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Emeraldbeacon's Burning Sky (live game)
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<blockquote data-quote="emeraldbeacon" data-source="post: 8981488" data-attributes="member: 7032019"><p>Beset upon by a giant ape, the Paladin takes a boulder to the face. While the rest of the gang rallies to defend their landlocked allies, the druid tries another tactic: negotiations. With a swiftly cast Speak With Animals spell, he manages to convince the ape they meant no harm, and will leave immediately... an offer that, surprisingly, seems to work. Hastily, they work to ascent the Glasskeel Cliffs, leaving the simian to its own devices.</p><p></p><p>After another day's journey to Lady Timor's castle, they meet with the woman who paints herself as a young archmage. Already wary of the threat of Ragesia, she quickly agrees to provide aid to Gallo after reviewing the evidence the team brought. Seeking to get them back to Gallo quickly, she sends mages to assist, using a valuable scroll of Wind Walk to send a representative with the party.</p><p></p><p>Once there, the team learns of the advantages and setbacks they now face. Gallo is reasonably comfortable that he can at least force a truce, but to ensure it, he asks the group to work on some clandestine missions to cripple Steppengard's armies. The first mission involves neutralizing a war mage camping away from the main army. While the attack is swift, and the mage goes down without much difficulty, reinforcements soon approach, forcing a hasty retreat...</p><p></p><p><strong>SESSION NOTES: </strong>Pretty straightforward here. The combination of Speak with Animals & a rather high Persuasion check allowed me to let them off the hook for the ape fight. While fighting Kelkin, I tried to give them hints that something was odd about the sphinx, but they kept rolling ridiculously low on their arcana checks. In the end, Kelkin went down, but Nashara was about to bring his corpse back to the main camp. The team was able to drop her, collect Kelkin's body, then beat a hasty retreat. Once back at Gallo's camp, he'll be put on cold storage pending a post-war raise dead (they've got a whole week). As it stands, the team currently has 12 VP: Dashgoban and Timor both provided aid (+8 each), and they stopped Kelkin (+4), but right now, eight catapults remain (-8). If they can take out four of them, <em>and </em>hold the line at Otharil Vale, they can earn a full victory for Gallo...</p></blockquote><p></p>
[QUOTE="emeraldbeacon, post: 8981488, member: 7032019"] Beset upon by a giant ape, the Paladin takes a boulder to the face. While the rest of the gang rallies to defend their landlocked allies, the druid tries another tactic: negotiations. With a swiftly cast Speak With Animals spell, he manages to convince the ape they meant no harm, and will leave immediately... an offer that, surprisingly, seems to work. Hastily, they work to ascent the Glasskeel Cliffs, leaving the simian to its own devices. After another day's journey to Lady Timor's castle, they meet with the woman who paints herself as a young archmage. Already wary of the threat of Ragesia, she quickly agrees to provide aid to Gallo after reviewing the evidence the team brought. Seeking to get them back to Gallo quickly, she sends mages to assist, using a valuable scroll of Wind Walk to send a representative with the party. Once there, the team learns of the advantages and setbacks they now face. Gallo is reasonably comfortable that he can at least force a truce, but to ensure it, he asks the group to work on some clandestine missions to cripple Steppengard's armies. The first mission involves neutralizing a war mage camping away from the main army. While the attack is swift, and the mage goes down without much difficulty, reinforcements soon approach, forcing a hasty retreat... [B]SESSION NOTES: [/B]Pretty straightforward here. The combination of Speak with Animals & a rather high Persuasion check allowed me to let them off the hook for the ape fight. While fighting Kelkin, I tried to give them hints that something was odd about the sphinx, but they kept rolling ridiculously low on their arcana checks. In the end, Kelkin went down, but Nashara was about to bring his corpse back to the main camp. The team was able to drop her, collect Kelkin's body, then beat a hasty retreat. Once back at Gallo's camp, he'll be put on cold storage pending a post-war raise dead (they've got a whole week). As it stands, the team currently has 12 VP: Dashgoban and Timor both provided aid (+8 each), and they stopped Kelkin (+4), but right now, eight catapults remain (-8). If they can take out four of them, [I]and [/I]hold the line at Otharil Vale, they can earn a full victory for Gallo... [/QUOTE]
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