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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 9470902" data-attributes="member: 27780"><p>One absence this week, but they apologised well in advance and the other 5 turned up on time so the game once again went ahead fairly smoothly. Having got through the exposition, the team headed straight for mount Arreis where the werewolves were rumoured to be imprisoned. A distinct lack of random encounters later they made it to the base, where they followed the obvious trail up. The first cave had a family of yeti in, and they made short work of the parents before taking the cowering baby yeti along with them. Getting impatient, one of them decided to forgo any subtlety and howl into the night, which alerted but did not fool the pack of winter werewolves. Seeing this mismatched gang of dragons, gith, yeti & giant orc, they decided the PC's obviously weren't an easy lunch, but surrounded them while one assumed human form to talk. They soon got to hear their side of the story, how they were imprisoned in magic crystals 200 years ago, but recently some were released, forced to obey the Bezhumni soldiers because the rest of their pack is still imprisoned. Entirely sympathetic to that predicament, the team said they'd release the rest of the werewolves if they'd join them in the lich-queen's service and help TAKE OVER THE WORLD!!!! (of course!) Since that would involve lots of bloodshed, the werewolves signed up enthusiastically. </p><p></p><p>After spending the night in another of the mountain caves, they continued up the mountain. It gradually got steeper until they got to the final spire. Rather than the series of climb checks the adventure intended at this point, since 4 out of 6 PC's can fly, they simply carried the other two up the rest of the way with them, leaving the werewolves behind. After some brief talking where the PC's demanded the soldiers guarding the top release the werewolves, which they predictably refused knowing they'd probably be dead anyway if they agreed, this turned into our biggest fight scene yet, spanning all the way across the mountaintop and with the flying PC's using the chasm to engage the enemies further in before the first room was cleared. The regular soldiers fell fairly quickly, but lots of them to get through, plus a cleric leading from the rear and spamming summons including a celestial hippogriff, lantern archon and celestial giant bee, the fight still continued for a full 9 rounds before we ran out of time, with the two strongest NPC's still standing. Looks like the adventure will probably be resolved next session, but what will the long-term consequences be? Will the werewolves prove to be valuable allies, or will there be future betrayals to deal with? Let's hope the story will continue next week.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 9470902, member: 27780"] One absence this week, but they apologised well in advance and the other 5 turned up on time so the game once again went ahead fairly smoothly. Having got through the exposition, the team headed straight for mount Arreis where the werewolves were rumoured to be imprisoned. A distinct lack of random encounters later they made it to the base, where they followed the obvious trail up. The first cave had a family of yeti in, and they made short work of the parents before taking the cowering baby yeti along with them. Getting impatient, one of them decided to forgo any subtlety and howl into the night, which alerted but did not fool the pack of winter werewolves. Seeing this mismatched gang of dragons, gith, yeti & giant orc, they decided the PC's obviously weren't an easy lunch, but surrounded them while one assumed human form to talk. They soon got to hear their side of the story, how they were imprisoned in magic crystals 200 years ago, but recently some were released, forced to obey the Bezhumni soldiers because the rest of their pack is still imprisoned. Entirely sympathetic to that predicament, the team said they'd release the rest of the werewolves if they'd join them in the lich-queen's service and help TAKE OVER THE WORLD!!!! (of course!) Since that would involve lots of bloodshed, the werewolves signed up enthusiastically. After spending the night in another of the mountain caves, they continued up the mountain. It gradually got steeper until they got to the final spire. Rather than the series of climb checks the adventure intended at this point, since 4 out of 6 PC's can fly, they simply carried the other two up the rest of the way with them, leaving the werewolves behind. After some brief talking where the PC's demanded the soldiers guarding the top release the werewolves, which they predictably refused knowing they'd probably be dead anyway if they agreed, this turned into our biggest fight scene yet, spanning all the way across the mountaintop and with the flying PC's using the chasm to engage the enemies further in before the first room was cleared. The regular soldiers fell fairly quickly, but lots of them to get through, plus a cleric leading from the rear and spamming summons including a celestial hippogriff, lantern archon and celestial giant bee, the fight still continued for a full 9 rounds before we ran out of time, with the two strongest NPC's still standing. Looks like the adventure will probably be resolved next session, but what will the long-term consequences be? Will the werewolves prove to be valuable allies, or will there be future betrayals to deal with? Let's hope the story will continue next week. [/QUOTE]
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