-noticed trap, they feel confident that stealth is no longer a viable tactic... and upon descending the hundred-foot shaft, they find themselves in a stiflingly hot chamber, through which flows a river of molten lava. Perhaps more alarming, though, are the ranks of enemy soldiers lining up on the other side of the stream... [B]SESSION NOTES: [/B]A very straightforward mission, in the first half of the dungeon crawl. Like my online group, the Chuul fight was VERY dangerous, as it's quite easy for one of them to nearly alpha-strike a hero. I decided to slightly nerf the paralysis ability, to require that the creature be grappled from the start of the turn for the Chuul to get its tentacles in the mix. Otherwise, I think there would have very likely been some PC deaths in the very first room. [/QUOTE]
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