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Emeraldbeacon's Burning Sky (live game)
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<blockquote data-quote="emeraldbeacon" data-source="post: 8978955" data-attributes="member: 7032019"><p>Fearing the threat of the fey, the party decides to take the main road southwards to Lord Dashgoban's lands. Shortly after leaving Duke Gallo's borders, they are met with a cluster of Talon forces on the road, watching for any travelers whom might represent a threat to their king. As they demand information, the heroes leap into battle. Though the fighting is fierce (and painful, as their new druid companion finds himself in the crosshairs of several arrows), in time, the enemies are defeated, and the team completes their hasty trip towards the dwarven stronghold.</p><p></p><p>There, they find a small army and cavalry running drills in the snow, outside of a citadel carved into the side of the mountain itself. Within, they meet with Dashgoban and his war council, who debate the pros and cons of rising against Steppengard. In the end, though, the dwarf lord very suddenly institutes a call to action, swearing his forces to defend Duke Gallo.</p><p></p><p>After a night's sleep, the team then heads into the Pitchwood, still quite wary of the threat of the fey. With judicious (and repeated) application of Pass Without Trace, they manage to make it through the length of the forest undetected, emerging at Pitchwood late that afternoon. While the city is quite resistant to the plan that involves a sacrifice of their entire pitch harvest, a generous contribution from the party and a monstrous Persuasion check earns their approval.</p><p></p><p>The next day, the team marches to the base of the Glasskeel Cliffs, and decide to use their surprising mix of flight & climbing capabilities to ascend it directly. While one has to wait behind for a short time, safely ensconced within a Tiny Hut, the others begin their ascent, through Spider Climbing and Fly spells, along with Takasi's aid. After roughly 600 feet of ascent, though, they begin to discover evidence of a massive creature that must live in these parts; then, after an unexpected slip on the cliff wall, they find a massive, ape-like creature shuffling towards them...</p><p></p><p><strong>SESSION NOTES:</strong> While I really wanted them to have to deal with the Pitchlings, I couldn't rightly deny them an insane streak of amazing stealth rolls. Giving them three chances to fail, no player rolled below a 15, and my advantage Pitchling rolls never beat a 12. It was meant to be... but I'm thinking that might make their chances worse down the line, as the majority of catapults will indeed make it to the battle.</p></blockquote><p></p>
[QUOTE="emeraldbeacon, post: 8978955, member: 7032019"] Fearing the threat of the fey, the party decides to take the main road southwards to Lord Dashgoban's lands. Shortly after leaving Duke Gallo's borders, they are met with a cluster of Talon forces on the road, watching for any travelers whom might represent a threat to their king. As they demand information, the heroes leap into battle. Though the fighting is fierce (and painful, as their new druid companion finds himself in the crosshairs of several arrows), in time, the enemies are defeated, and the team completes their hasty trip towards the dwarven stronghold. There, they find a small army and cavalry running drills in the snow, outside of a citadel carved into the side of the mountain itself. Within, they meet with Dashgoban and his war council, who debate the pros and cons of rising against Steppengard. In the end, though, the dwarf lord very suddenly institutes a call to action, swearing his forces to defend Duke Gallo. After a night's sleep, the team then heads into the Pitchwood, still quite wary of the threat of the fey. With judicious (and repeated) application of Pass Without Trace, they manage to make it through the length of the forest undetected, emerging at Pitchwood late that afternoon. While the city is quite resistant to the plan that involves a sacrifice of their entire pitch harvest, a generous contribution from the party and a monstrous Persuasion check earns their approval. The next day, the team marches to the base of the Glasskeel Cliffs, and decide to use their surprising mix of flight & climbing capabilities to ascend it directly. While one has to wait behind for a short time, safely ensconced within a Tiny Hut, the others begin their ascent, through Spider Climbing and Fly spells, along with Takasi's aid. After roughly 600 feet of ascent, though, they begin to discover evidence of a massive creature that must live in these parts; then, after an unexpected slip on the cliff wall, they find a massive, ape-like creature shuffling towards them... [B]SESSION NOTES:[/B] While I really wanted them to have to deal with the Pitchlings, I couldn't rightly deny them an insane streak of amazing stealth rolls. Giving them three chances to fail, no player rolled below a 15, and my advantage Pitchling rolls never beat a 12. It was meant to be... but I'm thinking that might make their chances worse down the line, as the majority of catapults will indeed make it to the battle. [/QUOTE]
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