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Play reports for the Dying Skyseer
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<blockquote data-quote="imars" data-source="post: 6679923" data-attributes="member: 6704753"><p>As far as the fighting goes... again there are SPOILERS</p><p></p><p>I was worried about the fighting on the mountain. I was not hard on my players. When the shadowy man began throwing sunrods, I allowed the monk to be fast enough to catch and throw them back before the creatures crossed the ring of blood. I liked the idea enough to allow it to work. Where the party did almost die was fighting the construct in the warehouse. They blocked the technicians escape by fascinating them or using a wall of stone to block their access to the ring. The construct stunned most of the party. Only a lucky save by the barbarian followed by a critical hit saved them. Macbannin would have been dangerous, except the monk grappled him. He could do very little after that, though he had knocked 2 of 5 players out of action with curses. Though once the monk pinned and cuffed Macbannin, I ruled that the mage cuffs broke the curse. It would not have changed the ultimate outcome, in my opinion. It just would have slowed things down. The only other fights were against the Wareyes, the arsonists, and against Creed in the church. They managed to avoid or intimidate or negotiate their way out of any other fights.</p></blockquote><p></p>
[QUOTE="imars, post: 6679923, member: 6704753"] As far as the fighting goes... again there are SPOILERS I was worried about the fighting on the mountain. I was not hard on my players. When the shadowy man began throwing sunrods, I allowed the monk to be fast enough to catch and throw them back before the creatures crossed the ring of blood. I liked the idea enough to allow it to work. Where the party did almost die was fighting the construct in the warehouse. They blocked the technicians escape by fascinating them or using a wall of stone to block their access to the ring. The construct stunned most of the party. Only a lucky save by the barbarian followed by a critical hit saved them. Macbannin would have been dangerous, except the monk grappled him. He could do very little after that, though he had knocked 2 of 5 players out of action with curses. Though once the monk pinned and cuffed Macbannin, I ruled that the mage cuffs broke the curse. It would not have changed the ultimate outcome, in my opinion. It just would have slowed things down. The only other fights were against the Wareyes, the arsonists, and against Creed in the church. They managed to avoid or intimidate or negotiate their way out of any other fights. [/QUOTE]
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