WotBS EmeraldBeacon's Burning Sky (online game)

emeraldbeacon

Adventurer
My brain is struggling to keep your game and Tolamaker's separate, since you're both up to Seaquen. It's interesting to see how you're presenting the NPCs differently.
The moment when you finally let your party off the rails, and they start to explore Seaquen, and you realize you now have twenty-plus brand new NPCs to simultaneously monitor...
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Tormyr

Adventurer
The moment when you finally let your party off the rails, and they start to explore Seaquen, and you realize you now have twenty-plus brand new NPCs to simultaneously monitor...
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This is me every week in Zeitgeist. It felt at times like WotBS was getting me ready for Zeitgeist.
 

emeraldbeacon

Adventurer
The team quickly decides to find out who is asking about them, finding the address in a quiet residential neighborhood along the Seaquen north shore. The Twilight Cleric applies invisibility to the Rogue, who sneaks up to the building, and uses mage hand to unlatch a window and climb in (side note, I'm incredibly amused that in Roll20, the building is a clone of the Poison Apple Pub from adventure one). Quickly interrupted by the home's occupants, they scramble back out as the window is hastily shut, and an argument begins about who left it unlocked.

The group reconvenes, discussing what to do, when ANOTHER resident of the city seems to recognize them, only a block or two away from the hideout, and makes a beeline for Jeszka's hideaway. The rogue darts in again, slipping through the door in the moment it was left open, quietly listening to the enchantment-addled discussion of the targets, sighted only a short distance away. Jeszka herself comes downstairs, berates the man for foolishly leading them straight to her, and cuts him down in cold blood... then stares straight at the invisible rogue. Sending a message to her owl to get the others NOW, things get tense, as Jeszka demands the courtesy of a surrender, in exchange for the courtesy of a merciful death.

The fight starts very quickly, and ends almost as fast, as the party virtually alpha-strikes her. Her abilities go consistently awry, as she misses three pointblank sword attacks against a mostly helpless rogue and bard, then fails to charm the barbarian. Fleeing out the window, the Twilight Cleric takes a gamble, and upcasts sleep on her right as she's about to fly off into the rainy afternoon... causing her to collapse to the ground (GM note: I made a major blunder here in a ruling on the duration of sleep; not realizing that the spell calls for a 1min duration, I ruled that it was the same as KO'ing someone, and that they'd sleep for 1d4 hours).

The party was torn on just killing her, or trying to find out more information. Eventually, they split the squad, sending half to summon help from the Lyceum (which they do not yet have a relationship with), the others to guard her and search the home for more information...
 

Tolamaker

Adventurer
Her abilities go consistently awry, as she misses three pointblank sword attacks against a mostly helpless rogue and bard, then fails to charm the barbarian.
Glad to see I'm not the only one who's Jeszka had the dice working against them.

(GM note: I made a major blunder here in a ruling on the duration of sleep; not realizing that the spell calls for a 1min duration, I ruled that it was the same as KO'ing someone, and that they'd sleep for 1d4 hours)
I wouldn't worry too much about this. Whenever I've had players Sleep someone, they inevitably surround them, hold their actions until everyone can attack at once, and knock the person out. Unless it's in the middle of a pitched battle, I treat Sleep as knocking to zero hp.
 


emeraldbeacon

Adventurer
A quick investigation of the home uncovers a Ragesian order to locate the rebels who absconded with the locked case, reclaim the intelligence, and deal with the offenders... permanently. Also found are a number of pamphlets that perfectly describe the heroes as they left Gate Pass. Meanwhile, as a couple of heroes babysit the sleeping body of Jeszka, others rush off to the Lyceum for help, while sending a familiar to deliver a message to the home of Lee Sidoneth. They are met at the gates by a surly guard who has no interest in helping them, but their description of a devil hiding within the city (along with some help from Katrina, who's somehow already worked her way into a provisional membership) convinces the school to send a group of mages. Their job is to investigate, and if necessary, contain the devil until a time comes that they can efficiently return her to the nine hells.

As the mages agree that the heroes' stories match the apparent situation at the home, they all grudgingly acknowledge the service the heroes provided, while remaining concerned at their possible involvement in the attack. Once secured with magic-muffling manacles, Jeszka is dragged away, though not before crying out to the heroes (in Infernal, which only one of them understands), "I'll tell you everything if you don't let them kill me!" The Bard rushes off with the mages (and Katrina) to follow that lead, eventually gaining a provisional membership to the Lyceum himself.

