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Tolamaker's Burning Sky
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<blockquote data-quote="Tolamaker" data-source="post: 8613795" data-attributes="member: 7031495"><p><strong>Session 29: Into the Pyromancer's Realm</strong></p><p>The party receives help from Ogoth, who gives them all potions of healing. While waiting for Simeon to divine the center of the storm, they ask Giorgio’s specter some questions. They determine that he was working for the Ragesians for money, and that he doesn’t know how many other Ragesians are in the town, though he is aware of them. He also says that the Ragesians are responsible for the storm. Eluriah wonders if the Shahalesti are pulling a double false flag operation.</p><p></p><p>Simeon tells them where to go with a Find the Path scrool, and they make their way to the location in the ruins to the east. The area is hidden by what appears to be natural rock and turns out to be the remains of a great tower. All that is left is a courtyard, and stairs leading down.</p><p></p><p>In the ruins, Aripos finds a lever, that activates a trap, preemptively setting it off. Orwin sees a chest, and as he inspects it for magical runes, it takes a nasty bite out of him. The party finishes the mimic off, and loots him for all 2 gold worth of silver and copper it had in it.</p><p></p><p>They delve deeper to find a prison, filled with skeletons of prisoner’s past. The skeletons come to life, and the crew batters them back down. Moving further in, they are able to sneak up on four Sahuagin, and eviscerate them before any of them have a chance to act.</p><p></p><p><strong>Post-Session Thoughts</strong></p><p>This was a pretty straightforward session of dungeon delving, but the recap doesn't include the 10-ish minutes of Roll20 shitting the bed and screwing up dynamic lighting. There was some bug were lines would extend beyond where they ended, so there were weird intersecting lines that made it impossible to see anything too far. I had to revert back to the old way where I manually revealed each room. Not the end of the world, but incredibly annoying when you set up the lighting yourself. It also just ground the session to a halt.</p><p></p><p>Some lighter-hearted moments: Orwin getting crit for 31 damage by the mimic (the first I've ever run). It really woke everyone up. Because of the water everywhere, I gave disadvantage to stealth checks, and they all rolled like crazy for the sahuagin ambush. They did so well that when it came to Giorgio's specter, Gruz just used him to float through adjacent rooms to make sure no one else would be coming to help.</p><p></p><p><strong>Changes to the module</strong></p><p>I removed the young chuul from the beginning because of how rough the Wayfarer fight had gone for them, but I regret it now because of how well they dealt with everything else. I haven't decided if that means I'll buff up the lower levels, or the final fight. We'll see.</p><p></p><p>Don't know how well dungeon-delving does for reading, but hopefully next session will bring to light some interesting details!</p></blockquote><p></p>
[QUOTE="Tolamaker, post: 8613795, member: 7031495"] [B]Session 29: Into the Pyromancer's Realm[/B] The party receives help from Ogoth, who gives them all potions of healing. While waiting for Simeon to divine the center of the storm, they ask Giorgio’s specter some questions. They determine that he was working for the Ragesians for money, and that he doesn’t know how many other Ragesians are in the town, though he is aware of them. He also says that the Ragesians are responsible for the storm. Eluriah wonders if the Shahalesti are pulling a double false flag operation. Simeon tells them where to go with a Find the Path scrool, and they make their way to the location in the ruins to the east. The area is hidden by what appears to be natural rock and turns out to be the remains of a great tower. All that is left is a courtyard, and stairs leading down. In the ruins, Aripos finds a lever, that activates a trap, preemptively setting it off. Orwin sees a chest, and as he inspects it for magical runes, it takes a nasty bite out of him. The party finishes the mimic off, and loots him for all 2 gold worth of silver and copper it had in it. They delve deeper to find a prison, filled with skeletons of prisoner’s past. The skeletons come to life, and the crew batters them back down. Moving further in, they are able to sneak up on four Sahuagin, and eviscerate them before any of them have a chance to act. [B]Post-Session Thoughts[/B] This was a pretty straightforward session of dungeon delving, but the recap doesn't include the 10-ish minutes of Roll20 shitting the bed and screwing up dynamic lighting. There was some bug were lines would extend beyond where they ended, so there were weird intersecting lines that made it impossible to see anything too far. I had to revert back to the old way where I manually revealed each room. Not the end of the world, but incredibly annoying when you set up the lighting yourself. It also just ground the session to a halt. Some lighter-hearted moments: Orwin getting crit for 31 damage by the mimic (the first I've ever run). It really woke everyone up. Because of the water everywhere, I gave disadvantage to stealth checks, and they all rolled like crazy for the sahuagin ambush. They did so well that when it came to Giorgio's specter, Gruz just used him to float through adjacent rooms to make sure no one else would be coming to help. [B]Changes to the module[/B] I removed the young chuul from the beginning because of how rough the Wayfarer fight had gone for them, but I regret it now because of how well they dealt with everything else. I haven't decided if that means I'll buff up the lower levels, or the final fight. We'll see. Don't know how well dungeon-delving does for reading, but hopefully next session will bring to light some interesting details! [/QUOTE]
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