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Who Has Actually Played/Run Burning Sky

We never got in Adventure II, and now the game is kaput. One player is moving, one player is too busy at work, one player never shows for who knows why. Trilliths win!

I've got a subscription, so maybe I'll start a different campaign somewhere down the line starting with later adventures.
 

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Yay, my group finally finished adventure two tonight. They got a lot done, and boy was the final battle scary at first, with the party's heavy hitters whiffing on Indomitability and him just tossing PCs and Seela around like rag dolls. However, a cheer went up when the elven commander, who venerates Anyariel, pulled the sword from Indomitability's side. With that, morale went up and the party managed to take Indomitability down, and save most of the seela while they were at it. So, next Monday it is on to Adventure Three!

Now if only I were as excited about typing up the logs for this game as I am for running it! :)

~CE
 

Hehe.. my group plays this coming Friday night and will face the Indomidable...and Kashyk/Seela/etc... all in one pitched battle. :)

Unfortunately I have two players unable to attend, the Cleric and one of the Tanks... will make for an interesting night. I envision many a tossed character
 

Primitive Screwhead said:
Hehe.. my group plays this coming Friday night and will face the Indomidable...and Kashyk/Seela/etc... all in one pitched battle. :)

Unfortunately I have two players unable to attend, the Cleric and one of the Tanks... will make for an interesting night. I envision many a tossed character

Gulp...I'm guessing that should be all kinds of interesting for the players who are there...

Hopefully you have an extra tank to do, well, the tanking. My group doesn't really have a true tank, and they all have pretty abysmal ACs and strengths, so barring the orcish monk, Indomitability was able to pretty much toss everyone around at will. At one point I lobbed our elven commander nearly twenty feet, which made him very sad, let me tell you... Watch his damage, too. I didn't do any fudging, but I was getting scared when I was hitting the PCs for 20+ damage every hit. Of course, none of my players have a lot of hit points, so maybe Indomitability's damage isn't such a big deal for your group. :)
 

I should still have a Tank, a Monk, a Bard, a Mage, and maybe a Rogue... They also have Timbre on thier side courtesy of a Dip check of 31 {!!!}.... but the other factions will all be present as well.... the Party having made arrangements with all of them :)


I will have to watch the damage, but since I use open table rolls... fortunately I also use Action Points... but still might have to pull the Unicorn or Ghaele into the arena as well.

If I beat your 20' toss I will let you know :)
 

Crazy Eights, it is an immense pleasure to read your write-ups. It sounds like the adventure turned out very well.

Ditto Amethal, in case he's reading this.
 
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RangerWickett said:
P.S., I'm curious, C8. In you're write-up, you never made mention of Crystin's visions. Did you decide not to use them?

I definitely do use them, but I usually just forget to mention them in my logs. The group has quickly learned that when Crystin has one of her visions, they should pay attention. Especially after the vision she has before Indomitability sends the fire stags to test the party. After that, they've been all ears whenever she talks. :)

On a side note, Crystin is working out great in my group, since our party rogue has sort of taken her under his wing, protecting her when she gets in danger. Its hilarious, because he's this old salt, straight from the port of Seaquen, and here he is trying to be a father figure for this frightened young girl! Cue awkward situations and ensuing hilarity. I'm imagine that by the time the group finally gets Crystin to safety, she's going to swear like a sailor!
 

Since all you guys are familiar with the adventure, I thought I would post this here instead of its own thread. I've signed up to run War of the Burning Sky #1 at Conquest SF this month. I'm supposed to be done in 5 to 5 and a half hours. I wanted to give just enough of an intro to get people to want to play on with the modules, but still have a sense of completion at the end. So, I am hoping to have them getting out of the city by the end of this single 5 hour game session (though not reaching the point when they would encounter Crystin and Haddin).

My question is, given that most folks seem to have taken several game sessions to get to that point, what could I leave out while still telling the story and giving the players a full sense of the epic events happening around them?
 

Quick suggestions: Have the PCs start at 2nd level, so they've got more survivability. Or if you want to make some more significant changes, give them Star Wars Saga-esque stats, with triple 1st level HP, and the ability to, as a swift action once per day, gain HP equal to their Con score.

A lot of people seem confused about how to react to the sign on the Pub door at the very beginning. I keep reading stories about parties who see the sign and think, "Oh, are we in the wrong place? I wonder how we get inside." I'd suggest just starting them inside the pub.


More detailed suggestions:
I'd suggest focusing on three main encounters, which form the meat of the session. I'd trim and condense some scenes, to end up with the following:

The first scene would be the ambush at the pub. This remains relatively unchanged, though you might have Torrent be a PC, or have her just give the PCs their mission without accompanying them, if you don't want an NPC around. I'd change Torrent's introductory speech to remove mention of the fire forest, and to focus on what will occur in the one-shot. Also, I'd make their 'escape route' much more clear: once they have the case, they go contact Herreman, and he can get them out right away.

After they survive the ambush, you have a short synopsis of their travel to the depository. Unless the first fight went really quickly, I'd suggest you not give them anything to do during their run. Just say people are panicking, there's a battle in the skies, buildings are on fire, and soldiers are running through the streets trying to get to the west wall.

When they get to the depository, completely excise the 'fake Rivereye,' and instead have them find the gnome unconscious and tied up. When awoken he tells them what he overheard, and thus directs them to Gabal's school (or the Elvish Ghetto, whichever of the two you'd rather run).

Whichever you pick is the second scene. Either works, because they combine roleplaying and planning with a fight at the end (though there's a chance for a peaceful resolution). Either way, I'd add Larion and the lantern archon to the Shahalesti in whichever scene you run.

After that scene, the heroes have the case and can leave. They go to Herreman, get horses, and ride out first thing in the morning. Give them a chance to find out what's inside the case; don't make it so impossible to decipher as it is in the adventure. Once they manage to crack open the case (just make it iron and locked, not adamantine), they find documents detailing how to create an eldritch machine, a magical superweapon that will let its controller use magic over vast distances.

The third scene is a combination of the gauntlet and the attack on Haddin's house. As the heroes are riding along, they run into the gauntlet, except here the bounty hunters are instead Ragesian soldiers (same stats, different uniform), and they are aided by the inquisitor.

How does that sound?
 

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