Meanwhile, after some city guards help to secure the home and return it to its owners (now free of Jeszka's mind-altering magics), the party heads south to figure out what else they could do for the city. They learn, as they travel through the refugee camps, about a number of religious conflicts that have arisen amongst the desperate civilians there. They also learn about a clan of goblins menacing the swamp itself. Eventually, though, the rogue's owl familiar returns with a brief letter from Lee Sidoneth, that addressed the devil, a full audience at the Lyceum in 2 days, and an emergency meet that night...
 


emeraldbeacon

Adventurer
A brief trip to South Harbor didn't net much useful information for the party, aside from extremely expensive housing being built there. They tried to set up a system to get skilled refugees to sign on as workers to build those houses faster, in exchange for easy access to housing, but no concrete deals were made. Haddin spotted some possible connections, though, and made a decision to return later for more investigation. They picked up on rumors of people disappearing, and some mention about house fires, but were distracted by a long mournful cry, somewhere between a wail of sadness, and a roar of anger. It seemed to be coming from the southern reaches of the swamp.

The group returned to the Lyceum to meet with Lee, who arranged for the heroes to interrogate the devil, since she wasn't talking to the Lyceum interrogators. Jeszka was bitter at first, then quietly admitted that she was afraid to suffer the anguish of death again, and offered information in exchange for a pardon. After some negotiations, they agreed to petition Simeon to banish her instead, a deal that he reluctantly took. Simeon did accept the case of Ragesian intelligence at this time, though he didn't have time to inspect it yet. Dismissing the group, they head out into the rainy night, expecting to "debrief" Jeszka in the morning...
 

emeraldbeacon

Adventurer
Returning to debrief Jeszka, the party is both relieved at her eagerness to help, as banishment will free her from the Ragesian Control she's under. They're also alarmed at the extent of her network of mind-controlled citizens, thankful that the Lyceum can start to undo her work. She also discloses the existence of a Ragesian Teleporation Beacon within the city, but her orders render it impossible for her to share anything about their identities or locations. As they turn to leave, she beckons the priest to the cell, and quietly thanks him for the mercy they've extended, swearing an oath to aid them in the future if they call upon her, to repay her debt. He is notably troubled by the idea of soliciting help from devils, and keeps the information secret for now. As they leave, Crystin has a sudden, disorienting vision of an eagle in the storm, somewhere to the west.

As the official War Council meeting is still two days off, they take some time to visit the Wayfarer's Theater at the behest of Tiljann. There, they meet a boastful, egotistical braggart in Giorgio, and the much more reserved and elegant Sheena Larkins. Ushered into the Wayfarer's Theater for auditions, they're both amazed and disturbed at the seemingly impossible interior dimensions of the vessel, rationing that it must somehow be an extradimensional space. The Bard starts off with some rather offputting comedic routines, but swiftly shifts into a dramatic monologue that stuns those present with its eloquence. Giorgio insults his appearance and early demeanor, but Sheena quickly assures him that his talents could definitely be put to use. Tiljann takes the stage, but is wracked with stage fright when trying to sing the Song of Forms. Nevertheless, Sheena sees promise in her, and promises to help her find her way. The Barbarian even decides to participate, attempting to parlay his athletic prowess into a stage presence, performing an artistic interpretation of his weapon training drills on stage. It goes over quite well, while Giorgio scoffs at the unconventional presentation. When the bard tries to object, the Wayfarer suggests that he stay in his seat and watch quietly for the rest of the event... something that, on a failed save, he is grudgingly forced to do.

At the end of the day, there are a few offers made to join the production, while the rest of the group considers reports of dangers in the swamplands, for the remainder of the day...
 

emeraldbeacon

Adventurer
As the squad prepares to leave the Wayfarers, they take the opportunity to ask the world's premiere teleportation service, "what's up with the fiery stuff?" They learn a bit about what's been dubbed "The Burning Sky," and how its sudden appearance seemed to coincide with both the assassination of Emperor Coaltongue, and some kind of catastrophic event far away in Sindaire.

From there, they divert into the Sindarese refugee camp, based on Crystin's peculiar vision. Finding a giant eagle (soggy from the rain) near a tent, they approach, and after being accosted, quickly meet Laurabec Adelsburg, a Paladin of the Aquiline Cross. She explains how she came to this city, and her goal to help ease tensions among the people by setting up a pantheistic temple. After explaining the various factions arrayed against one another, she beseeches the heroes to help her with her task. They agree to aid her in the weeks ahead.

After reclaiming the boats they cleverly had stored near the swamp's edge, they travelled into the murky terrain, camping a short distance in. The night was disturbingly quiet and still, made marginally better thanks to a Tiny Hut. When they awoke, they proceeded to seek the goblin camp, which they'd previously learned was harassing refugees en route to Seaquen... but not before a great shadow passed over them, obscured by the rain and mist. What other terrors await them, in this murky landscape?
 

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