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Playing the Game
Story Hour
Rel's Faded Glory II (Thanks Old One) Final Update 7/14
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<blockquote data-quote="Rel" data-source="post: 373298" data-attributes="member: 99"><p>Hello again, guys.</p><p></p><p>I wanted to make one further comment about the last update. I knew from the moment that session ended that the Story Hour write up would seem to be the ultimate "Deus ex machina". I mean, c'mon - Giant owls fly down and carry them to safety just as it becomes clear that there is no escape? Please.</p><p></p><p>But actually, it wasn't. When Speaks met with Great Root before they journeyed to the Temple, Great Root told him that he would send them what aid he could. So, the Dire Owls were sent to the area to try to locate them. I made some Spot rolls for the owls and rolled fairly bad and so they were reduced to patrolling above the woods looking for a sign of the party. The Dark Druids inadvertantly provided that sign with the pair of Walls of Fire.</p><p></p><p>The interesting part was when Scar almost got overrun by the Dark Druids and their minions when he made his Reflex save to avoid being grabbed by the Owl. The player knew by that point that the Owls were their only ticket out of there, but he felt that his character would still be mistrustful of them. Great bit of roleplaying there that I think should be recognized as outstanding.</p><p></p><p>Anyhow, soon I'll be posting the summary of the contents of the journal the party found in the Temple and the scope of the events that grip the northlands shall become more clear.</p></blockquote><p></p>
[QUOTE="Rel, post: 373298, member: 99"] Hello again, guys. I wanted to make one further comment about the last update. I knew from the moment that session ended that the Story Hour write up would seem to be the ultimate "Deus ex machina". I mean, c'mon - Giant owls fly down and carry them to safety just as it becomes clear that there is no escape? Please. But actually, it wasn't. When Speaks met with Great Root before they journeyed to the Temple, Great Root told him that he would send them what aid he could. So, the Dire Owls were sent to the area to try to locate them. I made some Spot rolls for the owls and rolled fairly bad and so they were reduced to patrolling above the woods looking for a sign of the party. The Dark Druids inadvertantly provided that sign with the pair of Walls of Fire. The interesting part was when Scar almost got overrun by the Dark Druids and their minions when he made his Reflex save to avoid being grabbed by the Owl. The player knew by that point that the Owls were their only ticket out of there, but he felt that his character would still be mistrustful of them. Great bit of roleplaying there that I think should be recognized as outstanding. Anyhow, soon I'll be posting the summary of the contents of the journal the party found in the Temple and the scope of the events that grip the northlands shall become more clear. [/QUOTE]
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Rel's Faded Glory II (Thanks Old One) Final Update 7/14
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