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EmeraldBeacon's Burning Sky (online game)
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<blockquote data-quote="emeraldbeacon" data-source="post: 8577763" data-attributes="member: 7032019"><p>Finally ready to head into the Sour Lake Swamp, the party goes to collect their boats, only to discover that they're surprisingly cumbersome. Leto Moore, ever the enterprising businessman, offered to loan out a half dozen of his men to porter the ships down to the end of the dry road, some ten miles away... but already disgusted at his business practices, the decided to ask the refugees to do the job for less. Finding a small group of able-bodied men that badly needed any money they could get, they worked out a mutually beneficial deal, and travelled to the cottage at the end of the safe road. Spending the night there, they learned that the Ostalin businessman had fled thanks to his wife and son, both of which had innate magical abilities.</p><p></p><p>In the morning, all parties said their farewells, and the journey into the swamp began in earnest. Thanks to some amazing survival checks, they had an uneventful day, and found refuge at a small rocky outcropping of the murky waters. When the eerie song and strange light began to appear, they were already on alert, having already heard that the light was a sign of danger. Everyone was awake when the trap was sprung.</p><p></p><p>The Witches H'andrea were tenacious, but caught flat-footed by a prepared party. Their initial plan disrupted, they began to throw spell after spell to interrupt the party's attacks (Slow! Stinking cloud! Fear!), but were consistently thwarted by great saving throws or clutch dispels. It wasn't long before the wizard fell in battle, while the cleric frantically tried to stay alive. A timely Command spell, ordering the cleric to approach, happened right after the druid jumped into her boat to try and flee. Brought right to the shore, the Cleric was dispatched, prompting the Druid to recoil in fear, pleading for her life. As the party bound her, we wrapped for the night...</p></blockquote><p></p>
[QUOTE="emeraldbeacon, post: 8577763, member: 7032019"] Finally ready to head into the Sour Lake Swamp, the party goes to collect their boats, only to discover that they're surprisingly cumbersome. Leto Moore, ever the enterprising businessman, offered to loan out a half dozen of his men to porter the ships down to the end of the dry road, some ten miles away... but already disgusted at his business practices, the decided to ask the refugees to do the job for less. Finding a small group of able-bodied men that badly needed any money they could get, they worked out a mutually beneficial deal, and travelled to the cottage at the end of the safe road. Spending the night there, they learned that the Ostalin businessman had fled thanks to his wife and son, both of which had innate magical abilities. In the morning, all parties said their farewells, and the journey into the swamp began in earnest. Thanks to some amazing survival checks, they had an uneventful day, and found refuge at a small rocky outcropping of the murky waters. When the eerie song and strange light began to appear, they were already on alert, having already heard that the light was a sign of danger. Everyone was awake when the trap was sprung. The Witches H'andrea were tenacious, but caught flat-footed by a prepared party. Their initial plan disrupted, they began to throw spell after spell to interrupt the party's attacks (Slow! Stinking cloud! Fear!), but were consistently thwarted by great saving throws or clutch dispels. It wasn't long before the wizard fell in battle, while the cleric frantically tried to stay alive. A timely Command spell, ordering the cleric to approach, happened right after the druid jumped into her boat to try and flee. Brought right to the shore, the Cleric was dispatched, prompting the Druid to recoil in fear, pleading for her life. As the party bound her, we wrapped for the night... [/QUOTE]
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